Gallery
Trim and agile in appearance, her body at once compact but capable, this brown-furred female has the look of a ground squirrel, or perhaps a chipmunk, about her, though her face is rather humanlike in appearance, with a short, delicately-pointed black nose, as is her body. This attractive young groundling is small, hardly topping three feet (tall for her race, actually), but proportional and comely. She wears a sturdy blue vest and blue boots, the leather of both vest and boots the natural colors, apparently, of the creature from which they were taken, and which match her deep blue eyes almost perfectly. While a casual glance might lead an observer to think that this rodent beastfolk was otherwise naked, a closer inspection will reveal that this is just an effect created by soft leather armor that she wears over her body, colored in a similar pattern to the fur beneath.
Ability |
Score |
Mod |
Temp Mod |
Strength |
10 |
+0 |
+0 |
Dexterity |
14 |
+2 |
+2 |
Constitution |
14 |
+2 |
+2 |
Intelligence |
14 |
+2 |
+2 |
Wisdom |
18 |
+4 |
+4 |
Charisma |
16 |
+4 |
+4 |
Armor Class |
Total |
Base 10 + 2 Dexterity +1 Size + 4 Armor = 17 |
Flat-Footed |
15 |
Touch |
13 |
Saving Throws |
Base |
Bonus |
Total |
Fortitude |
+2 |
+2 |
+4 |
Reflex |
+0 |
+2 |
+2 |
Will |
+2 |
+4 |
+6 |
BAB |
Mod |
Total Range/Melee |
+1 |
+2 Dex/+0 Str/+1 Size |
+4/+2 |
Skills |
Ranks |
Stat Bonus |
Synergy |
Other Bonuses |
Total |
C |
Appraise (Int) |
+0 |
+2 |
+0 |
+0 |
+2 |
C |
Balance (Dex) |
+0 |
+2 |
+0 |
+0 |
+2 |
C |
Bluff (Cha) |
+0 |
+3 |
+0 |
+0 |
+4 |
C |
Climb (Str) |
0 |
+0 |
+0 |
+2 |
+2 |
X |
Concentration (Con) |
+1 |
+2 |
+0 |
+0 |
+3 |
X |
Craft (Int) |
+1 |
+2 |
+0 |
+0 |
+3 |
C |
Decipher Script (Int) |
+0 |
+2 |
+0 |
+0 |
+2 |
X |
Diplomacy (Cha) |
+4 |
+3 |
+0 |
+0 |
+7 |
C |
Disable Device (Int) |
+0 |
+2 |
+0 |
+0 |
+2 |
C |
Disguise (Cha) |
+0 |
+3 |
+0 |
+0 |
+3 |
C |
Escape Artist (Dex) |
+0 |
+2 |
+0 |
+0 |
+2 |
C |
Forgery (Int) |
+0 |
+2 |
+0 |
+0 |
+2 |
C |
Gather Information (Cha) |
+0 |
+3 |
+0 |
+0 |
+3 |
X |
Handle Animal (Cha) |
+2 |
+3 |
+0 |
+0 |
+5 |
X |
Heal (Wis) |
+1 |
+4 |
+0 |
+0 |
+6 |
C |
Hide (Dex) |
+0 |
+2 |
+0 |
+4 |
+6 |
C |
Intimidate (Cha) |
+0 |
+3 |
+0 |
+0 |
+3 |
C |
Jump (Str) |
+0 |
+0 |
+0 |
+0 |
+0 |
X |
Knowledge (Int) |
+5 |
+2 |
+0 |
+2 (Nature only) |
+7 (+9 Nature) |
X |
Listen (Wis) |
+5 |
+4 |
+0 |
+2 |
+11 |
C |
Move Silently (Dex) |
+0 |
+2 |
+0 |
+2 |
+4 |
C |
Open Lock (Dex) |
+0 |
+2 |
+0 |
+0 |
+2 |
C |
Perform (Cha) |
+0 |
+3 |
+0 |
+0 |
+3 |
X |
Profession (Wis) |
+0 |
+4 |
+0 |
+0 |
+4 |
X |
Ride (Dex) |
+1 |
+2 |
+0 |
+0 |
+3 |
C |
Search (Int) |
+0 |
+2 |
+0 |
+0 |
+2 |
C |
Sense Motive (Wis) |
+0 |
+4 |
+0 |
+0 |
+4 |
C |
Sleight of Hand (Dex) |
+0 |
+2 |
+0 |
+0 |
+2 |
C |
Speak Language (n/a) |
+0 |
+0 |
+0 |
+0 |
+0 |
X |
Spellcraft (Int) |
+0 |
+2 |
+0 |
+0 |
+2 |
X |
Spot (Wis) |
+5 |
+4 |
+0 |
+0 |
+9 |
X |
Survival (Wis) |
+5 |
+4 |
+0 |
+2 |
+11 |
X |
Swim (Str) |
+0 |
+0 |
+0 |
+0 |
+0 |
C |
Tumble (Dex) |
+0 |
+2 |
+0 |
+0 |
+2 |
C |
Use Magic Device (Cha) |
+0 |
+3 |
+0 |
+0 |
+3 |
C |
Use Rope (Dex) |
+0 |
+2 |
+0 |
+0 |
+2 |
Where C is Cross Class and X is a Class Skill
Craft: Traps
Knowledge: Nature, Religion
Languages: Common, Druidic, Literacy, Squeak Speak, Sylvan, Wildlander.
Skill Points/Level: 6 + 24 (start)
Current Skill Point Total: 30
Skill Tricks:
Feats:
Point Blank Shot
Desired for Later:
Spell Focus (Conjuration)
Augment Summoning
Dodge
Mobility
Shot On The Run
Racial Abilities
+2 Dexterity, +2 Constitution, -2 Strength
-Small-size: A small rodent or lapid gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but also uses smaller weapons than humans use, and lifting and carrying limits are three-quarters of those of a Medium character.
-20' movement speed.
-Light Build: Thanks to their slighter builds and more agile bodies, beastfolk with light build can use weapons and armor designed for creatures one size smaller without penalty, and can fit through tight spaces as though they were one size category smaller. Despite these advantages, those with light build count as their normal racial size for determining space and reach. This ability stacks with powers, abilities, and spells that affect size category.
-Frantic Scurry: When running, small rodents and lapids can move five times their normal speed if wearing medium, light, or no armor and carrying no more than a medium load, or four times their speed if wearing heavy armor or carrying a heavy load. If they make a jump after a running start (see the Jump skill description), they gain a +4 bonus on the Jump check. While running, they retain their Dexterity bonus to AC. This stacks with the Run feat, increasing each modifier by one (x5 run speed becomes x6 and x4 run speed becomes x5).
-Keen Hearing: +2 to all Listen checks.
-Variable Movement Types: A small rodent or lapid may choose to gain a +2 racial bonus to two of either Climb, Jump, or Move Silently, chosen at character creation. Mice and chipmunks generally take Climb and Move Silently, rabbits Jump and Move Silently, and squirrels Climb and Jump.
-Low-light vision.
Class Abilities:
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description). Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Animal Companion (Ex): Waiting for 7th level for Dire Wolf
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier 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, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
Woodland Stride (Ex): Can move through normal underbrush at normal speed.
Weapon |
Attack Bonus |
Damage |
Crit |
Damage Type |
Range |
Sling |
+4 |
1d3+1 |
x2 |
Bludgeoning |
50' |
Scimitar |
+2 |
1d4 |
18-20, x2 |
Slashing |
Close |
Dagger |
+2 |
1d3 |
19-20, x2 |
Piercing or Slashing |
10' |
Armour / Shield |
Armour/Shield Bonus |
Max Dex |
Armour Check |
Arcane Spell Failure |
Movement Speed |
Weight |
Leather |
+2 |
+6 |
-0 |
10% |
20ft |
15lb |
Heavy Wooden Shield |
+2 |
- |
-2 |
15% |
10 lbs |
Slot |
Item |
Head |
Item name goes here |
Face |
Item name goes here |
Neck |
Item name goes here |
Shoulders |
Item name goes here |
Torso |
Leather Armor |
Arms |
Item name goes here |
Hands |
Item name goes here |
Right Ring |
Item name goes here |
Left Ring |
Item name goes here |
Waist |
Item name goes here |
Feet |
Item name goes here |
Pack |
Item name goes here |
List of Items Here (Magic Item Spending Limit: 0 gp):
Basic Adventuring kit: Backpack (2 gp, 2 lbs.); Bedroll (1 sp, 5 gp); scrollcase (1 gp, 1/2 lb.); Flint and Steel (1 gp); beltpouch (1 gp, 1/2 lb.); 50' silk rope (10 gp, 5 lbs.); sack (1 sp, 1/2 lb.); sewing needle (5 sp); 2 waterskins (2 gp, 8 lbs.); whetstone (2 cp, 1 lb.); Cost: 19 gp, 7 sp, 2 cp.
Neutralize Poison potion.
Healing Belt - 750 gp, +2 competence bonus to Heal checks. Also has 3 charges that can be used as follows: 1 charge heals 2d8 dmg.; 2 charges heals 3d8 dmg.; 3 charges heals 4d8 dmg. This can be used to heal oneself or others, or to harm undead.
Collar of Magic Fang - 2,300 gp, provides +1 magical attacks to natural weapons of the wearer.
Spells per Day:
Level 0 (DC 14): 4
Level 1 (DC 15): 3
Level 2: (1)
Level 3: (1)
Level 4: (1)
Level 5:
Level 6:
Level 7:
Level 8:
Level 9:
Spell DCs:
10+4+Spell Level
Spells Typically Used:
Cantrips:
Level 1:
Character History:
The dark jungles of Hydra are a deadly, steaming green hell if you ask the average traveler. And the average traveler would be mostly right, as Hydra's jungles are not to be approached by the casual explorer without disastrous consequences. But that does not mean that this lush, verdant area is devoid of civilization. At the same time, however, that does not mean that Hydra is by any means free of the taint of Evil.
Del was born into a quiet family of groundling beastfolk, their lives ones of quiet order and careful foraging, living close to nature and merging with its ways, while keeping always out of the sight of the yuan-ti that ruled the Cobra's Hood, the empire of yuan-ti that dominated that part of the continent. For generations this life of quiet subsistence had been enough for the Crackhorn clan.
Eventually, however, this peace was broken. Del's own parents were the first ones to rise up in protest against the horrific treatment of the rodent beastfolk slaves of the yuan-ti, who very often became sacrifices to the wicked snake people's dark god. They rose up, and soon started a fierce band of freedom fighters, battling with all their might against the evil that they saw that they felt was a disruption of the natural order. Del herself was among these freedom fighters, and the powers of the natural world accepted her when she called out to them, just as they had accepted her parents, and their parents, and generations before her, lending aid to the actions that she took.
In the end, however, the freedom fighters suffered terrible losses, and the survivors were forced to go into deep cover. Del's parents were banished to a prison demiplane, so as to avoid making them martyrs for the cause, while still removing their corrupting influence. The young groundling girl only just barely escaped a far worse fate: being eaten alive and whole by one of the ancient yuan-ti abominations as part of their ritual sacrifices. Her friends in the freedom fighters managed to get her out alive before this could happen, and she was forced to flee the continent to gain safety from the ever-present spies of the yuan-ti. This brought this passionate young groundling to Avalon City, to gain more experience in the world, and eventually to prepare for her return to strike a blow against the Cobra's Hood, and save her parents from their imprisonment.