FANDOM


Basic InformationEdit

       Race: Aasimar
      Class: Blight Druid
      Level: 1
 Experience: 460
  Alignment: Neutral
  Languages: Common, Celestial, Druidic, Sylvan
 Philosophy: Fatalism: Dying is an incredible honor that must be earned.
             Decay is simply dying slowly.  Those that allow themselves to
             die before they have earned it will suffer eternal damnation.
             Fester will help others avoid this damnation if they are
             deserving.  When Fester feels he has earned the right to die,
             he will gladly take his own life and reap eternally fulfilling
             rewards.


AbilitiesEdit

  • Please indicate Racial and Level Adjustments
STR: 12 +1 (02 pts)
DEX: 12 +1 (02 pts)
CON: 10 +0 (00 pts)
INT: 12 +1 (02 pts)
WIS: 17 +3 (07 pts) +2 Racial
CHA: 17 +3 (07 pts) +2 Racial

Combat StatisticsEdit

  • Please specify the nature of Special and Miscellaneous Adjustments
  • Please note your choice for HP Method ('Roll' or 'Max-2') where it says '(HP Option)'
    (Max-2)   HP:  08 = [1d08 + CON (00) + FC (00)] (Druid)
                        
              AC:  14 = [10 + DEX (01) + Armor (03) + Shield (00) + Natural (00) + Size (00) + Misc (00)]
        AC Touch:  11 = [10 + DEX (01) + Size (00) + Misc (00)]
   AC Flatfooted:  13 = [10 + Armor (03) + Shield (00) + Natural (00) + Size (00) + Misc (00)]
            INIT:  +1 = [DEX (01) + Misc (00)]
             BAB:  +0 = [Druid (00)]
             CMB:  +1 = [BAB (00) + STR (01) + Misc (00)]
             CMD:  12 = [10 + BAB (00) + STR (01) + DEX (01) + Misc (00)]
       Fortitude:  +3 = [Druid (02) + CON (00) + trait (01)]
          Reflex:  +1 = [Druid (00) + DEX (01) + Misc (00)]
            Will:  +5 = [Druid (02) + WIS (03) + Misc (00)]
           Speed:  30'
Damage Reduction:  00
Spell Resistance:  00

Weapon StatisticsEdit

  • Please specify the nature of Special and Miscellaneous Adjustments
Quarterstaff: Attack: +1 = [BAB (00) + Str (01) + Misc (00) + Magic (00)]
              Damage: 1d6+1/1d6+1, Crit: 20/x2, Special: double weapon
MWK Sickle:   Attack: +2 = [BAB (00) + Str (01) + MWK (01) + Magic (00)]
              Damage: 1d6+1, Crit: 20/x2, Special: Trip
Dart:         Attack: +1 = [BAB (00) + Dex (01) + Misc (00) + Magic (00)]
              Damage: 1d4+1, Crit: 20/x2, Range 20', Special: None

Racial TraitsEdit

 Ability Adjustments: +2 (Wisdom), +2 (Charisma)
                Size: Medium
               Speed: 30'
       Favored Class: Druid
            Daylight: May cast daylight once per day 
Celestial Resistance: acid resistance 5, cold resistance 5, electricity resistance5
         Dark vision: 60'

Class FeaturesEdit

Druid

      Armor/Weapons: club, dagger, dart, quarterstaff, scimitar, scythe, 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. Druids are proficient with shields (except 
                     towershields) but must use those crafted from wood.
             Spells: A druid casts divine spells which are drawn from the druid spell list. 2 lvl 1 Spells/day
Spontaneous Casting: A druid can channel stored spell energy into summoning spells that he hasn’t prepared 
                     ahead of time. He can “lose” a prepared spell in order to cast any summon nature’s ally 
                     spell of the same level or lower. 
            Orisons: Can prepare 3 orisons, or 0-level spells, each day. These spells are cast like any 
                     other spell, but they are not expended when cast and may be used again.
     Bonus Language: Druidic. Druidic has its own alphabet.
   Nature Bond (Ex): Death Domain. 
  Granted Power(Sp): Bleeding Touch 6/Day, As a melee touch attack, Fester can cause a living creature to take 1d6 points of damage.
  Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Vermin Empathy (Ex): 1d20+4 (+1 druid level, +3 cha) Diplomacy with vermin. The blight druid can also improve 
                     the attitude of animals and mindless undead creatures that were formerly animals at a 
                     -4 penalty unless the animal or undead has a disease special attack.

FeatsEdit

Deepsight (Level 1 Feat): Your darkvision has a range of 120 feet.

Spell PreparedEdit

0 Level                 Level 01                   Level 02 

* Create Water         * Cause Fear*(DC 14)                      
* Stabilize            * Entangle                      
* Detect Poison        * Pass Without Trace

* Domain Spell

SkillsEdit

  • Please specify the nature of Miscellaneous or Special Adjustments.
  • Skills with a blank 'Total' may not be used untrained.
Skill Points: 06 = [Base (04) + INT (01)/Level; FC (01), Misc (00)] (Class 01)
              00 = [Base (00) + INT (00)/Level; FC (00), Misc (00)] (Class 02)

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics              00     0       0       1     -1   +0
Appraise                01     0       0       1          +0
Bluff                   03     0       0       3          +0
Climb                   04     1       3       1     -1   +0
Craft (       )         01     0       0       1          +0
Diplomacy               05     0       0       3          +2 (Skilled)
Disable Device                 0       0       0     -1   +0
Disguise                03     0       0       3          +0
Escape Artist           00     0       0       1     -1   +0
Fly                     00     0       0       1     -1   +0
Handle Animal           07     1       3       3          +0
Heal                    04     0       0       3          +1 (Caretaker)
Intimidate              03     0       0       3          +0
Knowledge (Arcana)             0       0       0          +0
Knowledge (Dngnrng)            0       0       0          +0
Knowledge (Engnrng)            0       0       0          +0
Knowledge (Geography)          0       0       0          +0
Knowledge (History)            0       0       0          +0
Knowledge (Local)              0       0       0          +0
Knowledge (Nature)      07     1       3       1          +2 (Nature Sense)
Knowledge (Nobility)           0       0       0          +0
Knowledge (Planes)             0       0       0          +0
Knowledge (Religion)           0       0       0          +0
Linguistics                    0       0       0          +0
Perception              09     1       3       3          +2 (Skilled)
Perform    (       )    03     0       0       3          +0
Profession (innkeeper)  07     1       3       3          +0
Ride                    04     1       3       1     -1   +0
Sense Motive            03     0       0       3          +0
Sleight of Hand                0       0       0     -1   +0
Spellcraft                     0       0       0          +0
Stealth                 00     0       0       1     -1   +0
Survival                05     0       0       3          +2 (Nature Sense)
Swim                    01     0       0       1     -0   +0
Use Magic Device               0       0       0          +0

TraitsEdit

 Caretaker (Faith): You gain a +1 trait bonus on Heal checks, and Heal is 
                    always a class skill for you.
Resilient (Combat): You gain a +1 trait bonus on Fortitude saves.

EquipmentEdit

Equipment                        Cost     Weight
Wooden Armor                      20 gp   25  lb
Quarterstaff (Melee)              00 gp   04  lb
Masterwork Sickle (Melee)        306 gp   02  lb
 Darts(Ranged)                    2.5gp   2.5 lb
  Ammo (05)
Spell Component Pouch             05 gp   02  lb
  Decaying Stick (Divine Focus)
Scroll Case                       01 gp   0.5 lb
   Scroll of Cloak of Shade (CL1)  25 gp   00  lb
Backpack                          02 gp   02  lb
  Sewing Needle                  0.5 gp   00  lb
  Leeching Kit                    05 gp   05  lb
  Wand of Jump (14 charges)      225 gp   00  lb
                           Total Weight:  43  lb

            Light  Medium   Heavy    
Max Weight: 0-43    44-86   87-130

FinancesEdit

PP: 00
GP: 113 
SP: 00
CP: 00

Gems/Jewelry/Other:
0000

DetailsEdit

      Size:Medium
    Gender: Male
       Age: 21
    Height: 5'1"
    Weight: 165lbs
Hair Color: Black
 Eye Color: Black (No Pupils)
Skin Color: Milky White
Appearance: Fester is fairly short for a humanoid. His dark hair is in conflict 
            with his fair skin. This gives him an odd appearance.  Looking into
            his eyes is like glimpsing a void of nothingness. His hair is always 
            dirty and greasy, and his pores constantly project the smell of 
            decaying vegetation. Most people don't stand too close to him 
            because of the odd smell.
  Demeanor: Fester is very quiet and contemplative. He seems to be quite 
            satisfied with his own thoughts. His favorite conversation topics 
            revolve around what it is like to die, and how much of the worlds 
            forests are currently in a state of decay. 

Background: Fester began his exploration of death at an early age when he 
            volunteered as a caretaker in a temple treating homeless sick 
            people.  He interviewed many patients while they were dying.
            He would ask them to describe the experience in detail.  
            Fester's parents owned an Inn on the edge of town.  When Fester 
            came of age, he burned the Inn down because its presence and surplus 
            of refuse was causing the surrounding vegetation and trees to wither 
            and die.  No one was harmed from the fire, but Fester had to flee the 
            country for fear of being apprehended for the crime.
 

Adventure LogEdit

"Crab-La-King"

      XP Received: 0460
Treasure Received: 0355 GP
                   0000 Gems/Jewelry
                        Items
                        Wand of Jump (15 Charges)

Level UpsEdit

  Level 2:
    Class: Class
      BAB: +0 to +0
     Fort: +0 to +0
      Ref: +0 to +0
     Will: +0 to +0
     Feat: Feat
 Features: Class Features
       HP: Max -2 or Link to IC Roll, +1 FC Bonus (If Chosen)
Skill Pts: +0 = +0 (Class) +0 (Race) +00 (Old Total) +1 (FC Bonus if Chosen) = 00 (New Total)
 
Level 2 to Level 3 Next, and so on . . .

ApprovalsEdit

  • Approval (Dec. 21, 2010) (Aldern Foxglove) level 1
  • Approval (Dec. 20, 2010) (HolyMan) level 1

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.