Lorenna FireeyeRichard
CHARACTER BIO
Lorenna Fireeye is a 22 year old, Medium sized, Female Human, with Green eyes and Brown hair. She stands 5' 4" tall and weighs 110 pounds. Her world view is Neutral in nature, and is currently a worshipper of Hernun

CHARACTER LEVELCLASSES and LEVELS
1Druid 1

CURRENT EXPERIENCENEXT LEVEL ATNEEDED TO MAKE LEVELEXPERIENCE GAINED IN PLAY
01,0001,000


Character Sheet (Art) - v. 2.0.13

HP
TRACK

NON
LETHAL

AC
TRACK



ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
10
+0


DEX
16
+3


CON
13
+1


INT
12
+1


WIS
17
+3


CHA
11
+0


TOTAL HIT DIE TYPE DAMAGE
REDUCTION
MOVEMENT TYPES and RATES
HP
POINTS
91d8
SPEED
MOVE
20
AC
ARMOR
181513=10+3+2+3+0+0+0
35
-5
+3

NORMAL FLAT
FOOTED
TOUCH
AC
BASE ARMOR
BONUS
SHIELD
BONUS
DEX
BONUS
SIZE
BONUS
NATURAL
ARMOR
MISC
BONUS
MISS
CHANCE
% SPELL
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST
TOTAL BASE
SAVE
ABILITY
MODIFIER
MAGIC
MODIFIER
MISC
MODIFIER
TEMPORARY
MODIFIER
CONDITIONAL
MODIFIERS
FORTITUDE
CON
+3=2+1+0+0+ + 
REFLEX
DEX
+3=0+3+0+0+ 
WILL
WIS
+5=2+3+0+0+ 
BASE ATTACK
+0
INITIATIVE
MODIFIER
+7=3+4
TOTAL DEX MOD MISC
GRAPPLE
ATTACK BONUS
+0=0+0
+0
+0
+
MELEE
ATTACK BONUS
+0=0+0
+0
+0
+
RANGED
ATTACK BONUS
+3=0
+3
+0
+0
+
TOTAL BASE
ATTACK
ABILITY
MODIFIER
SIZE
MODIFIER
MISC
MODIFIER
TEMP
MODIFIER

Weapons (SIZE/DMG TYPE)

Attack
Bonus

Damage

Critical

Lbs

I

Shortspear (M/P)

0

1d6

x2

3



I

Sling (M/B)

1d4

x2



0 – 49 ft

50 – 99 ft

100 – 149 ft

150 – 199 ft

200 – 249 ft

3

1

-1

-3

-5



I

Unarmed strike (M/B)

-4

1d3

x2



I — Main hand (Primary)w — Off hand (Secondary)I2 — Two-handed

Armor (SIZE/WGT TYPE)

Armor
Bonus

Max Dex

Armor
Check

Spell
Fail

Max
Speed

Lbs

Hide (M/M)

+3

+4

-3

20%

20 ft

25



Shield (SIZE)

Armor
Bonus

Armor
Check

Spell
Fail

Lbs

Shield, heavy wooden (M)

+2

-2

15%

10



SKILLSMAX RANKS 4/2

NAME (KEY ABILITY)TOT
RNK
ABL
MSC
w
Appraise (Int)1 =
+1
w
Balance (Dex)*-2 =
+35
w
Bluff (Cha)0 =
+0
w
Climb (Str)*-5 =
+05
w
Concentration (Con)5 =4+1
w
Control Shape (Wis)3 =
+3
w
Diplomacy (Cha)0 =
+0
w
Disguise (Cha)0 =
+0
w
Escape Artist (Dex)*-2 =
+35
w
Forgery (Int)1 =
+1
w
Gather Information (Cha)0 =
+0

Handle Animal (Cha)4 =4+0
w
Heal (Wis)3 =
+3
w
Hide (Dex)*-2 =
+35
w
Intimidate (Cha)0 =
+0
w
Jump (Str)*-11 =
+011

Knowledge–Nature (Int)7 =4+1+2
w
Listen (Wis)7 =4+3
w
Literacy ()0 =
+0
w
Move Silently (Dex)*-2 =
+35
w
Perform–Act (Cha)0 =
+0
w
Perform–Comedy (Cha)0 =
+0
w
Perform–Dance (Cha)0 =
+0
w
Perform–Keyboard Instruments (Cha)0 =
+0
w
Perform–Oratory (Cha)0 =
+0
w
Perform–Percussion (Cha)0 =
+0
w
Perform–Sing (Cha)0 =
+0
w
Perform–String Instruments (Cha)0 =
+0
w
Perform–Weapon Drill (Cha)0 =
+0
w
Perform–Wind Instruments (Cha)0 =
+0
w
Ride (Dex)3 =
+3
w
Search (Int)1 =
+1
w
Sense Motive (Wis)3 =
+3
w
Spot (Wis)7 =4+3
w
Survival (Wis)9 =4+3+2
w
Swim (Str)*-10 =
+010
w
Use Rope (Dex)3 =
+3

w Can be used untrained * Armor Check penalty** -1 per 5 lbs gear

Equipment Description

Value
Each

Qty

Lbs

Equipment Description

Value
Each

Qty

Lbs

uHide15 g125°Sling0 g1
yBackpack2 g12
yBlanket, winter5 s13
yCoin: gp (3)3 g10.1
yFishhook1 s1
yFlask3 c1
yFlint and steel1 g1
yTraveler`s outfit1 g15
vShield, heavy wooden7 g110
°Bullets, sling (50)5 s210
°Shortspear1 g13

Carried Weight

60 lbs

1-33

34-66

67-100

100

200

500

Light

Medium

Heavy

Over
Head

Off
Grnd

Push
Drag

u Armor² Gem|Arty Goods6 Potion¡ Ringd Rod
b Scrollv Shieldf Staff! Wand° Weapon¬ Wondrous


Feats

Armor
Light

Armor
Medium

Armor
Heavy

Weapon
Simple

Weapon
Martial

Shield


Proficient

Proficient

Proficient

Combat Casting — You get a +4 bonus to Concentration checks made to cast a spell while on the defensive (PH92).

Improved Initiative — You can react more quickly than normal in a fight. You get a +4 bonus on initiative checks (PH96).





Class Features

Druid

Animal Companion – Druidic weapons – Nature Sense – Proficiency: Armor, Light – Proficiency: Armor, Medium – Proficiency: Shields – Secret Language: Druidic – Spells – Wild Empathy (1+Cha.Mod)


Languages

Common, Druidic, Sylvan


Coins

New Coins
Gained in Play

0 cp 
0 sp  
3 gp  
0 pp  
3 gp Total gp equivilent (approximate)

Much Thanks To...

Barak of CMP for the original sheet code and design. Rlphay for beta testing, bug reports, and the initial intelligent items section. Thrombin for the original Turning table, sections of the Spell Table, Touch AC code, Spell Prep corrections, Companion fix for Natural Armor and Epic bonus. Lestat for sections of the Spell Table.




Animal (size/race)

Str

Dex

Con

Int

Wis

Chr

For

Ref

Wil

Init

Animal, Dog, Riding (M/Dog, Riding)

15

15

15

2

12

6

+5

+5

+1

+2

Align

Speeds

AC-Base

AC-Flat

AC-Tch

Hit Die

HP

N

40

16

14

12

2d8

13

Attack

Attack Bonus

Damage

Crit

Bite

+3

1d6+3

20/x2

Special Qualities: Scent (Ex), Low-light Vision (Ex)

Features: Bonus Tricks (1), Link (Ex), Share Spells

Feats: Track, Alertness

Skills: Spot +5, Listen +5, Jump +11



DRUID SPELLS

LEVELS0123456789
Known:AllAll
Per Day:32

0 LEVEL
PREPSPELL NAMEVSMDCSRCASTINGRANGEDURATIONSAVE

Create Water
V,S13
No
1 Action
25 ft.+5 ft./2 levels
Instantaneous
None

School of Conjuration / This spell generates wholesome, drinkable water, just like clean rain water (PH215)

Cure Minor Wounds
V,S13
Harmless
1 Action
Touch
Instantaneous
Will Half

School of Conjuration / Cures 1 point of damage (PH216)

Detect Crossroads
V,S13
No
1 Action
15 ft.
Concentration, up to 10 minutes/level
None

School of Divination / Detect fey crossroads within 60 ft.(MagFR88)

Detect Magic
V,S13
No
1 Action
60 ft.
Concentration, up to 1 minute/level (D)
None

School of Divination / Detects spells and magic items within 60 ft (PH219)

Detect Poison
V,S13
No
1 Action
25 ft.+5 ft./2 levels
Instantaneous
None

School of Divination / You determine whether a creature, object, or area has been poisoned or is poisonous (PH219)

Flare
V13
Yes
1 Action
25 ft.+5 ft./2 levels
Instantaneous
Fortitude Negates

School of Evocation / Creates a burst of light, that can dazzle one creature for 1 minute unless it makes a successful Fortitude save (PH232)

Guidance
V,S13
Yes
1 Action
Touch
1 minute or until discharged
Will Negates

School of Divination / Imbues the subject with divine guidance, granting a +1 competence bonus on a single attack, save, or skill check (PH237)

Know Direction
V,S13
No
1 Action
Personal
Instantaneous
None

School of Divination / You discern north (PH246).

Light
V,M/DF13
No
1 Action
Touch
10 minutes/level (D)
None

School of Evocation / Object shines like a torch (PH248).

Mending
V,S13
Harmless/Obj
1 Action
10 ft.
Instantaneous
Will Negates

School of Transmutation / Makes minor repairs on an object (PH253).

Naturewatch
S13
No
1 Action
25 ft.+5 ft./2 levels
10 minutes/level
None

School of Necromancy / This spell is identical to deathwatch, but only functions on animals. (CD170)

Purify Food and Drink
V,S13
Object
1 Action
10 ft.
Instantaneous
Will Negates

School of Transmutation / Purifies 1 cu. Ft. /level of food or water (PH267).

Ram`s Might
V,S13
-
1 Action
Personal
1 minute/level
None

School of Transmutation / Your hands become harder and your un- armed attacks inflict normal damage.(MagFR112)

Read Magic
V,S,F13
-
1 Action
Personal
10 minutes/level


School of Divination / Read scrolls and spellbooks (PH269).

Resistance
V,S,M/DF13
Harmless
1 Action
Touch
1 minute
Will Negates

School of Abjuration / Subject gains +1 on saving throws (PH272).

Virtue
V,S,DF13
Harmless
1 Action
Touch
1 minute
Special; See text

School of Transmutation / Subject gains 1 temporary hp (PH298).
1st LEVEL
PREPSPELL NAMEVSMDCSRCASTINGRANGEDURATIONSAVE

Beget Bogun
V,S,M,XP14
No
1 Action
Touch
Instantaneous
None

School of Conjuration / Allows you to infuse living magic into a small mannequin that you created from vegetable matter. (CD152)

Blinding Spittle
V,S14
Yes
1 Action
25 ft.+5 ft./2 levels
Instantaneous
None

School of Transmutation / Ranged touch attack makes subject blind.(MagFR82)

Calm Animals
V,S14
Yes
1 Action
25 ft.+5 ft./2 levels
1 minute/level
Will Negates

School of Enchantment / This spell soothes and quiets animals (2d4 + caster level HD, all of the same kind), rendering them harmless (PH207)

Camouflage
V,S14
-
1 Action
Personal
10 minutes/level
None

School of Transmutation / You change the coloring of your skin to match the environment around you. +10 circumstance bonus to Hide Checks. (CD157)

Charm Animal
V,S14
Yes
1 Action
25 ft.+5 ft./2 levels
1 hour/level
Will Negates

School of Enchantment / This charm makes an animal regard you as its trusted friend and ally (PH208)

Claws of the Beast
V,S14
-
1 Action
Personal
1 round/level
None

School of Transmutation / Your hands become reach melee touch attacks that deal 1d6 damage.(MagFR84)

Cure Light Wounds
V,S14
Harmless
1 Action
Touch
Instantaneous
Will Half

School of Conjuration / Cures 1d8+1/level damage [max +5] (PH215)

Detect Animals or Plants
V,S14
No
1 Action
400 ft.+40 ft./level
Concentration, up to 10 minutes/level (D)
None

School of Divination / You can detect a particular animal or plant in a cone emanating out from you in whatever direction you face (PH218)

Detect Snares and Pits
V,S14
No
1 Action
60 ft.
Concentration, up to 10 minutes/level (D)
None

School of Divination / You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials (PH220)

Endure Elements
V,S14
Yes
1 Action
Touch
24 hours
Will Negates

School of Abjuration / Target can exist comfortably in conditions between -50 and 140 degrees without ill effects (PH226)

Entangle
V,S,DF14
No
1 Action
400 ft.+40 ft./level
1 minute/level
Reflex Partial

School of Transmutation / Grasses, weeds, bushes and even trees wrap, twist, and entwine about creatures in (or those that enter) the area (PH227)

Faerie Fire
V,S,DF14
Yes
1 Action
400 ft.+40 ft./level
1 minute/level (D)
None

School of Evocation / A pale glow surrounds and outlines the subjects, who shed light as candles, thus negating many illusory effects (PH229)

Goodberry
V,S,DF14
Yes
1 Action
Touch
1 day/level
None

School of Transmutation / Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature, and cures 1 HP (PH237)

Handfire
V,S14
Yes
1 Action
Touch
Instantaneous
None

School of Evocation / Your hand glows and can make a touch attack dealing 1d4 +1/level, more against undead.(MagFR98)

Hawkeye
V14
-
1 Action
Personal
10 minutes/level
None

School of Transmutation / See accurately at long distances; +50% range for projectile weapons; +5 comp on Spot checks (CD166)

Hide from Animals
S,DF14
Yes
1 Action
Touch
10 minutes/level (D)
Will Negates

School of Abjuration / Animals cannot see, hear, or smell the warded creatures (PH241)

Jump
V,S,M14
Yes
1 Action
Touch
1 minute/level (D)
Will Negates

School of Transmutation / Subject gets up to +30 on Jump checks (PH246).

Longstrider
V,S,M14
-
1 Action
Personal
1 hour/level (D)
None

School of Transmutation / Increases your base land movement by +10 (PH249)

Magic Fang
V,S,DF14
Harmless
1 Action
Touch
1 minute/level
Will Negates

School of Transmutation / One natural weapon of subject creature gets +1 bonus to attack and damage (PH250).

Magic Stone
V,S,DF14
Harmless/Obj
1 Action
Touch
30 minutes or until discharged
Will Negates

School of Transmutation / Three stones become +1 projectiles, 1d6+1 damage (PH251).

Obscuring Mist
V,S14
No
1 Action
20 ft.
1 minute/level
None

School of Conjuration / Fog surrounds you (PH258).

Omen of Peril
V,F14
-
1 Round
Personal
Instantaneous
None

School of Divination / A brief supplication gives you a vision that hints at how dangerous the immediate future is likely to be. (CD171)

Pass without Trace
V,S,DF14
Harmless
1 Action
Touch
1 hour/level (D)
Will Negates

School of Transmutation / One subject/level leaves no tracks (PH259).

Produce Flame
V,S14
Yes
1 Action
0 ft.
1 minute/level (D)
None

School of Evocation / 1d6 +1/level damage (Max +5), touch or thrown (PH265).

Sandblast
V,S,DF14
Yes
1 Action
10 ft.
Instantaneous
Reflex Half

School of Evocation / You fire a hail of hot sand from your fingers, dealing 1d6 points of nonlethal damage to creatures in the arc. (CD178)

Shillelagh
V,S,DF14
Object
1 Action
Touch
1 minute/level
Will Negates

School of Transmutation / Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 minute/level (PH278).

Speak with Animals
V,S14
-
1 Action
Personal
1 minute/level
None

School of Divination / You can communicate with natural animals (PH281).

Speed Swim
V,S,F14
Harmless
1 Action
25 ft.+5 ft./2 levels
1 minute/level
Will Negates

School of Transmutation / Target gains swim speed 30.(MagFR121)

Summon Nature`s Ally I
V,S,DF14
No
1 Round
25 ft.+5 ft./2 levels
1 round/level (D)
None

School of Conjuration / Calls elemental or animal to fight for you (PH288).

Traveler`s Mount
V,S14
Yes
1 Action
Touch
1 hour/level
Will Negates

School of Transmutation / This spell makes a mount better able to handle the rigors of overland travel. (CD184)

Vigor, Lesser
V,S14
Harmless
1 Action
Touch
Special; See Text
Will Negates

School of Conjuration / Boost subject`s life energy. (CD186)

Wood Wose
V,S,DF14
No
1 Action
25 ft.+5 ft./2 levels
1 hour/level
None

School of Conjuration / A translucent, green nature spirit that you can command to perform simple natural tasks. (CD190)

Campaign Notes

Patron Star: The Great Wolf

A wolfs head with a single star forming the gleam in its eye. The wolf represents the threat of starvation during the cold winter months but it is also a positive sign as it devours the old year and its woes. Those born under the wolf are usually practical, down-to-earth people with a tendency to be harsh, having contempt for the soft & weak. They are also fiercely protective of their few true friends.

Benefit: +2 1uck bonus to any single attack roll *or* +1D4 additional damage to any damage roll. 1 of these can be invoked once per game session.

Birthmark: 1" diameter on upper right thigh

---

Hernun

Hernun is the god of the hunt who is ternally locked in the chase to bring down his brother Wohoon (God of Wild Things). Sometimes one brother will win, sometimes the other, but the hunt always begins afresh. Hernun represents man at his most basic, contending with the wild. Druids often revere him. He is represented as a powerfully built man with antlers on the top of his head in honour f the beasts he hunts.

Domains: Animal, Protection, Strength, Travel

Alignment: Neutral

Favoured Weapon: Bow


Miscellaneous Notes

Animal companion is a Great Dane called Grace, usually under a heel command during general walking e.t.c.

All below use 1 trick:

Attack (basic - not abberations or undead)

Defend

Down

Fetch

Heel

Seek

Track