5th level Druid (PFRPG)
+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Additional Rules.
Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Eternal Hope: Gnomes rarely loose hope and are always confident even in a hopeless situation. Gnomes with this trait revive a +2 on saving throws vs fear and despair effects. In addition, once per day after rolling a 1 on a d20, a gnome can re-roll and use the second result.
Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
Divine Spells per Day
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
Spells usually prepared:
0:Create water, Detect magic, Guidance, Light
1:Endure elements, Cure light wounds, produce flame X2
2:Barkskin, Bull Strength, flame blade
3:call lightning, magic fang (greater)
Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.
Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Orisons: Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.
Druidic has its own alphabet.
Nature Bond (Ex): At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.
The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.
Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.
Wild Shape (Su): At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily use of this ability, regardless of the form taken.
At 6th level, a druid can also use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I.
At 8th level, a druid can also use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I.
At 10th level, a druid can also use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II.
At 12th level, a druid can also use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body IV. When taking the form of a plant, the druid's wild shape now functions as plant shape III.
Feats Spell Focus: Conjuration, augmented summoning, natural spell
Traits Animal friend (Gnome): +1 trait bonus to will when within 30ft of an animal, Earning your freedom: +1 trait bonus to reflex save
..Fly + 7
..Handle Animal + 11
..Heal + 11
..Perception + 13
..Ride + 8
..Stealth + 16
..Survival + 13
Gnomish, Common, Sylvan, Druidic, Giant
sling. . . . . . . . . . . 0 lbs (0gp)
sickle . . . . . . . . . . 1 lbs (6gp)
+1 leather armour . . . .7.5 lbs (1160gp)
light wooden shield. . . 2.5 lbs (3gp)
Holy and Mistletoe . . . . 0 lbs (0gp)
belt pouch . . . . . . . . 0 lbs (1gp)
signal whistle . . . . . . 0 lbs (0.8gp)
Cloak of resistance. . . . 0 lbs (1000gp)
Amulet of Natural Armour . 0 lbs (1000gp)
Elixir of Love . . . . . . 0 lbs (150gp)
Riding saddle. . . . . . .25 lbs (10gp)
saddle bags. . . . . . . . 8 lbs (4gp)
bucket . . . . . . . . . . 2 lbs (0.2gp)
blanket. . . . . . . . . . 3 lbs (0.5gp)
5 pieces of chalk. . . . . 0 lbs (0.05gp)
small metal mirror . . . . 0 lbs (10gp)
clay mug . . . . . . . . . 1 lbs (0.02gp)
50' silk rope. . . . . . . 5 lbs (10gp)
water skin . . . . . . . . 1 lbs (4gp)
Balsa wood ladle . . . . . 0 lbs (0.1GP)
peasant outfit . . . . . . 1 lbs (free)
Amulet of the Mighty Fist .0 lbs (5000gp)
+2 Leather armour for Larrs30lbs (4190gp)
Headband of Inspired Wisdom +2 (2000gp)
Green Faith cash: 1gp
Personality Markhet is extremely friendly and laid back. She doesn't believe in doing any more then absolutely necessary, some would call her lazy, but MArket knows what she's good at and simply refuses to toil at anything outside of her skillset. The only time Markhet seems to give genuine effort is when she's taking care of animals or plants left in her care. Then she's a seemingly tireless bundle of energy. Markhet generally speaks in the 3rd person. Markhet is also a bit of a magpie. She's quite fond of grabbing buttons, beads, string, and ribbons to add to her ever growing collection. She seems to have no use for the items, but she does like to look over her collection whenever the opportunity presents itself.
Markhet never knew her family. As long as she could remember she'd been a slave. Her early days had been a blur, she spent long hours of work for a pittance of food and water, then she huddled with the other children on a cold stone floor waiting for a new day of labors. Then she was sent to the merchant's house, a wealthy fat man had one of his slaves teach her numbers and letters because gnomes, he had heard, were gifted with such things. Then something happened and the fat merchant disappeared and Markhet was sold to a new master.
Markhet was bought and sold many times over the years, some masters were cruel, others almost kind, but it wasn't until she was bought by the shouter that Markhet found her true calling. The shouter, Markhet never bothered to learn his name, kept many wild and dangerous animals in his home and he liked using them to maim or kill. The beasts needed to be fed and their cages would need to be cleaned, he had proper animal handlers for that task, but occasionally, usually for a sadistic chuckle he would send a slave for that task. Markhet was bought for just such amusement but when the lions failed to eat or even maul her he reluctantly turned her over to one of his animal handlers as an assistant. Over the next few years Markhet found herself doing something she actually cared about. For the first time in her life she felt alive.
As masters go the shouter was particularly cruel, but for most of her stay she managed to avoid his ire, but one day Markhet caught him whipping the great cats and Markhet didn't think twice about confronting him. Markhet had never once spoken out of turn to a master before but she suddenly found herself telling the shouter to stop abusing his animals. The shouter didn't even blink at her words though, and he turned to use the cruel whip on Markhet, but something curious happened. The lions, which had been cowering, terrified of the shouters' whip, suddenly sprang to life as he turned to attack their favorite care taker. The chains, which had held them fast for years, didn't even slow them down and within seconds the shouter would shout no more.
The Lions were deemed too fine to be destroyed over what could only be described as an unfortunate accident, and in the estate sale Markhet found herself being sold along with the animals. Someone in the shouter's house understood Markhet's value.
Larrs "Lion" Catington
N Medium Animal
Init +4, Senses Low Light Vision, Sent, Perception +2
AC 21, t 14, ff 17 (+4 Dex. +3 natural armour, +2 leather armour)
HP 34 (5d8+10)
Fort +6, Ref +7, Will +3
Speed 40 ft (8 squares)
Attack bite +6 (1d6+3), 2 claws +6 (1d4+2)
Space5', Reach 5'
Special Attacks rake (1d4+2)
Ability Scores Str 14, Dex 18, Con 14, Int 2, Wis 15, Cha 10;
BAB+3; CMB+5; CMD+19 (+21 Vs Trip)
Feats Dodge, mobility, armor proficiency (light)
Tricks Larrs has been trained to serve as a combat mount.
Bonus Tricks Track, Attack
Skills Acrobatics +13, Climb +5, stealth +7 (+11 in undergrowth)
Special Qualities low-light vision, scent, evasion.