Full Name |
Brodock Hillslide |
Race |
Dwarf I HP: 20/20 I AC 18 I Spells 2/2 |
Classes/Levels |
Druid |
Gender |
Male |
Size |
Medium |
Age |
62 |
Special Abilities |
+1 on saves vs necro spells |
Languages |
Common, Dwarven, Druidic |
Strength |
14 |
Dexterity |
12 |
Constitution |
14 |
Intelligence |
10 |
Wisdom |
18 |
Charisma |
10 |
About Brodock Hillslide
Ancestry: Dwarf
Dwarven Lore: Trained in Religion and Craft and dwarven lore
Trait: darkvision
HP: 20
Movement 20 ft
AC: 18
Background: Herbalist-Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. You’re trained in the Nature skill and the Herbalism Lore skill. You gain the Natural Medicine skill feat
Natural Medicine: You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination
Druid:
HP:8+con
Trained: Perception, Nature, Diplomacy, Survival, Athletics, Religion, Wood Craft
Simple weapons, unarmed strike
Armor: Unarmored, light and medium
Trained Fort, Reflex, Expert Will
Spells: Primal Spell
Leaf Order: Goodberry order spell,
Class Feat: Shield Order, Leshy Familiar, Wild Empathy
Focus Pool 1/1
Cantrips:
Electric Arc
Tanglefoot
Guidance
Detect Magic
Produce Flame
From Familiar: Stabilize
1st Level:
Heal
Shillelagh
Equipment:
Cleric Class Kit: Price 3 gp, 7 sp; Bulk 4 Bulk, 4 light; Money Left Over 11 gp, 3 sp Armor leather armor,Weapons 4 javelins, longspear Gear adventurer’s pack (backpack (containing the other goods), bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin), bandolier, holly and mistletoe Options healer’s tools (5 gp), sold back leather armor for Hide Armor and shield
Club, Hide armor
Cold weather outfit: Free
Climber's kit: This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself to the wall you’re Climbing, moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC 5 flat check whenever you critically fail to prevent a fall. You gain a +1 item bonus to Athletics checks to Climb while using an extreme climbing kit. A single kit has only enough materials for one climber; each climber needs their own kit.
5 SP 1 bulk
Jewels (1 treasure bundle)
GP:, SP: , CP
Attacks:
Club: 1 Bulk, 1d6 B, Throw 10
Javalin: L, 1d6 P, 30 ft range, Throw
Armor:
Hide: +3 AC, +2 dex cap, check -2
Wooden: Shield: +2 AC, 1 bulk, 3 hardness 6 HP
Leshy Familiar:
Size tiny
Lowlight vision
Empathetic communication up to 1 mile
Movement 25, climb 25
HP 5
Abilities: Familiar-Climber 25 ft climb speed
Master: cantrip connection: gain 1 cantrip- Stablize