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.