Post by (George) 3.5./ ZEM ( 4.0) on Dec 4, 2017 22:22:23 GMT -5
Wind
Kenku Outlander Shepherd Druid - 6th level
Prof: +3
+0Str 11
+2Dex 14 (12+2Kenku)
+2Con 15
+0Int - 11
+4Wis - 18 (17+1Kenku)
+3Cha - 17
Profiencies:
Int Save
Wis Save
Animal Handling (Druid)
Athletics (Outlander)
Deception (Kenku)
Perception (Druid)
Stealth (Kenku)
Survival (Outlander)
Ac non animal form: 15
Passive Perception: 17
Armor: Light, medium, shields
Weapons: Club, dagger, dart, javelin, mace, staff, scimitar, sickle, sling, spear
Languages: Common, Primordial-Auran (Kenku), Draconic (Outlander), Druidic, Sylvan (Circle of the Shepherd)
Tools: Herbalism Kit; Musical Instrument (Outlander) - Penny Whistle
Equipment:
Quarterstaff
Hunting trap
Belt pouch
Traveller’s clothes (loosely fitting tan and Bedouin-like)
Wooden shield
Sling and 20 bullets
Leather armor
Druidic focus (component pouch)
Explorer’s pack:
Bedroll
Mess kit
Tinderbox
Torches 10
Rations 10 days
Waterskin
Hempen rooe 10 ft
Money
gp 10
Features and Traits:
4th Level feat: Alert (+5 initiative), can't be surprised while conscious, enemies don't get advantage from being unseen.
Kenku:
Expert Forgery: Can duplicate other creatures' handwriting and craftwork. Advantage on all check made producing forgeries or duplicates of existing objects.
Mimicry: Can mimic sounds heard, including voices. A creature attempting to discern as imitations must succeed a contest, Insight vs. Deception.
Speak Common and Auran using mimicry trait.
Outlander (Tribal Nomad):
Wanderer: You have an excellent memory for maps and geography and can always recall the general layout of terrain, settlements, etc. Also, you can find fresh water and food for yourself and 5 others each day, provided the land offers it.
Druid:
Spellcasting:
Cantrips 3 (Druidcraft, Mending, Primal Savagery)
1st: 4
2nd: 3
3rd: 3
Prepared spells: 10 (6+4)
Save DC: 15 (8+3+4)
Spell Attack Modifier: +7 (3+4)
Wild Shape:
2 uses
3 hours each
Returns any rest
Max CR 1/2
Swim Speed Yes
Fly Speed No
Circle of the Shepherd:
2nd level:
Speech of the Woods: Beasts can understand you, and you can decipher their noises and motions. Ability doesn't grant any special friendship or charm ability.
Spirit Totem (Bonus Action to create or move)
Summon an incorporeal spirit to a point within 60 feet. Creates a 30 foot radius aura (not a creature or object). Persists for 1 minute unless incapacitated. Resets on any rest.
Bear: Creatures of choice gain temp HP=5+druid level. Also advantage on Str checks/ST.
Hawk: Druid can use reaction to grant advantage to attacker. Also advantage on Perception checks.
Unicorn: Allies have advantage on all checks to detect creatures. Any spell cast by druid that restores HP also restores HP=druid level to creatures of choice IN aura.
6th Level: Might Summoner: Beasts and Fey conjured: 1) Appear with 2 extra HP/hit die of creature; 2) Damage from its natural weapons is considered magical.
Personality:
I watch over my friends as if they were a litter of newborn pups.
Ideal:
The natural world is more important that all the constructs of civilization.
Bond:
My tribe is lost and the land shattered, and I seek to restore them.
Flaw:
Slow to trust those prone to civilized pursuits.
Kenku Outlander Shepherd Druid - 6th level
Prof: +3
+0Str 11
+2Dex 14 (12+2Kenku)
+2Con 15
+0Int - 11
+4Wis - 18 (17+1Kenku)
+3Cha - 17
Profiencies:
Int Save
Wis Save
Animal Handling (Druid)
Athletics (Outlander)
Deception (Kenku)
Perception (Druid)
Stealth (Kenku)
Survival (Outlander)
Ac non animal form: 15
Passive Perception: 17
Armor: Light, medium, shields
Weapons: Club, dagger, dart, javelin, mace, staff, scimitar, sickle, sling, spear
Languages: Common, Primordial-Auran (Kenku), Draconic (Outlander), Druidic, Sylvan (Circle of the Shepherd)
Tools: Herbalism Kit; Musical Instrument (Outlander) - Penny Whistle
Equipment:
Quarterstaff
Hunting trap
Belt pouch
Traveller’s clothes (loosely fitting tan and Bedouin-like)
Wooden shield
Sling and 20 bullets
Leather armor
Druidic focus (component pouch)
Explorer’s pack:
Bedroll
Mess kit
Tinderbox
Torches 10
Rations 10 days
Waterskin
Hempen rooe 10 ft
Money
gp 10
Features and Traits:
4th Level feat: Alert (+5 initiative), can't be surprised while conscious, enemies don't get advantage from being unseen.
Kenku:
Expert Forgery: Can duplicate other creatures' handwriting and craftwork. Advantage on all check made producing forgeries or duplicates of existing objects.
Mimicry: Can mimic sounds heard, including voices. A creature attempting to discern as imitations must succeed a contest, Insight vs. Deception.
Speak Common and Auran using mimicry trait.
Outlander (Tribal Nomad):
Wanderer: You have an excellent memory for maps and geography and can always recall the general layout of terrain, settlements, etc. Also, you can find fresh water and food for yourself and 5 others each day, provided the land offers it.
Druid:
Spellcasting:
Cantrips 3 (Druidcraft, Mending, Primal Savagery)
1st: 4
2nd: 3
3rd: 3
Prepared spells: 10 (6+4)
Save DC: 15 (8+3+4)
Spell Attack Modifier: +7 (3+4)
Wild Shape:
2 uses
3 hours each
Returns any rest
Max CR 1/2
Swim Speed Yes
Fly Speed No
Circle of the Shepherd:
2nd level:
Speech of the Woods: Beasts can understand you, and you can decipher their noises and motions. Ability doesn't grant any special friendship or charm ability.
Spirit Totem (Bonus Action to create or move)
Summon an incorporeal spirit to a point within 60 feet. Creates a 30 foot radius aura (not a creature or object). Persists for 1 minute unless incapacitated. Resets on any rest.
Bear: Creatures of choice gain temp HP=5+druid level. Also advantage on Str checks/ST.
Hawk: Druid can use reaction to grant advantage to attacker. Also advantage on Perception checks.
Unicorn: Allies have advantage on all checks to detect creatures. Any spell cast by druid that restores HP also restores HP=druid level to creatures of choice IN aura.
6th Level: Might Summoner: Beasts and Fey conjured: 1) Appear with 2 extra HP/hit die of creature; 2) Damage from its natural weapons is considered magical.
Personality:
I watch over my friends as if they were a litter of newborn pups.
Ideal:
The natural world is more important that all the constructs of civilization.
Bond:
My tribe is lost and the land shattered, and I seek to restore them.
Flaw:
Slow to trust those prone to civilized pursuits.