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Sheriff Hemlock

Warenhari's page

20 posts. Alias of Saint_Meerkat.

Profile

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Full Name

Warenhari

Race

Human (Dunael)

Classes/Levels

Druid

Gender

Male

Size

Medium (5'8", 170 lbs)

Age

22

Special Abilities

Nature Bond (animal companion), Nature Sense, orisons, Wild Empathy, Spontaneous Casting

Alignment

Neutral Good

Deity

Danu, Celtic Goddess of Wind, Wisdom and Fertility (Neutral)

Location

Dearthwood

Languages

Common, Dunael, Druid, Sylvan

Occupation

Adventurer

Strength 10
Dexterity 10
Constitution 10
Intelligence 12
Wisdom 19
Charisma 14

About Warenhari

The war against the Orcs of the Purple Claw was not going well in the Dearthwood. Warenhari grew impatient as the Captain of the Rangers continued to rely on blades and arrows to fight off their deadly opponents. Warenhari was not fit for a Ranger, but he felt an energy running through the forest that he was sure could be used to help turn the tide in the Dunael's favor. The Captain was uncertain about Warenhari's proposal, but gave him (and his dire rat, Po) leave to search for knowledge and experience that was not available from the ever waning ranks of the Duneal.

Warenhari is of a cheerful demeanor except when he is thinking of the friends and family he left behind in mortal danger. He is eager to get along with everyone, seeks others approval, and strives for consensus building. He has yet to realize that he may be facing more danger away from the Dearthwood than in it.

Favored Class : Druid
Race : Human (Dunael)
-------------------------------------------------------------------
HP 8 : d8
AC : 15
Init : + 0
Saves : F: +2 ; R : + 0 , W : + 6
BAB: +0
Hero Points: 2
-----------------------------------------------------------
Attack
Melee: Quarterstaff +0 (1d6/1d6 x2) Reach weapon
Melee: Shortspear +0 (1d6 x2) 20'
Ranged: Sling +0 (1d4 x2) 50' (10 bullets left)
-----------------------------------------------------------
Skill By level : 6 + 1 (favored) = 7

Handle Animal: 11 : 1 ranks +2 stat +3 Favored +3 Skill Focus +2 AA
Heal : 8 (10) : 1 ranks +4 stat +3 Favored (+2 Healer's Kit)
Knowledge Nature : 7 : 1 ranks +1 stat +3 Favored +2 Druid
Perception : 8 : 1 ranks +4 stat +3 Favored
Ride* : 6 : 1 ranks +2 Animal Affinity +3 Favored (-3 or -5 AC Penalty)
Spellcraft: 5 : 1 ranks +1 stat +3 Favored
Survival : 10 : 1 ranks +4 stat +3 Favored +2 Druid

----------------------------------------------------------
Languages : Common , Dunael, Druid, Sylvan
----------------------------------------------------------
Feats : Skill Focus (Handle Animal), Animal Affinity
Dunael Racial Ability : Favored enemy : humanoids(orcs)

Equipment:

Weapons
Shortspear, 1 gp, 3 lbs.
Quarterstaff 0 gp, 4 lbs.
Sling 0 gp, 0 lbs.
Sling bullets 0.1 gp, 5 lbs.

Armor
Hide 15 gp, 25 lbs.
Heavy Wooden Shield 7 gp, 10 lbs.

Carrying
Backpack 2 gp, 2 lbs.
Bedroll .1 gp, 5 lbs.
Blanket winter .5 gp, 3 lbs.
Flint&Steel 1 gp
Healer's Kit 50 gp, 1 lb. (10 uses left)

Encumbrance: 58 lb medium load
Actual Gold : 7.4

Spells Per Day (* = prepared)
Level 0: 3
Level 1: 1 + 1

0-Level Druid Spells (Orisons)
Create Water: Creates 2 gallons/level of pure water.
*Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Flare: Dazzles one creature (–1 penalty on attack rolls).
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
*Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: 1 cu. ft./level.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 bonus on saving throws.
Stabilize: Cause a dying creature to stabilize.
*Virtue: Subject gains 1 temporary hp.

1st-Level Druid Spells
Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
*Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Animals or Plants: Detects kinds of animals or
plants.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold
environments.
*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 Acrobatics checks.
Longstrider: Your speed increases by 10 ft.
Magic Fang: One natural weapon of subject creature gets +1
on attack and damage rolls.
Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1
damage.
Obscuring Mist: Fog surrounds you.
Pass without Trace: One subject/level leaves no tracks.
Produce Flame: 1d6 damage +1/level, touch or thrown.
Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10
damage) for 1 min./level.
Speak with Animals: You can communicate with animals.
Summon Nature’s Ally I: Calls creature to fight.

Animal Companion: Dire Rat
Size/Type: Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +3
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/-4
Attack: Bite +4 melee (1d4 plus disease)
Full Attack: Bite +4 melee (1d4 plus disease)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Disease
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4
Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11
Feats: Alertness, Weapon Finesse
Alignment: Always neutral

Disease (Ex)

Filth Fever
Level 2 disease, injury; Save Fortitude DC 12

Effects:
Frequency 1d3 days/1 day;
Effect 1d3 Dex damage and 1d3 Con damage;
Cure 2 consecutive saves

Dire rats have a +8 racial bonus on Swim checks. Dire rats have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Dire rats use their Dexterity modifier for Climb and Swim checks.

XP Diary:
150 XP Oct 8



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