Male Human Druid 1 | HP 14/14 | AC 14 T 12 FF 12 CMD 15 | F +4 R +2 W +3 | Init +2 | Perc +5 | Status: Normal
Hi DM Mathpro, this would be the crunch for Gurcich, done in PCGEN, for your review. I couldn't put the campaign trait Giant Killer.
The Details:
Gurcich Morbet
Male Human (Chelaxian) druid 1 TN Medium humanoid (human) Init +4, Senses Perception +8 ================================================= DEFENSE ================================================= AC 15, touch 12, flat-footed 13 (+2 armor, +2 Dex, +1 shield, ) hp 11 ((1d8)+3) Fort +4, Ref +2, Will +6 =================================================
Prepared Spells
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Bonus Feat Humans select one extra feat at 1st level. Humanoid Traits (Ex) Humanoids breathe, eat, and sleep. 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 the Animal Companions section beginning on page 51. 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) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks. Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again. Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower Wild Empathy Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+1 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check. 1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five. 2) Two goals that you'd like the character to accomplish in-game. 3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling. Spoiler:
He would like to become a "civilized" person. To become one of "the humans", elegant, charming, knowledgeable. He don't want Karvili to know it, as he fears would hurt her. Spoiler:
His family, or part of it (Mother, sister?) was captured, not killed, and is a slave to the giants now. 4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five. 5) Three key memories that define your character as the person they are at the time of submission.
Male Human Druid 1 | HP 14/14 | AC 14 T 12 FF 12 CMD 15 | F +4 R +2 W +3 | Init +2 | Perc +5 | Status: Normal
Gurcich keeps attacking.
Male Human Druid 1 | HP 14/14 | AC 14 T 12 FF 12 CMD 15 | F +4 R +2 W +3 | Init +2 | Perc +5 | Status: Normal
Gurcich keeps attacking while taking a 5' step trying to flank with Karvili.
Male Human Druid 1 | HP 14/14 | AC 14 T 12 FF 12 CMD 15 | F +4 R +2 W +3 | Init +2 | Perc +5 | Status: Normal
Staci pitchfork buries itself on the giant beetle carapace, even as the acid burns the woman's flesh.
Male Human Druid 1 | HP 14/14 | AC 14 T 12 FF 12 CMD 15 | F +4 R +2 W +3 | Init +2 | Perc +5 | Status: Normal
Gurcich attacks the last skeleton.
Male Human Druid 1 | HP 14/14 | AC 14 T 12 FF 12 CMD 15 | F +4 R +2 W +3 | Init +2 | Perc +5 | Status: Normal
Gurcich takes a step forward and attacks both the skeletons while calling his friend.
Male Human Druid 1 | HP 14/14 | AC 14 T 12 FF 12 CMD 15 | F +4 R +2 W +3 | Init +2 | Perc +5 | Status: Normal
Gurcich turns at Karvili with a worriedly look.
Male Human Druid 1 | HP 14/14 | AC 14 T 12 FF 12 CMD 15 | F +4 R +2 W +3 | Init +2 | Perc +5 | Status: Normal
Gurcich grabs his Quarterstaff and casts Shillelagh on it.
Male Human Druid 1 | HP 14/14 | AC 14 T 12 FF 12 CMD 15 | F +4 R +2 W +3 | Init +2 | Perc +5 | Status: Normal
Perception Roll: 1d20 + 5 ⇒ (9) + 5 = 14
Male Human Druid 1 | HP 14/14 | AC 14 T 12 FF 12 CMD 15 | F +4 R +2 W +3 | Init +2 | Perc +5 | Status: Normal
Acrobatics Check (slowly): 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18
Male Human Druid 1 | HP 14/14 | AC 14 T 12 FF 12 CMD 15 | F +4 R +2 W +3 | Init +2 | Perc +5 | Status: Normal
Gurcich stands next to Staci and tries a couple of jabs with his quarterstaff.
Male Human Druid 1 | HP 14/14 | AC 14 T 12 FF 12 CMD 15 | F +4 R +2 W +3 | Init +2 | Perc +5 | Status: Normal
Gurcich seems taken aback Karvili is not attacking.
Male Human Druid 1 | HP 14/14 | AC 14 T 12 FF 12 CMD 15 | F +4 R +2 W +3 | Init +2 | Perc +5 | Status: Normal
Done! I am taking over then. I will move back the action, to where the group leaves the town, and continue from that, so the encounter with the hungry orc will not come to pass. GM - Lantern: Hope you don't mind.
Male Human Druid 1 | HP 14/14 | AC 14 T 12 FF 12 CMD 15 | F +4 R +2 W +3 | Init +2 | Perc +5 | Status: Normal
One option: I was about to open a Crypt of the Everflame myself when this come out, and I thought of playing it first.
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