Loot: vial of holy water
Pathfinder Provisions (No provisions for a bounty or quest): Minor Healing Potion
Focus Pool (1/day/rest):
Level 1 Spells Cast (2):
Expendables used:
Hero Points used (1/scenario):
Glyphs used (0 available):
Smokey the Otter/Druid 1
Quirks:
- A bit of a Pyromaniac
- Energetic at play, but laid back when working.
- Smokes a personal herbal concoction that relaxes him. Not addictive and not mind altering.
+7/2d4 Ignition [crit x2 and 1d4 persistent damage; fire] {+1[lvl] +2[trained][spell attacks] +4[wis]/2d4}
[dice=to hit]1d20+7[/dice]; 1d4 persistent fire damage on crit
[dice=fire damage]2d4[/dice]
Electric Arc
[dice=electrical damage target1]2d4[/dice]; DC 17 basic reflex for half
[dice=electrical damage target2]2d4[/dice]; DC 17 basic reflex for half
Tangle Vine
[dice=to hit]1d20+7[/dice]; -10 circumstance penalty to speeds for one round. May escape.
DC = 17 {10 +4[wis] +2[trained][druid spell DCs] +1[lvl]}
(d) signifies a spell granted by druidic order
Cantrips are automatically heightened to level/2 rounded up
Focus Spell Attributes
Focus spells cost a focus point to cast but do not cost a spell slot
Focus Pool: 1 {+1[Wildfire]}
May regain a focus point using refocus action and 10 minutes
Domain spells are a type of focus spell.
Focus Spells
(d) Wildfire, flame order, Focus 1, Range 30 feet; Area 10-foot burst Defense Reflex; Duration sustained up to 1 minute. A thin layer of ash and flame covers the ground in the area. The area becomes hazardous terrain. A creature that moves on the ground through the area takes 1 fire damage for every square of that area it moves into. A creature that ends its turn in the area must succeed at a Reflex save or take 1 persistent fire damage. Each time you Sustain this spell, the radius of the burst increases by 5 feet.
Explorer's Clothing
Hide Armor
Wooden Shield
10 Darts
Adventurer's Pack The pack contains the following items: backpack (containing the other goods), bedroll, 10 pieces of chalk, flint and steel, 50 feet of (knotted)rope, 2 weeks' rations, soap, 5 torches, and a waterskin.
Tent (pup)
Chalk (10 pieces)
3 Scroll of Heal (1st rank)
Mirror
Healing Potion (minor)
Cash: See balance sheet
Starting Class Training:
Perception
Trained in perception
Saving Throws
Trained in Fortitude
Trained in Reflex
Expert in Will
Skills
Trained in Nature
Trained in One skill determined by your druidic order
Trained in a number of skills equal to 2 plus your Intelligence modifier
Attacks
Trained in simple weapons
Trained in unarmed attacks
Defenses
Trained in light armor
Trained in medium armor
Trained in unarmored defense
Class DC
Trained in druid class DC) 17 {+10 +4[wis] +2[trained] +1[lvl]}
Spells
Trained in spell attack modifier) +7 {+4[wis] +2[trained] +1[lvl]}
Trained in spell DC) 17 {+10 +4[wis] +2[trained] +1[lvl]}
Class Features:
Level 1: Anathema) Despoil natural places, consume more natural resources than you require to live comfortably, teach the Wildsong to non-druids.
Level 1: Druidic Order of Flame) You're trained in Acrobatics. You also gain the Fire Lung druid feat. You gain the wildfire order spell. Allowing unnatural fires to spread or preventing natural fires from occurring in a way that harms the environment are anathema to your order (this doesn't prevent you from using fire destructively or force you to combat a controlled or natural fire).
Level 1: Shield Block) You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.
Level 1: Voice of Nature) You gain the Animal Empathy or Plant Empathy druid feat.
Level 1: Wildsong) You know the Wildsong, a secret language known only within druid orders, in addition to any languages you know through your ancestry. The Wildsong is a melodic and tonal language sounding more like animal calls than a spoken tongue, and its alphabet involves fractals and spirals, like the arrangement of a seashell's chambers, a snowflake's crystals, or a fern's fronds. Teaching the Wildsong to non-druids is anathema.
Skill Increases
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert. At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.
Level 3: TBD
Ability Boosts
Level 5: boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.
Level 1: Natural Senses feat: You have retained your sharp animal senses even after awakening. Choose one of the following senses appropriate to your kind of animal: darkvision, echolocation 10 feet, low-light vision, scent (imprecise) 30 feet, or tremorsense (imprecise) 30 feet.
You can hold your breath underwater for 10 minutes before needing air. You have a swim Speed of 20 feet, and if you can move on land, you have base Speed of 20 feet.
Animal Attacks) Your heritage gives you a special unarmed attack (1d6 P Jaws) instead of the fist unarmed attack humanoids typically gain. This attack is in the brawling weapon group. Work with your GM to determine which one you have, using the type of animal you are and suggestions in your heritage for guidance.
Background:
Nomad) Traveling far and wide, you picked up basic tactics for surviving on the road and in unknown lands, getting by with few supplies and even fewer comforts. As an adventurer, you travel still, often into even more dangerous places.
Trained in Survival skill
Trained in Wetlands Lore
Assurance feat) Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in (Survival). You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).