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Hero Lab - Allanon

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Allanon
Player: Skip
Male human (Garundi) druid (blight druid) 4 - CR 3
True Neutral Humanoid (Human); Deity: Gozreh; Age: 60;
Height: 5' 4"; Weight: 162 lb.; Eyes: Black; Hair: Silver;
Skin: Weathered
Ability
Score
Modifier
STR
8
-1
DEX
16
+3
CON
14
+2
INT
12
+1
WIS
18
+4
CHA
8
-1
STRENGTH
DEXTERITY
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA
Saving Throw
Total
Base
Ability
FORTITUDE
+6 =
+4
+2
REFLEX
+4 =
+1
+3
WILL
+8 =
+4
+4
(CONSTITUTION)
(DEXTERITY)
(WISDOM)
Total
AC
17
Touch AC
Armor Shield Dex
= +3
10
12
CM Bonus
CM Defense
+2
16
+2
Resist
Temporary
Misc
= 10
Notes
Skill Name
Size
Natur Deflec Dodge Misc
+1
+1
Flat-Footed AC
=
Temp
16
BAB
Strength
Size
Misc
+3
-1
-
-
BAB
Strength
Dexterity
Size
+3
-1
+3
-
Base Attack
+3
HP
Initiative
+7
Speed
30 / 20 ft
32
Damage / Current HP
Light crossbow
Ranged: +0, 1d8
Ranged, both hands: +2, 1d8
Crit: 19-20/×2
Rng: 80'
2-hand, P
Scimitar
Crit: 18-20/×2
1-hand, S
Main hand: +2, 1d6-1
Both hands: +2, 1d6-1
Darkwood shield
+2
Max Dex: -, Armor Check: Spell Fail: 15%, Shield
Acrobatics
Total
Ability
Ranks
-3
DEX (3)
-
Speed greater/less than 30 ft.: -4 to jump
+1
-1
-3
+5
-1
-1
-3
+2
+5
+9
-1
+2
Knowledge (geography)
+5
Knowledge (history) +2
Knowledge (local)
+2
Knowledge (nature)
+7
Knowledge (religion) +2
Linguistics
+2
Perception
+8
Profession (herbalist) +10
Ride
+1
Sense Motive
+5
Spellcraft
+5
Stealth
-3
Survival
+10
Appraise
Bluff
Climb
Craft (alchemy)
Diplomacy
Disguise
Escape Artist
Fly
Handle Animal
Heal
Intimidate
Knowledge (arcana)
INT (1)
CHA (-1)
STR (-1)
INT (1)
CHA (-1)
CHA (-1)
DEX (3)
DEX (3)
CHA (-1)
WIS (4)
CHA (-1)
INT (1)
INT (1)
INT (1)
INT (1)
INT (1)
INT (1)
INT (1)
WIS (4)
WIS (4)
DEX (3)
WIS (4)
INT (1)
DEX (3)
WIS (4)
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
1
1
2
3
2
1
1
1
1
1
1
1
1
3
1
1
1
1
Temp
Skills
Experience & Wealth
Skill Name
Total
Ability
Ranks
Swim
Use Magic Device
-7
+0
STR (-1)
1
CHA (-1)
Temp
Tracked Resources
Feats
Ectoplasmic residue
Incense (OA)
Magnetized paper
Torch
Trail rations
Wild Shape (4 hours, 1/day) (Su)
Armor Proficiency (Light)
Armor Proficiency (Medium)
Blind-Fight
Combat Casting
Druid Weapon Proficiencies
Improved Initiative
Natural Spell
Shield Proficiency
Languages
Traits
Armor Expert
Magical Talent (Create Alcohol [ale or wine], 1/day) (Sp)
Leaf armor
Max Dex: +5, Armor Check: Spell Fail: 15%, Light
+3
Gear
Total Weight Carried: 66.9/90 lbs, Heavy Load
(Light: 30 lbs, Medium: 60 lbs, Heavy: 90 lbs)
Backpack (empty)
Backpack, masterwork (empty)
Bedroll
Belt pouch (empty)
Censer (empty)
Cleric's vestments (Free)
Darkwood shield
Ectoplasmic residue
Flint and steel
Heavy shield bash
Incense (OA) x10
Leaf armor
Light crossbow
Magnetized paper
Money
Ring of protection +1
Scimitar
Torch x10
Trail rations x5
Experience Points: 9480/15,000
Current Cash: 694 gp
2 lbs
4 lbs
5 lbs
0.5 lbs
0.5 lbs
5 lbs
2 lbs
10 lbs
4 lbs
1 lb
13.88 lbs
4 lbs
1 lb
1 lb
Special Abilities
Druid (Blight Druid) Domain (Darkness)
Spontaneous Casting
Vermin Empathy +3 (Ex)
Wild Shape (4 hours, 1/day) (Su)
Wild Shape (Beast Shape I: Small - Medium animal)
Woodland Stride (Ex)
Spell-Like Abilities
Magical Talent (Create Alcohol [ale or wine], 1/day) (Sp)
Touch of Darkness (2 rounds, 7/day) (Sp)
Common
Druidic
Elven
Osiriani
Strix
Spells & Powers
Druid (Blight Druid) spells memorized (CL 4th;
concentration +8)
Melee Touch +2 Ranged Touch +6
2nd—blindness/deafness (blindness only)D (DC 16),
soften earth and stone, stone discusACG, whip of
spidersACG
1st—cure light wounds, ice armor, longstrider, obscuring
mistD, ray of sickeningUM (DC 15)
0th (at will)—create water, detect magic, guidance, light
[D] Domain spell; Domain Darkness
Sourcebooks Used
• Advanced Class Guide - Stone Discus (spell); Whip of
Spiders (spell)
• Advanced Player's Guide - Blight Druid (archetype)
• Advanced Player's Guide / Adventurer's Armory /
Ultimate Equipment - Backpack, masterwork
(equipment)
• Advanced Player's Guide Traits / Character Traits
Web Enhancement - Armor Expert (trait)
• Advanced Player's Guide Traits / Character Traits
Web Enhancement / Ultimate Campaign - Magical
Talent (trait)
• Adventurer's Armory / Inner Sea World Guide - Leaf
armor (armor)
• Council of Thieves / Inner Sea Races / Inner Sea
World Guide - Strix (language)
• Dark Markets: A Guide to Katapesh / Ultimate Magic
- Ray of Sickening (spell)
• Inner Sea Gods / Serpent's Skull - Ice Armor (spell)
• Inner Sea Races / Inner Sea World Guide - Osiriani
(language)
• Inner Sea Races / Inner Sea World Guide / People of
the Sands - Garundi (race option)
• Occult Adventures - Censer (equipment); Ectoplasmic
residue (equipment); Incense (OA) (equipment);
Magnetized paper (equipment)
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Allanon – Abilities & Gear
Blind-Fight
Feat
You are skilled at attacking opponents that you cannot clearly perceive.
Benefit: In melee, every time you miss because of concealment (see
Combat), you can reroll your miss chance percentile roll one time to
see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee.
That is, you don't lose your Dexterity bonus to Armor Class, and the
attacker doesn't get the usual +2 bonus for being invisible. The invisible
attacker's bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed
while blinded.
Normal: Regular attack roll modifiers invisible attackers trying to hit you
apply, and you lose your Dexterity bonus to AC. The speed reduction
for darkness and poor visibility also applies.
Special: The Blind-Fight feat is of no use against a character who is
the subject of a blink spell.
Combat Casting
Feat
You are adept at spellcasting when threatened or distracted.
Benefit: You get a +4 bonus on concentration checks made to cast a
spell or use a spell-like ability when casting on the defensive or while
grappled.
Improved Initiative
Feat
Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.
Natural Spell
Magical Talent (Create Alcohol [ale or wine], 1/day) (Sp) Trait
Either from inborn talent, whimsy of the gods, or obsessive study of
strange tomes, you have mastered the use of a cantrip.
Benefit: Choose a 0-level spell. You may cast that spell once per day
as a spell-like ability. This spell-like ability is cast at your highest caster
level gained; if you have no caster level, it functions at CL 1st. The
spell-like ability’s Save DC is Charisma-based.
Appears In: Character Traits Web Enhancement, Advanced Player's
Guide Traits, Ultimate Campaign
Spontaneous Casting
Class Ability (Druid)
A druid can channel stored spell energy into summoning spells that she
hasn't prepared ahead of time. She can "lose" a prepared spell in order
to cast any summon nature's ally spell of the same level or lower.
Touch of Darkness (2 rounds, 7/day) (Sp) Class Ability (Bat Shaman,Blight Druid,Cav
As a melee touch attack, you can cause a creature's vision to be
fraught with shadows and darkness. The creature touched treats all
other creatures as if they had concealment, suffering a 20% miss
chance on all attack rolls. This effect lasts for a number of rounds equal
to 1/2 your cleric level (minimum 1). You can use this ability a number
of times per day equal to 3 + your Wisdom modifier.
Vermin Empathy +3 (Ex)
Class Ability (Druid)
A blight druid can improve the attitude of vermin as a normal druid can
with animals. Vermin have a starting attitude of unfriendly. The blight
druid can also improve the attitude of animals and mindless undead
creatures that were formerly animals, but she takes a –4 penalty on the
check unless the animal or undead has a disease special attack. This
ability replaces wild empathy.
Feat
You can cast spells even while in a form that cannot normally cast
spells.
Prerequisites: Wis 13, wild shape class feature.
Benefit: You can complete the verbal and somatic components of
spells while using wild shape. You substitute various noises and
gestures for the normal verbal and somatic components of a spell.
You can also use any material components or focuses you possess,
even if such items are melded within your current form. This feat does
not permit the use of magic items while you are in a form that could not
ordinarily use them, and you do not gain the ability to speak while using
wild shape.
Armor Expert
Trait
You have worn armor as long as you can remember, either as part of
your training to become a knight's squire or simply because you were
seeking to emulate a hero. Your childhood armor wasn't the real thing
as far as protection, but it did encumber you as much as real armor
would have, and you've grown used to moving in such suits with
relative grace. When you wear armor of any sort, reduce that suit's
armor check penalty by 1, to a minimum check penalty of 0.
Appears In: Character Traits Web Enhancement, Advanced Player's
Guide Traits
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Allanon – Abilities & Gear
Wild Shape (4 hours, 1/day) (Su) Class Ability (Druid)
At 4th level, a druid gains the ability to turn herself into any Small or
Medium animal and back again once per day. Her options for new
forms include all creatures with the animal type. This ability functions
like the beast shape I spell, except as noted here. The effect lasts for 1
hour per druid level, or until she changes back. Changing form (to
animal or back) is a standard action and doesn't provoke an attack of
opportunity. The form chosen must be that of an animal the druid is
familiar with.
A druid loses her ability to speak while in animal form because she is
limited to the sounds that a normal, untrained animal can make, but
she can communicate normally with other animals of the same general
grouping as her new form. (The normal sound a wild parrot makes is a
squawk, so changing to this form does not permit speech.)
A druid can use this ability an additional time per day at 6th level and
every two levels thereafter, for a total of eight times at 18th level. At
20th level, a druid can use wild shape at will. As a druid gains in levels,
this ability allows the druid to take on the form of larger and smaller
animals, elementals, and plants. Each form expends one daily usage of
this ability, regardless of the form taken.
At 6th level, a druid can use wild shape to change into a Large or Tiny
animal or a Small elemental. When taking the form of an animal, a
druid's wild shape now functions as beast shape II. When taking the
form of an elemental, the druid's wild shape functions as elemental
body I.
At 8th level, a druid can use wild shape to change into a Huge or
Diminutive animal, a Medium elemental, or a Small or Medium plant
creature. When taking the form of animals, a druid's wild shape now
functions as beast shape III. When taking the form of an elemental, the
druid's wild shape now functions as elemental body II. When taking the
form of a plant creature, the druid's wild shape functions as plant shape
I.
At 10th level, a druid can use wild shape to change into a Large
elemental or a Large plant creature. When taking the form of an
elemental, the druid's wild shape now functions as elemental body III.
When taking the form of a plant, the druid's wild shape now functions
as plant shape II.
At 12th level, a druid can use wild shape to change into a Huge
elemental or a Huge plant creature. When taking the form of an
elemental, the druid's wild shape now functions as elemental body IV.
When taking the form of a plant, the druid's wild shape now functions
as plant shape III.
Wild Shape (Beast Shape I: Small - Medium animal)
Class
Ability (Druid)
You may use your Wild Shape ability to become an animal.
Woodland Stride (Ex)
Class Ability (Druid)
A character may move through any sort of undergrowth (such as
natural thorns, briars, overgrown areas, and similar terrain) at her
normal speed and without taking damage or suffering any other
impairment.
Thorns, briars, and overgrown areas that have been magically
manipulated to impede motion, however, still affect her.
Ring of protection +1
Ring
This ring offers continual magical protection in the form of a deflection
bonus of +1 to AC.
Construction
Requirements: Forge Ring, shield of faith, caster must be of a level at
least three times the bonus of the ring; Cost 1,000 gp
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
First night - forest near Gowand Pines - Allanon (Adventure Journal)
Date (game world): 2020/05/13; Date (real world): 2020/05/14
XP Reward: 280 XP; Net Cash:
- no notes After killing boars - Allanon (Adventure Journal)
Date (game world): 2020/05/24; Date (real world): 2020/05/24
XP Reward: 880 XP; Net Cash: 150 gp
- no notes Legend Points - Allanon (Adventure Journal)
Date (game world): 2020/05/24; Date (real world): 2020/05/24
XP Reward: 0 XP; Net Cash: 250 gp
- no notes Spider Gold - Allanon (Adventure Journal)
Date (game world): 2020/05/27; Date (real world): 2020/06/03
XP Reward: 0 XP; Net Cash: 150 gp
- no notes Title - Allanon (Adventure Journal)
Date (game world): 2020/06/24; Date (real world): 2020/07/01
XP Reward: 3320 XP; Net Cash:
- no notes -
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
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