Dawn Starfinder

Last Updated: November 16, 2019

class:		Druid/Diviner/Arcane Hierophant	race:		human (Chondathan)
level:		4 = 2/2/0			alignment:	neutral good
xp:		9,625				deity:		Chauntea

size:	M	age:	26	gender:	female	height:	5'9"	
eyes:	green	hair:	brown	skin:	white	weight:	155 lbs

Campaign: 	Forgotten Realms, The House of the Summer Rose
Home Region: 	The Dalelands, Mistledale, Peldan's Helm
Languages:	Chondathan (native), Druidic, Elven, Goblin, Sylvan

                        hp = 
====================================================================================
STR:	12	+1	HP: 	18			Speed:	30 ft (40 ft longstrider)
DEX:	15	+2	AC:	12 (16/20)				
CON:	10	0	= 10   + 0(4)  + 0(4)   + 2   + 0    + 0   + 0       + 0
INT:	16	+3	  base + armor + shield + dex + size + nat + deflect + misc
WIS:	14	+2	AC touch:	12
CHA:	10	0	AC flat-footed: 10		Initiative:	+2
							Base Attack:	+1+1+0 = +2

====================================================================================
		Total	= base	  +Mod	+magic	+misc
Fortitude:	+3	= 3+0+0	  +0		
Reflex:		+2	= 0+0+0	  +2			
Will:		+8	= 3+3+0	  +2		
	
====================================================================================
Attack		Bonus	Damage	Critical	Range	Type	Notes
------------	------	------	--------	-----	----	-----
Dawn's 		+4	2d6+2/	x2		-	B	oak, masterwork
 Shillelagh	(+2/+2)	2d6+1					doubleweapon

dagger		+3	1d4	19-20/x2	10 ft	P/S	silver
		+4 thr

light crossbow	+4	1d8	19-20/x2	80 ft	P	normal
			1d8-1					silver bolts


Protective		AC 	Max 	Check 	Spell	
Item		Type	bonus	Dex	penalty	Failure	Speed	WT	Notes
-------------	----	-----	----	-------	-------	-----	---	------
Mage Armor	armor	+4	n/a	n/a	n/a	n/a	n/a	dur = 2 hr

Shield spell	shield	+4	n/a	n/a	n/a	n/a	n/a	dur = 2 min


====================================================================================
SKILLS: Total = 36+10 = 46   max = 7/3	Ability	Mod	Ranks	Misc
+3	appraise			INT	+3		
+2	balance				DEX	+2		-0 armor
+0	bluff				CHA	+0		
+1	climb				STR	+1		-0 armor		
+0	*+$concentration		CON	+0	
+3	*+craft				INT	+3		
no	+$decipher script		INT	+3		
+0	*diplomacy			CHA	+0
no	disable device			INT	+3		
+0	disguise			CHA	+0		
+2	escape artist			DEX	+2		-0 armor	
+3	forgery				INT	+3		
+0	gather information		CHA	+0		
+5	*handle animal			CHA	+0	5	
+5	*heal				WIS	+2	1	+2 kit
+3	hide				DEX	+2		-0 armor/+1 forester
+5	hide, forests			DEX	+2	"	-0 armor/+3 forester	
+0	intimidate			CHA	+0			
+1	jump				STR	+1		-0 armor			
+8	+$knowledge, arcana		INT	+3	5
no	+knowledge, architect/engineer	INT	+3	
+4	+knowledge, dungeoneering	INT	+3	1
+4	+knowledge, geography		INT	+3	1
no	+knowledge, history		INT	+3	
no	+knowledge, local		INT	+3
+12	*+knowledge, nature		INT	+3	5	+2 nature/+2 survival
no	+knowledge, nobility/royalty	INT	+3
+4	+$knowledge, religion		INT	+3	1
no	+knowledge, the planes		INT	+3	
+12	*listen				WIS	+2	7	+2 alertness/+1 forester
+14	*listen, forests		WIS	+2	"	+2 alertness/+3 forester
+3	move silently			DEX	+2		-0 armor/+1 forester
+5	move silently, forests		DEX	+2	"	-0 armor/+3 forester	
no	open lock			DEX	+2		
+0	perform				CHA	+0		
no	*+$profession			WIS	+2		
+5	*ride				DEX	+2	1	+2 handle animal	
+3	search				INT	+3		
+2	$sense motive			WIS	+2
no	sleight of hand			DEX	+2		-0 armor			
+12	*+$spellcraft			INT	+3	7	+2 arcana
+14	*+$spellcraft, learn divination	INT	+3	"	+2 arcana/+2 diviner
+12	*spot				WIS	+2	7	+2 alertness/+1 forester
+14	*spot, forests			WIS	+2	"	+2 alertness/+3 forester
+15	*spot, shadows			WIS	+2	"	+2 alertness/+1 forester/+3 owl
+17	*spot, shadowy forests		WIS	+2	"	+2 alertness/+3 forester/+3 owl
+10	*survival			WIS	+2	5	+2 nature/+1 robe
+12	*survival, natural aboveground	WIS	+2	"	+2 nature/+1 robe/+2 know nature
+1	*swim				STR	+1		-0 armor x2			
no	tumble				DEX	+2		-0 armor		
no	use magic device		CHA	+0		(+2 w. scrolls)
+2	use rope			DEX	+2
n/a	speak languages			n/a		0 cc	

* = druid, + = diviner, $ = mystic theurge

=============================================================================
SPECIAL ABILITIES / FEATS
Armor: 		light, medium (no metal = leather, padded, hide)
Shields:	wooden only (no tower shields)
Weapons:	club, dagger, dart, quarterstaff, scimitar, sickle, 
		shortspear, sling, spear, natural weapons
		light crossbow, heavy crossbow

DIVINER
- prohibited school is necromancy
- gains bonus divination spells
- spellcraft = +2 when learning divination spells
- Scribe Sroll
- Summon Familiar: Owl (grants alertness and spot +3 in shadows)

DRUID
- Animal Companion: Owl
- Spontaneous Casting: "summon nature's ally"
- Nature Sense: survival and know nature = +2
- Wild Empathy: 1d20 + druid + CHA + handle animal = 1d20+2+0+2 = 1d20+4
- Woodland Stride: move through undergrowth at normal move

Forester (human bonus feat/regional feat)
- hide, listen, move silently and spot = +1 bonus, +3 bonus when in forests

Two-Weapon Fighting (1st level bonus feat)
- primary hand = -4 to hit, off-hand = -4 to hit
- primary hand = -2 to hit, off-hand, if light = -2 to hit

Track (3rd level bonus feat)
- survival role to follow tracks


=============================================================================
DRUID SPELLS - caster level = 2
	0: 4  1: 2+1b  2: 0  3: 0  4: 0  5: 0  6: 0  7: 0  8: 0  9: 0
   DC
0: 12	dawn (SC), guidance, light, resistance
1: 13	calm animals, entangle, longstrider
	(summon nature's ally I)

DIVINER SPELLS - caster level = 2
	0: 4+1d  1: 2+1b+1d  2: 0  3: 0  4: 0  5: 0  6: 0  7: 0  8: 0  9: 0
   DC
0: 13	mage hand, message, open/close, prestidigitation, read magic
1: 14	mage armor, shield, sleep, true strike

potions/scrolls/wands
0: 	detect magic, resistance
1: 	color spray, comprehend languages, detect secret doors, disguise self, entangle
	faerie fire, mage armor, obscuring mist, produce flame, shield, speak with animals
2:	invisibility


DAWN'S SPELLBOOK #1: Level 0 and Level 1 Spells (32/100 pages)
Level 0 = 17 pages                              
 (1/1)    Abjur:   resistance                                      
 (1/1)    Conj:    acid splash                                     
 (3/3)    Div:     detect poison, detect magic, read magic         
 (1/1)    Ench:    daze                    
 (4/4)    Evoc:    dancing lights, flare, light, ray of frost              
 (1/1)    Illus:   ghost sound             
 (4/4)    Trans:   magehand, mending, message, open/close 
 (2/2)    Univ:    arcane mark, prestidigitation 
Level 1 = 15 pages       
 (2/5)    Abjur:   alarm, shield                                        
 (1/6)    Conj:    mage armor                                    
 (4/5)    Div:     comprehend languages, detect secret doors, identify, true strike
 (1/3)    Ench:    sleep 
 (3/4)    Evoc:    burning hands, magic missile, Tenser's floating disk
 (4/5)    Illus:   color spray, disguise self, silent image, ventriloquism
 (0/8)    Trans:    


==============================================================================
GEAR	Total WT= 18.5 + 25.5 = 44
	load: light = 43	medium = 86	heavy = 130
WT	Item
---	---------------------
0	explorer's outfit
1	silver holy symbol: Chauntea (25 gp)
0	HEAD:	  OPEN SLOT
0	FACE:	  OPEN SLOT
0	THROAT:	  OPEN SLOT
0	SHOULDER: OPEN SLOT
0	BODY: 	  OPEN SLOT
1	TORSO:	  Woodland Tunic (100 gp)
			- grant +1 competence bonus on Survival checks
0	WAIST:	  OPEN SLOT
0	FEET:	  OPEN SLOT
0	ARMS:	  OPEN SLOT
0	HANDS:	  OPEN SLOT
0	RING1:	  OPEN SLOT
0	RING2:	  OPEN SLOT
0	SHIELD:	  OPEN SLOT

4	Shillelagh of the Dawn (4,900 gp)
		- oak quarterstaff, masterwork/masterwork (600 gp)
		- permenantly enchanted the staff with Shillelagh (+4,000 gp)
		- In the hands of non-druid, Shillelagh is simply an oak staff that 
		  is masterwork at each tip with an enhancement bonus of +1 to hit.
		- In the hands of a druid, Dawn's Shillelagh gains a +1 enhancement 
		  bonus to hit and damage, and its baseline damage is 2d6 at each tip.
		- cast Dawn, swift action, 15 ft radius burst, once/day
		  All sleeping creatures awaken. Those who are unconscious because of 
		  nonlethal damage wake up and are staggered. This spell does not 
		  affect dying creatures.

1	silver dagger (22 gp)

4	light crossbow (35 gp)
1	quiver
	- cold iron bolts = 5 (2 sp each)
	- silver bolts = 5 (2 gp each)

1	potion belt, masterwork = 1/10 vials (60 gp)
        - retrieving a potion/vial is a free action once per round
0		- vial of black ink (8 gp)

2	spell component pouch (5 gp)

0.5	belt pouch (1 gp)
0		- inkpen (1 sp)
0		- flint and steel (1 gp)
1		- coins and gems

0.5	belt pouch (1 gp)
0		- holly and mistletoe

0.5	scroll case
0		- x2 Arcane Scroll: mage armor, caster level = 1 (25 gp)
0		- x2 Arcane Scroll: shield, caster level = 1 (25 gp)

0.5	scroll case
0		- x1 Arcane Scroll: color spray, SL = 1, CL = 1 (25 gp)
0		- x1 Arcane Scroll: comprehend languages, SL = 1, CL = 1 (25 gp)
0		- x1 Arcane Scroll: detect secret doors, SL = 1, CL = 1 (25 gp)
0		- x1 Arcane Scroll: disguise self, SL = 1, CL = 1 (25 gp)
0		- x1 RW Arcane Scroll: detect magic, SL = 0, CL = 1 (12.5 gp)
0		- x1 RW Arcane Scroll: resistance, SL = 0, CL = 1 (12.5 gp)

0.5	scroll case
0		- x1 Divine Scroll: entangle, SL = 1, CL = 1 (25 gp)
0		- x1 Divine Scroll: faerie fire, SL = 1, CL = 1 (25 gp)
0		- x1 Divine Scroll: obscuring mist, SL = 1, CL = 1 (25 gp)
0		- x1 Divine Scroll: produce flame, SL = 1, CL = 1 (25 gp)
0		- x1 Divine Scroll: speak with animals, SL = 1, CL = 1 (25 gp)

0	Wand of Lesser Vigor (15 gp/charge = 750 gp)
		- command word in Sylvan = "Blossum", charges = 50
		- heals 1 hp/round for 11 rounds (heals 11 hp)
		- bears mark of Chauntea

0	Wand of Invisibility (90 gp/charge = 1,440 gp)
		- command word = "POOF!", charges = 16

2	backpack (2 gp)
4		- waterskin (1 gp)
10		- trail rations, 10 days (5 gp)
5		- bedroll (1 sp)
3	        - Dawn's Spellbook #1
1		- healer's kit, 10 uses (50 gp)
0.5		- scroll case (1 gp)
0			- 10 sheets of parchment (2 sp each)


==============================================================================
TREASURE
pp = 			tiger eye gems (10 gp each, x5)
gp = 22			
sp = 
cp = 


==============================================================================
In Room:
pp = 			ivory unicorn statuette (55 gp)
gp = 			silver-embroidered shawl (30 gp)
sp = 			jade dolphin ornaments (75 gp each) x2
cp = 			quiver & 10 bolts x2
			quiver
			- cold iron bolts = 5 (2 sp each)
			- silver bolts = 5 (2 gp each)

==============================================================================
SPECIAL NOTES:


Arcane hierophant - races of the wild 108
Entry Requirements
Alignment: Any nonlawful.
Base Attack Bonus: +4.
Skills: Knowledge (arcana) 8 ranks, Knowledge (nature) 8 ranks.
Spells: Ability to cast 2nd-level arcane spells and 2nd-level divine spells.
Special: Trackless step class feature.
Class Skills (4 + Int modifier per level): Concentration, Craft, Diplomacy, Handle Animal, 
Knowledge (arcana), Knowledge (nature), Listen, Profession, Ride, Spellcraft, Spot, Survival, Swim.

@ 5th level = druid 3/diviner 2/Arcane hierophant 0
	- handle animal +3 = 8, listen +1 = 8, spot +1 = 8, survival +3 = 8
@ 6th level = druid 3/diviner 3/Arcane hierophant 0
	- knowledge, arcana = 8, current = 5	6th level (+3 skill)	
	- knowledge, religion = 8, current = 5	6th level (+3 skill)
	- trackless step class feature		5th level	
	- cast 2nd level divine spells		5th level
	- cast 2nd level arcane spells		6th level	
@ 7th level = druid 3/diviner 3/Arcane hierophant 1 
	- cast spells - diviner = 3 + 1 = 4
	- cast spells - druid = 3 + 1 = 4
	- Ignore Arcane Spell Failure if nonmetallic light or medium armor
	- wildshape = druid 3 + 1 = 4 (so nothing until = 5)
	- Companion Familiar = abilities of druid animal companion + wizard familiar
		- as druid animal companion = 3 + 1 = 4, and
		- as wizard familiar = 3 + 1 = 4
	As an Arcane hierophant = 8 skill points/level focus on:
	- Concentration, Diplomacy, Handle Animal, Knowledge (arcana or nature), 
	  Listen, Spellcraft, Spot, Survival
@ 8th level = WIS +1 = 15



==========================================================

items to get
------------
Heward's Handy Haverdsack (2,000 gp)


Woodland Tunic (add following enchantments)
- DEX +1 (1,000 gp)
- WIS +1 (1,000 gp)
- Natural Armor Class +1 (2,000 gp)

- get lesser weapon crystals
	- truedeath x2 (1,000 gp each)
	- demolition x2 (1,000 gp each)
	- fiendslayer x2 (1,000 gp each)

get dragoncrafted breastplate (6,700 gp)
	- light armor, energy resistane = 5
	- AC = +5, max dex = +3, AC check = -2, spell failure = 0%, MV = 30 ft, wt = 30 lbs
	- reinforced - AC +1, wt = +3, cost = +1,000 gp
	- segmented - max dex = +1, cost = +200 gp
	- enchant +1 AC bonus = +1,000 gp
- turn into Chromatic Breastplate with energy resistance = 5 for fire, cold, electricty and acid
- add armor crystals


Arcane Scrolls to make:
- alarm
- shield                                        
- mage armor                                    
- comprehend languages 
- detect secret doors
- true strike
- sleep 
- burning hands
- magic missile
- Tenser's floating disk
- color spray
- disguise self
- silent image
- ventriloquism

Divine Scrolls to make:
- Calm Animals: Calms (2d4 + level) HD of animals.
- Charm Animal: Makes one animal your friend.
- Entangle: Plants entangle everyone in 40-ft.-radius.
- Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
- Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
- Hide from Animals: Animals can’t perceive one subject/level.
- Jump: Subject gets bonus on Jump checks.
- Longstrider: Your speed increases by 10 ft.
- Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
- Obscuring Mist: Fog surrounds you.
- Pass without Trace: One subject/level leaves no tracks.
- Produce Flame: 1d6 damage +1/level, touch or thrown.
- Speak with Animals: You can communicate with animals.


=========================================

Mystic Theurge Prestige class - DMG 192 
Requirements
Skills: Knowledge (arcana) 6 ranks, Knowledge (religion) 6 ranks.
Spells: Able to cast 2nd-level divine spells and 2nd-level arcane spells.
@ 5th level = druid 3/diviner 2/mystic theurge 0
	- handle animal +3 = 8, listen +1 = 8, spot +1 = 8, survival +3 = 8
@ 6th level = druid 3/diviner 3/mystic theurge 0
	- knowledge, arcana = 6, current = 5	6th level (+1 skill)	
	- knowledge, religion = 6, current = 1	6th level (+5 skill)	
	- cast 2nd level divine spells		5th level
	- cast 2nd level arcane spells		6th level	
@ 7th level = druid 3/diviner 3/mystic theurge 1 
	As a mystic theurge = 6 skill points/level focus on:
	- concentration, decipher script, sense motive, spell craft
@ 8th level = WIS +1 = 15

===============================================