Aündren Saieol Ruea Ephainosí
Druid 3 / Wizard 2
Base Race Lev Misc Total/Mod STR 7 = 7 -2 Race: Sun Elf
DEX 12 = 12 +1 Alignment: Lawful Neutral
CON 12 -2 = 10 +0 Sex: Male Age: 16
INT 17 +2 +1 = 20 +5 Height: 6'4" Weight: 160lbs
WIS 17 = 17 +3 Hair: Blonde Eyes: Green
CHR 9 = 9 -1 Skin: Golden Tan
HP: 23
AC: 13 = 1 (DEX) + 2 (Armor) + 10 (Base)
Fortitude: 3 = 0 (CON) + 3 (Class)
Reflex: 2 = 1 (DEX) + 1 (Class)
Will: 8 / 10 = 3 (WIS) + 5 (Class)
(+2 vs Enchantments for Race: Elf)
Melee: +1 = 3 (BAB) - 2 (STR)
Ranged: +4 = 3 (BAB) + 1 (DEX)
Initiative: +1 = 1 (DEX)
Languages: Common, Elven, Druidic, Celestial, Draconic, Illuskan, Sylvan
Skills
R -ACP +ATT +MOD TOTAL
Strength ----------------------
Climb -0 -2 = -2
Jump -0 -2 = -2
Swim 1 -0 -2 = -1
Dexterity ----------------------
Balance -0 +1 = +1
Escape Artist -0 +1 = +1
Hide -0 +1 = +1
Move Silently 1 -0 +1 = +2
Open Lock +1 = +1
Ride 1 +1 = +2
Sleight Of Hand -0 +1 = +1
Tumble 1 -0 +1 = +2
Use Rope +1 = +1
Constitution ----------------------
Concentration 8 +0 = +8
----------------------
R +ATT +MOD TOTAL
Intelligence ----------------------
Appraise +4 = +4
Craft +4 = +4
Decipher Script +4 = +4
Disable Device +4 = +4
Forgery +4 = +4
Knowledge(Arcana) 6 +4 = +10
Knowledge(Religion) 6 +4 = +10
Knowledge(Engineering) +4 = +4
Knowledge(Nobility) +4 = +4
Knowledge(Dungeoneering) +4 = +4
Knowledge(Nature) 8 +4 +2 = +14
[+2 due to Nature Sense]
Knowledge(Geography) +4 = +4
Knowledge(History) +4 = +4
Knowledge(Local) +4 = +4
Knowledge(The Planes) +4 = +4
Search 5 +4 +2 = +11
[+2 due to Race: Elf]
Spellcraft 8 +4 +2 = +14
[+2 due to Knowledge: Arcana]
Wisdom ----------------------
Heal +3 = +3
Listen 5 +3 +2 = +10 / +12
[+2 due to Race: Elf]
(+2 due to Familiar: Alertness)
Profession (Alchemist) 2 +3 = +5
Sense Motive +3 = +3
Spot 5 +3 +4 = +10 / +15
[+2 due to Race: Elf]
(+2 due to Familiar: Alertness)
(+3 due to Familiar while in shadowy illumination)
Survival 1 +3 +2 = +6 / +10
[+2 due to Nature Sense]
(+2 due to Knowledge: Nature when outdoors)
(+2 due to Search to follow tracks)
Charisma ----------------------
Bluff 4 -1 = +3
Diplomacy 6 -1 = +5
Disguise -1 = -1
Gather Information -1 = -1
Handle Animal 1 -1 = +0
Intimidate -1 = -1
Perform -1 = -1
Use Magic Device -1 = -1 / +1
(+2 due to Spellcraft when attempting to use scrolls)
----------------------
R +ATT +MOD TOTAL
Feats
Spellcasting Prodigy (Wizard), Scribe Scroll, Natural Bond
Class Features
Animal Companion, Summon Familiar, Nature Sense, Wild Empathy,
Spontaneous Rejuvenation, Generalist Wizard, Woodland Stride, Trackless Step
Equipment
Pack
Bedroll (Medium) 5lb
Winter Blanket 6lb
Fishing Net 5lb
Silk Rope (100ft) 10lb
Soap 1lb
Trail Rations (1 week) 5lb
Waterskins (1 week) 17lb
Belt Pouch
Flint & Steel
Divine Focus
Spellbook
Ink & Quill
Magic Candle
Wielded:
Crossbow (Light) [1d8] 19-20/x3 (80ft) Piercing
Worn:
Leather Armor [+2, Max Dex: 6, ACP: 0, Arcane Failure: 10%]
Potion Case
Resist Energy (CL3)
Scroll Case
Arcane Mark (CL1)
Purify Food and Drink (CL3)
Mending (CL3)
Detect Poison (CL1)
Spells Prepared
Wizard
0th [4] Mage Hand, Light, Read Magic, Prestidigitation
1st [5] Ray of Enfeeblement, Shield, Benign Transposition, Expeditious Retreat, Backbiter
Druid
0th [4] Detect Magic x2, Light, Cure Minor Wounds
1st [3] Cure Light Wounds, Calm Animals, Entangle
2nd [2] Spider Climb, Heat Metal
Wizard Spellbook [27/100]
0th: Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic,
Dancing Lights, Flare, Light, Ray of Frost, Disrupt Undead, Touch of Fatigue,
Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
1st: Mage Armor, Shield, Identify, Magic Missile, Ray of Enfeeblement,
True Strike, Expeditious Retreat, Feather Fall, Benign Transposition,
Protection from Evil, Backbiter, Animate Rope, [Comprehend Languages]
Druid Spell List
0th: Cure Minor Wounds, Detect Magic, Light, Read Magic, Purify Food and Drink, Mending
1st: Cure Light Wounds, Endure Elements, Entangle, Jump, Speak with Animals,
Detect Plants or Animals, Goodberry, Obscuring Mist, Calm Animals, Faerie Fire
2nd: Barkskin, Bull's Strength, Cat's Grace, Flaming Sphere, Fog Cloud, Heat Metal,
Reduce Animal, Resist Energy, Spider Climb, Warp Wood
Animal Companion / Familiar
Tiny Animal
Hit Dice: 6 hp
Initiative: +3
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 18 (+2 size, +3 Dex, +2 natural, +1 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/–11
Attack: Talons +5 melee (1d4–3)
Full Attack: Talons +5 melee (1d4–3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +2, Ref +5, Will +4
Abilities: Str 4, Dex 17, Con 10, Int 6, Wis 14, Cha 4
Skills: Listen +16, Move Silently +17, Spot +8*
Feats: Alertness, Weapon FinesseB
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 1/4
Advancement: 2 HD (Small)
Level Adjustment: —
The statistics presented here describe nocturnal birds of prey from 1 to 2 feet long, with wingspans up to 6 feet. They combine both talons into a single attack.
Owls swoop quietly down onto prey, attacking with their powerful talons.
Skills: Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks.
*They have a +8 racial bonus on Spot checks in areas of shadowy illumination.
Grants +3 to master's Spot checks in areas of shadowy illumination.
Familiar Features: Alertness, improved evasion, share spells, empathic link
Wolf
Large Animal
Hit Dice: 4d8+16 (32 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 17 (+2 Dex, +6 natural, -1 Size), touch 12, flat-footed 12
Base Attack/Grapple: +3/+5
Attack: Bite +7 melee (1d6+4)
Full Attack: Bite +7 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +6, Will +2
Abilities: Str 18, Dex 14, Con 19, Int 2, Wis 12, Cha 6
Skills: Hide +1, Listen +3, Move Silently +2, Spot +3, Survival +2*
Feats: Track, Weapon Focus (bite)
Environment: Temperate forests
Organization: Solitary, pair, or pack (7–16)
Challenge Rating: 1
Advancement: 3 HD (Medium); 4–6 HD (Large)
Level Adjustment: —
Wolves are pack hunters known for their persistence and cunning.
A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear.
Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+4 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Skills: *Wolves have a +4 racial bonus on Survival checks when tracking by scent.
Tricks: Attack, Down, Come, Defend, Guard, Fetch, Track, Interrupt (ready attack against spellcasting action of target)
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
XP Log
+ 500 Site Prep Work
+ 1300 First Session
+ 2500 Second Session
+ 3500 Third Session
+ 3000 Fourth Session
= 10800 XP Total