
GM Haladir |

I am contemplating running a Play-by-Post of the 1985 AD&D classic module I6: Ravenloft by Tracy and Laura Hickman.
I'd like to run this using PFRPG rules. To keep the Old School Gaming flavor, I'd like to restrict character creation options to the Pathfinder Core Rulebook. (Note that NPCs won't necessarily be limited to that rule!)
I will likely run the adventure straight, substituting PFRPG versions of the monsters and traps for the AD&D 1e versions in the module itself.
If enough people are interested, I'll post full character creation guidelines and make this into a formal recruitment thread.

GM Haladir |
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Under raging stormclouds, a lone figure stands silhouetted against the ancient towers of Castle Ravneloft. Count Strahd von Zarovich stares down a sheer cliff at the village below. A cold, bitter wind spins dead leaves about him, billowing his cape in the darkness.
Lightning splits the clouds overhead, casting stark white light across him. Strahd turns to the sky, revealing the angular muscles of his face and hands. He has a look of power—and of madness. His once-handsome face is contorted by a tragedy darker than the night itself.
Rumbling thunder pounds the castle spires. The wind's howling increases as Strahd turns his gaze back to the village. Far below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd's face forms a twisted smile as his dark plan unfolds. He knew they were coming, and he knows why they came, all according to his plan. He, the master of Ravenloft will attend to them.
Another lightning flash rips through the darkness, its thunder echoing through the castle's towers. But Strahd is gone. Only the howling of the wind—or perhaps a lone wolf—fills the midnight air. The master of Ravenloft is having guests for dinner.
And you are invited.
Overview I6: Ravenloft is a classic AD&D module, published in 1983, and is still hailed as one of the greatest published RPG adventures of all time. I have played through this module twice back in the day. I also ran it as an 11-hour marathon session on Halloween Night in 1990.
I'd like to run this classic again in the current era, using modern rules with old-school flavor. To keep the old-school flavor, I would like to restrict character creation options to the Pathfinder Core Rulebook.
I would like to run a party of five or six PCs, depending on the character submissions.
Character Creation Guidelines: Pathfinder RPG rules.
Ability Scores:20-point buy.
Starting level:Character level 5.
Hit Points: Max at Level 1, then hit points of "average Hit Die rounded up" at each level. d6=4; d8=5; d10=6; d12=7.
Starting wealth: 10,500 gp.
You may not start play with any item with a price more than 5,000 gp.
Character Build Options: Character options are restricted to the Pathfinder RPG Core Rulebook only, plus what's listed below. That means:
- Core classes
- Core races
- Core feats
- Core spells
- Equipment and magic items from Core Rulebook only.
Traits: All PCs start with two Traits. These must be chosen from the Character Traits Web Enhancement document.
Bonus Feat: All PCs start with one Bonus Feat at Level 1, chosen from the following list:
- Acrobatic
- Alertness
- Animal Affinity
- Athletic
- Deceitful
- Deft Hands
- Magical Aptitude
- Persuasive
- Skill Focus
- Self-Sufficient
- Stealthy
Alignment: Any non-evil alignment.
Magic Item Creation: I would discourage this, but if you want take Item Creation feats, you may purchase magic items that you could create at cost (i.e. half the list price). This does not allow you to start play with a magic item with a price over 5,000 gp. Also note that during play, you will most likely not have the opportunity to craft new items.
Setting: This adventure takes place on Golarion. Please note that the original module I6: Ravenloft was published years before TSR published its Ravenloft: Demiplane of Dread campaign setting, and did not use any of that material. I won't be using any of it either.
Character Background: Your character should be from Golarion, and you have been adventuring with your companions for some time. We will be starting play in central Ustalav, three days journey east of the town of Carrion Hill. Please write up a background for your character, such that he or she will have been adventuring in Ustalav for a while. Once character selection is complete, I would like the selected PCs to figure out a collective history in the Discussion forum before we actually start play.
Class-Specific Home Rules:
Clerics: Clerics must worship a single deity. While the rules say that a cleric can be within one step of a deity's alignment, I discourage that. An alignment mismatch means that your cleric is a heretic in some way, and is only barely keeping the faith, making it that much easier to become an ex-cleric.
Sorcerers: Sorcerers gain their Bloodline spells on even-numbered levels. (i.e. one level earlier than standard.)
Wizards: Wizards start play with the following number of spells in their spellbooks: 0-level: all from [i]CRB[/b]; 1st-level: 8; 2nd-level: 5; 3rd-level: 2. A wizard PC who would like to start play with more spells in her spellbook may spend starting money to purchase spell scrolls and spend the copying cost.
Recruitment ends Saturday, 04 April 2015, at 5:00 EDT.

Haladir |

Gameplay and Style Notes
Character Selection: I'm going for old-school feel, but at the same time I prefer characters that have a logical theme that meshes with their backstories. Sometimes there's a fine line between "gimmick" (which I don't favor) and "theme" (which I do.)
Posting Frequency: I'm expecting about one post per day, weekends included. If you're going to be away from your computer for more than a day, please drop a note to that effect on the Discussion thread. Ideally, that note will include some general instructions on what your PC will be doing in your absence.
Absent Players: If you've gone more than 24 hours without a post, I reserve the right to GMPC an action to keep the game moving.
Dice rolling: We'll use the Paizo dice roller. I will make all my rolls behind the screen (i.e. behind a Spoiler tag.) I will ask that players honor the "GM Only" spoiler tag and not peek behind it. I will freely admit that I do occasionally overrule dice rolls to keep the game on-track.
Combat and Initiative: Combat is pretty much simultaneous. Everyone posts their actions when they can, and I'll sum up the round in a narrative, taking into account individual characters' initiative rolls. In cases where one action is negated by another, I'll do my best to keep the gist of the story together. (i.e. if Thug #2 goes down before a PC could hit it, I'll resolve the attack against Thug #3 instead.)
On my style as a GM:
To me, the magic of a role-playing game is the collective storytelling aspect. When I GM, I strive to spin a fun, engaging story where the players take on the roles of the protagonists. As a collective experience, I very much encourage players to add to the story. Go ahead and build references to your own (or other PCs'!) backstories in your posts. When appropriate, make up minor NPCs to interact with. Take the story down an unexpected path.
I'm not a fan of pointless PC death. It's one thing to make a heroic sacrifice to defeat the Big Bad, or to hold the pass to let innocents escape. It's quite another to get decapitated by an owlbear in a random forest encounter, or to get your throat cut during a fight with Thug#3 who happened to score a two critical hits and roll max damage both times. Consequently, my philosophy is not to let a bad die roll derail the plot. (Complicate the plot? Certainly. Derail? No.) That said, Castle Ravenloft is a dangerous place, and it can be deadly. I'm far less merciful with PCs making bad decisions than I am with bad dice rolls.
I'm not a huge stickler for rules-as-written, and try to live by rules-as-intended. (This is why I'd make a lousy GM in PFS.) I have no problem with ruling "No. Because that's dumb." Usually, I'm pretty liberal with interpretations, unless it leads to absurdity. None of the PCs in this game use bizzare combinations of corner-case rules, so that's probably not going to be a big deal.
It's less a thing with PbPs, but in the case of rules questions, I like to make a table ruling to keep the encounter moving, and then figure out the real rule between sessions. Since PbP is asynchronous, that's less an issue.
On alignment: To me, alignment is descriptive not prescriptive. Your alignment does not impose upon or limit your actions; your character's personality (of which alignment is a component) should guide your role-playing decisions. Alignment paints with a broad brush, and there are many interpretations. Alignments can shift with character development; indeed, I encourage that as part of character growth. If I think you've been consistently playing a character that's not in accordance with the alignment written on the character sheet, I'll let you know out-of-band.
Well, that's about it! I am very much looking forward to the character submissions!

GM Haladir |

@Orannis Prestige classes from Core Rulebook are allowed, keeping in mind alignment restrictions.
@Michael Meunier Core deities only, although the expanded Golarion lore about them is in play.
Clarification to Core Rules mandate: I would like to use the "alternate spellcasting" rules for core deities from Inner Sea Gods. (e.g. Pharasma's altered Death domain spells.)

Speaker for the Dead |

Here's Cayden Bray, a zen archer monk if (hopefully) you'll allow the archtype. I'll write up a backstory if you approve the concept.

GM Haladir |

@The_Lake: A paladin would be very appropriate for this game.
@Speaker for the Dead: Sorry, no archetypes. Those aren't a build option from Core.
@Michael Meunier: This is an undead-heavy adventure, and most of it will take place inside a castle. You may use that information to inform your character decision.
@Orannis: That's the idea: I would expect that PCs will gain two levels over this adventure. Essentially fast progression, although I don't exactly use XPs.

Speaker for the Dead |

@Speaker for the Dead: Sorry, no archetypes. Those aren't a build option from Core.
Fair enough. Can't blame a guy for asking :-) How about this Half Orc Rogue, Damion
Again, background to follow pending build approval.

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well, i made a ranger, core only is a little challenging. but i like him, will work on background later.
Bartholomew Swank
Male half-orc ranger 5
CG Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +13
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Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 49 (5d10+15)
Fort +6, Ref +6, Will +3
Defensive Abilities orc ferocity
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Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 scimitar +7 (1d6+11/18-20)
Ranged +1 composite longbow +6/+6 (1d8+4/×3)
Special Attacks combat style (archery), favored enemies (monstrous humanoids +2, undead +4)
Ranger Spells Prepared (CL 4th; concentration +6)
. . 1st—alarm, longstrider
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Statistics
--------------------
Str 16, Dex 14, Con 15, Int 10, Wis 14, Cha 10
Base Atk +5; CMB +6; CMD 20
Feats Diehard, Endurance, Power Attack, Rapid Shot, Skill Focus (Perception), Step Up
Traits magical knack, reactionary
Skills Acrobatics -1 (-5 to jump), Climb +4, Handle Animal +7, Heal +9, Intimidate +2, Knowledge (dungeoneering) +4, Knowledge (geography) +4, Knowledge (nature) +4, Perception +13, Ride +3, Spellcraft +4, Stealth +7, Survival +10, Swim +4; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ favored terrain (urban +2), hunter's bond (animal companion), orc blood, track +2, wild empathy +5
Combat Gear wand of cure light wounds; Other Gear mithral breastplate, +1 composite longbow (+3 Str) with 50 cold iron arrows, +1 scimitar, backpack, bedroll, belt pouch, belt pouch, flint and steel, grappling hook, masterwork thieves' tools, silk rope (50 ft.), spell component pouch (2), trail rations (10), waterskin (2), whetstone, 396 gp, 8 sp, 8 cp
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Monstrous Humanoids +2) (Ex) +2 to rolls vs. Favored Enemy (Monstrous Humanoids) foes.
Favored Enemy (Undead +4) (Ex) +4 to rolls vs. Favored Enemy (Undead) foes.
Favored Terrain (Urban +2) (Ex) +2 to rolls when in Favored Terrain (Urban).
Magical Knack (Ranger) +2 CL for a specific class, to a max of your HD.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Track +2 Add the listed bonus to survival checks made to track.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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JohntheVast |

Important question: will you be using any kind of online maps? I ask because the computer I have can't handle a lot of them (plus I've recently learned to love more description based style combats... from what I've seen, people tend to be more flavorful when they aren't just moving pieces on a board.)
Edit: Also, how many are you planning to take on board? Just the traditional four, or are you looking at the possibility of 5 to 6+?

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Crunch worked out below. Working on two versions of the backstory. The one I'm leaning towards is one where "Verran" grew up in somewhere in southern Avistan (he's not entirely sure where). At some point in his early teens he wound up in the slave markets of Okeno and, being of not much value to anyone else, ended up sold to the "fields" of Geb. The horrors of that experience has caused him to have forgotten most of his early life (including his real name). After some time he was rescued by a group of Pharasmans out of Lastwall (they do that sort of thing). Not remembering much of his past,but grateful to be saved from being some ghoul's meal, he devoted his life to the service of the Lady of Graves.
===============
Verran of Pharasma
Human cleric of Pharasma 5
N Medium humanoid (human)
Init +1; Senses Perception +6
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Defense
--------------------
AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
hp 30 (5d8+2)
Fort +5, Ref +3, Will +10
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Offense
--------------------
Speed 30 ft.
Melee +1 heavy mace +7 (1d8+3)
Ranged mwk light crossbow +5 (1d8/19-20)
Special Attacks channel positive energy 4/day (DC 13, 3d6)
Domain Spell-Like Abilities (CL 5th; concentration +11)
. . At will—lore keeper (24)
. . 7/day—bleeding touch (2 rounds)
Cleric Spells Prepared (CL 5th; concentration +11)
. . 3rd—blindness/deafness (DC 17), daylight, speak with dead[D] (DC 17)
. . 2nd—detect thoughts[D] (DC 16), false life, hold person (DC 16), spiritual weapon
. . 1st—cause fear[D] (DC 15), doom (DC 15), hide from undead (DC 15), protection from evil, shield of faith
. . 0 (at will)—detect magic, guidance, light, stabilize
. . D Domain spell; Domains Death, Knowledge
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 11, Int 10, Wis 19, Cha 12
Base Atk +3; CMB +5; CMD 16
Feats Alertness, Channel Smite, Combat Casting, Extra Channel, Weapon Focus (heavy mace)
Traits focused mind, indomitable faith
Skills Diplomacy +9, Heal +10, Knowledge (religion) +8, Perception +6, Profession (Mortician) +8, Sense Motive +13
Languages Common
Combat Gear potion of cure moderate wounds (2), wand of cure light wounds, healer's kit, holy water (4); Other Gear +1 mithral chain shirt, darkwood heavy wooden shield, +1 heavy mace, crossbow bolts (20), mwk light crossbow, cloak of resistance +1, handy haversack, bedroll, belt pouch, cleric's vestments, custom container, flint and steel, shovel, silk rope (50 ft.), silver holy symbol of Pharasma, sunrod (5), wooden holy symbol, 938 gp, 9 sp
--------------------
Special Abilities
--------------------
Bleeding Touch (2 rounds, 7/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Channel Positive Energy 3d6 (4/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Death) Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Cleric Domain (Knowledge) Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Focused Mind +2 to Concentration checks
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 24.

Twigs |

Dot! As a relatively new gamer in the hobby I'd leap at the chance to play some of these D&D classics. I'm currently in a Tomb of Horrors game here on the boards and would love to give this a spin.
Tentatively thinking a Gnomish Straight Rogue (for a smaller party) or Arcane Trickster (Thief/Illusionist, if you prefer) if I think he could pull his weight. Might consider changing race if I think it would better fit the theme of the adventure. I'll poke through some Ustalav setting material and what Ravenloft I can get my hands on to arrive at something thematically appropriate. Either way I'd like to play a skill-heavy character.
Tied up with a student theatre production with the Lietenant of Inishmore this week, but will throw something together when I'm able. Thanks for the opportunity, Haladir!

Haladir |

@John the Vast: Re: Maps: I will use combat maps when appropriate. OGL 3.x combat pretty much assumes tactical positioning, and many feats and class abilities are based on that. Not using tactical positioning devalues those abilities. That said, I won't be using maps in combat situations if the encounter would be more cinematic by running it old-school free-form.
Re: Party size: I'm planning to run either 5 or 6 PCs, depending on the submissions. If the characters are super-optimized, I'll probably run it with 5; if the PCs are more generalists, I'll probably run with 6.
@Twigs: A gnome would not be out-of-place. Keep in mind that this game is inspired by Gothic horror (e.g. Bram Stoker's 1897 novel Dracula, and the 1931 Universal film adaptation starring Bela Lugosi.) A happy-go-lucky or prankster gnome might get very, very depressed in this adventure...

GM Haladir |

Current Character Submissions...
Fighters:
Bartholomew Swank (Jarred Henniger) Male half-orc ranger 5
Merick Renarin (Lufien "Silvertongue" Loamin) Male human fighter 5
Clerics:
Verran of Pharasma (Michael Meunier) Male human cleric of Pharasma 5
Magic-Users:
[None]
Thieves:
Damion Kush (Speaker for the Dead) Male (?) half-orc fighter 1/rogue 4
* * *
I'll start looking over character submissions shortly, and I may have some questions or feedback.

Snake Charmer |

Human ranger 5
N Medium humanoid (human)
Init +4; Senses Perception +10
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Defense
--------------------
AC 21, touch 14, flat-footed 17 (+6 armor, +4 Dex, +1 shield)
hp 49 (5d10+15)
Fort +7, Ref +9, Will +4
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Offense
--------------------
Speed 30 ft.
Melee +1 scimitar +6 (1d6+7/18-20)
Ranged +1 composite longbow +6/+6 (1d8+7/×3)
Special Attacks combat style (archery), favored enemies (humans +2, undead +4)
Ranger Spells Prepared (CL 2nd; concentration +4)
. . 1st—entangle (DC 13), magic fang
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Statistics
--------------------
Str 14, Dex 18, Con 14, Int 10, Wis 14, Cha 8
Base Atk +5; CMB +5; CMD 21
Feats Alertness, Deadly Aim, Endurance, Point-blank Shot, Power Attack, Precise Shot, Rapid Shot
Skills Climb +8, Handle Animal +7, Heal +10, Knowledge (nature) +8, Perception +12, Sense Motive +4, Stealth +10, Survival +10
Languages Common
SQ favored terrain (urban +2), hunter's bond (hawk named animal companion), track +2, wild empathy +4
Other Gear mithral chainmail, darkwood buckler, +1 composite longbow (+2 Str), +1 scimitar, cloak of resistance +1, backpack, hammer, piton (5), silk rope (50 ft.), sunrod (5), 209 gp
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Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Favored Enemy (Undead +4) (Ex) +4 to rolls vs. Favored Enemy (Undead) foes.
Favored Terrain (Urban +2) (Ex) +2 to rolls when in Favored Terrain (Urban).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +2 Add the listed bonus to survival checks made to track.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Hawk
N Small animal
Init +2; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 12 (+2 Dex, +1 dodge, +1 natural, +1 size)
hp 21 (+3)
Fort +4, Ref +5, Will +3
--------------------
Offense
--------------------
Speed 10 ft., fly 80 ft. (average)
Melee bite +5 (1d4), 2 talons +5 (1d4)
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Base Atk +2; CMB +1; CMD 14
Feats Dodge, Weapon Finesse
Skills Acrobatics +2 (-6 to jump), Fly +4, Perception +8
--------------------
Special Abilities
--------------------
Flight (80 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Anya was his daughter, and she grew up in the cramped little shop, surrounded by oddities and relics of Ustalav's past. She was six when the wight came. She woke to hear something pounding on the door. Her father kept a crossbow under his bed, and he led the way downstairs, holding a candle in one hand and the bow in the other. Anya hid in a dark corner of the shop.
"What do you want?" Andros called out, trying to sound brave.
"My ring," a voice groaned, and the door began to splinter.
"Come back in the morning when I'm open," Andros said, setting the candle on the counter so he could draw the bow.
The door burst in, and the undead creature stepped in. The crossbow bolt hit it square in the chest, but only served to show the thing where Andros stood. He tried to draw the bow again, but the creature was on him before he could load another bolt.
After it had killed Andros, the dead thing rummaged through a display of jewelry on the counter. It knocked the candle over, and a dried old carpet began to smolder. By the time it found what it was looking for, the shop was blazing, the watch had come, neighbors with buckets were doing their best to keep the fire from spreading. As the wight left, they stayed well away and let it go.
Anya came out a few moments later, coughing and sobbing. She watched the shop burn to the ground and only when the fire had dulled down to a pile of embers did anyone notice her. The captain of the guard asked her if she had any other family, and when she said no, one of the men suggested she stay at the barracks.
Anya spent the rest of her childhood in the care of the Ivan Tolgasky and the city guard. She helped them maintain their gear, and they fed her and clothed her and gave her a blanket and a bed of clean straw. Most importantly, they taught her to fight. When they were on patrol, she patrolled the city in her own way. She moved silently and observed carefully, listening for anyone who knew anything about the undead.
When she reached her teens, she had proved herself a talented archer. The guard began to take her on patrol. She learned more than she wished to know about criminals, and how to fight her fellow man. When she was offered a full membership in the guard, she refused. She would devote her life to fighting the undead. She began making forays out of the city, in search of dead things to test herself against. In the years that have passed, she has grown stronger and more deadly than ever, but she still has not found the thing that killed her father. She still searches.

Petracleus |

Submitting Petracleus, also a Level 5 fighter - you can't get much more old school than that!!! He is a second chance character who started in another adventure that fizzled out (and was always designed to be a basic CRB character)...
However, noting that Merick Renarin is occupying a very similar space (sorry!!!), I could have a look at reworking to a Paladin...
He's not totally done yet - have got to finish equipping and also move his story from fresh-faced adventurer to grizzled full-plate wearing / bastard sword wielding sword for hire in Ustalav.

Waaaghinator |

Here is the start of Aymehn, a Dwarf Druid 5 of the Earth Domain. I will fill in the missing equipment and abilities this evening. I will also add some back story
Aymehn Al-Thorin
Dwarf Druid (Earth Domain) 5
LN Medium humanoid (dwarf)
Init +1; Senses Perception +12
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Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 43 (5d8+15)
Fort +8, Ref +4, Will +10
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Offense
--------------------
Speed 20 ft.
Melee Quarterstaff +4 (1d6+1)/(1d6)
Ranged Sling +4 (1d4+1)
Special Attacks +1 on attack rolls against golinoid and orc humanoids, wild shape (1/day)
Domain Spell-Like Abilities (CL 5th; concentration +9)
. . 7/day—acid dart
Druid Spells Prepared (CL 5th; concentration +9)
. . 3rd—stone shape [D], wind wall, call lightning (DC 17)
. . 2nd—soften earth/stone [D], barkskin, bull's strength (2)
. . 1st—magic stone[D], obscuring mist, faerie fire, cure light wounds, entangle
. . 0 (at will)—mending, guidance, create water, stabilize
. . D Domain spell; Domain Earth
--------------------
Statistics
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Str 12, Dex 12, Con 14, Int 12, Wis 19, Cha 10
Base Atk +3; CMB +4; CMD 15
Feats Spell Focus (Conjuration), Augment Summon, Natural Spell
Traits TBD
Skills Heal +12, Knowledge (geography) +7, Knowledge (nature) +6, Perception +12, Spellcraft +9, Survival +12
Languages Common, Dwarven, Druidic
Combat Gear TBD; Other Gear +2 Hide, +2 Cloak of Resistance, Quarterstaff, Sling, and TBD
--------------------
Special Abilities
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Will Fill in later