Drinking & Dragons

A:PC/Vicente Eisner

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  • 7 skill points need to be assigned. The max number of skill points a skill set may have is 6.

Vicente Eisner (ECL3)

Druid 3
(Predator Form statistics are in red)
NG Medium human
Init +2; Senses: Listen +8; Spot +8


AC: 14 (16) Touch: 12; Flat-footed: 12 (14)
(+2 dex; +2 armor +4 natural armor, no regular armor, +2 dex)
HP: 27 (3d8+6) Bloodied 13
Fort: +5, Ref +3, Will +5


Speed: 30'
Melee: Quarterstaff, masterwork +5 (1d6+3 / 20×2)
Melee or Ranged: Touch +4
Melee: Bite +6 (1d6+4 / 20×2)
Ranged: Longbow, masterwork +5 (1d8 / ×3 / 100' range)
Space: 5'; Reach: 5'; BAB: +2; Grapple: +2


Class Spells CL3 DC 12+lvl
Close 30' [6] Medium 110' Long Far

  • 2nd (2) Spells
  • 1st (3) Spells
  • 0th (4) Spells

Abilities Str 14 +2 (18 +4) | Dex 14 +2 | Con 14 +2 | Int 12 +1 | Wis 14 +2 | Cha 12 +1

  • Feats
    • Human: Natural Spell
    • 1: Magic of the Land (K-Nature DC15+spell level to give the spell 2hp of healing per spell level)
    • 3: Brew Potion
  • Skills
Acrobatics (Dex) (0 ranks)
Balance
Tumble
Athletics (Str) (0 ranks)
Climb
Jump
Swim
Animals (Cha) (6 ranks)
Handle Animal
Ride
Concentration (Con) (6 ranks)
Autohypnosis
Concentration
Craft (Int)
Skill (0 ranks)
Deception (Cha) (0 ranks)
Bluff
Disguise
Influence (Cha)(0 ranks)
Diplomacy
Intimidate
Heal (Wis) (0 ranks)
Inspect (Int) (0 ranks)
Appraise
Search
Legerdemain (Dex) (0 ranks)
Escape Artist
Sleight of Hand
Linguistics (Int) (0 ranks)
Decipher Script
Forgery
Mechanics (Dex) (0 ranks)
Disable Device
Open Locks
Notice (Wis) (6 ranks)
Listen
Spot
Perform (Cha) (0 ranks)
Profession (Wis) (0 ranks)
Streetwise (Wis) (0 ranks)
Gather Information
Sense Motive
Spellcraft (Int) (5 ranks) +6
Psicraft
Spellcraft
Stealth (Dex) (0 ranks)
Hide
Move Silently
Survival (Wis) (0 ranks)
Survival
Use Rope
Use Magic (Int) (0 ranks)
Use Magic Device
Use Psionic Device
Knowledge (Nature) (6 ranks)
Initiative (n/a) (0 ranks)
Speak Language
Int: Druidic
Truespeak (Int) (0 ranks)

Items Gear

Active abilities

Shapechange (Variant) Swift action; All your held, carried, or worn gear melds into your new form and becomes nonfunctional until you return to your normal form. If knocked unconscious or slain in shapeshifted form, you revert to your original form.

Predator Form: Bite 1d6 dmg; +4 Str; +4 natural armor; Speed 50'

Spontaneous Rejuvenation (Variant) You can transform the stored energy of a spell you have prepared to invigorate you and your allies. To use spontaneous rejuvenation, you must spend a standard action and sacrifice a prepared spell. All allies within 30 feet of you (including yourself) gain fast healing for 3 rounds. The fast healing amount is equal to the spell’s level. For example, if you sacrifice remove disease, a 3rd level spell, each ally gains fast healing 3 for 3 rounds. The fast healing granted by this class feature doesn’t stack with itself or with fast healing from other sources.

Passive Abilities

Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex) A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Woodland Stride (Ex) Starting at 2nd level, a druid 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. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless Step (Ex) Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.