Chip En'Dale

Halfling Druid

Description:


Personal Information


Name: Chip En’Dale Player: !!
Race: Stout halfling Gender: Male Height: 3’2" Age: 26
Class: Druid Level: 2 Weight: 62 lbs
XP: 2,000 Alignment: Neutral Good
Next Level: 4,000 Kit: None


Ability Scores


Str: 10 Weight Allowance: 40 lbs Bend Bars/Lift Gates: 2%
Attack Adj.: +0 Damage Adj.: +0 Max. Press: 115 lbs Open Doors: 6
Dex: 14 Missile Adjustment: +0 Pick Pockets: +0% Open Locks: +0%
Reaction Adjustment: +0 Armor Class: +0 Move Silently: +0% Climb Walls: +0%
Con: 13 System Shock: 85% Poison Save: +0
Hit Point Adjustment: +0 Resurrection Chance: 90%
Int: 10 Max. Spell Level: 5th Max. Spells Per Level: 7 Illusion Immunity: None
Bonus Proficiencies: 2 Chance to Learn New Spell: 40%
Wis: 15 Bonus Clerical Spells: 2, 1, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +1 Spell Immunity: None
Cha: 15 Loyalty Base: +3 Maximum Number of Henchmen: 7
Initial Reaction Adjustment: +3


Saving Throws


Paralyzation: 10 Poison: 7 Death Magic: 10 Petrification: 13 Polymorph: 13
Rod: 11 Staff: 11 Wand: 11 Breath Weapon: 16 Spell: 12


Combat


Hit Points: 14
Base THAC0: 20
Melee THAC0: 20
Missile THAC0: 20
Armor


Natural armor class 10
Full armor, leather -2
Shield, small adj. -1
FINAL: 7
Weapon Proficiencies


Sickle
Sling
Non-Weapon Proficiencies


Brewing 10
Heal 13
Herbalism 8
Religion 15


Weapons


THAC0 Attacks/ Speed Damage Range (-2) (-5) (-10)
Weapon Melee Missile Round Factor Sm-Med Large Type Size PB / S / M / L / EX
Sickle 20 1 4 1d4+1 1d4 S S
Sling 19 1 6 B S
Sling, sling stone 1d4 1d4 B S 8 16 24


Racial Abilities
Attack bonus – +1 bonus to attack rolls with hurled weapons.
Infravision [Stout Halfling] – Infravision with a 60’ range, which indicates some stout blood in the character’s lineage.
Mining detection abilities – A character with this skill is familar with mining, tunneling and stonework. By concentrating for one round the character can:

Determine approximate direction underground, 1-3 on 1d6.

Detect any grade or slope in the passage they are passing through, 1-3 on 1d4.
Saving throw bonuses – For every 3.5 points of a Halfling’s Constitution/Health, they will receive a +1 to saves vs. wand, staves, rods, and spells.
Stealth – When the halfling is alone and is not wearing metal armor, he gains a bonus to surprise opponents. The opponent suffers a -4 penalty, or a -2 if the halfing has to open a door or move aside some other obstruction..



Class Abilities
Druid
    Communicate with creatures – Acquire one woodland creature language per level.
    Fire/electrical resistance – +2 bonus to saves vs. all fire or electrical attacks.
    Identify – May correctly identify plants, animals, and clean water at 3rd level.
    Immunity to charm – Granted immunity to charm based attacks at 7th level.
    Pass without trace – The druid does not leave any evidence of their passage through natural settings.
    Secret language – Knowlege of the secret Druidic tongue.
    Shapechange – May shapechange at 7th level.
    Minor Spheres of Magic – Divination
    Major Spheres of Magic – All, Animal, Elemental, All, Healing, Plant, Weather




Inventory

  • Items Carried

    • Bag of Holding, 250 lbs.

      • Backpack

        • Dry rations (1 week)
        • Sack, small
        • Sack, small
        • Torch x3
    • Belt pouch, large

      • Sling, sling stone x20
    • Holy item
  • Items Readied

    • Sickle
    • Sling
  • Items Worn

    • Belt
    • Boots, soft
    • Full armor, leather
    • Good cloth cloak
    • Shield, small
  • Spending Money

    • * Copper Pieces x12
    • * Gold Pieces x30
    • * Silver Pieces x15


Movement and Encumbrance


Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-40 41-58 59-76 77-96 97-110
Movement: 6 4 3 2 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 47.80 pounds (Light Encumbrance, 4 Movement)



Spells


Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Druid 4
Cleric Spell Failure Rate: 0% Maximum Wizard Spells Per Level: 7
Wizard Chance to Learn New Spell: 40% Maximum Wizard Spell Level: 5th


Spells Memorized



Druid Spells Granted


Spell Time Range Area of Effect Components
1st Level
Analyze Balance 1 rd 80 yds 1 creature, object, or 10’ sq V, S, M
Animal Friendship 1 hr 10 yds 1 animal V, S, M
Bless 1 rd 60 yds 50-ft cube V, S, M
Calm Animals 4 60 yds Special V, S
Cause Light Wounds 5 Touch Creature touched V, S
Combine* 1 rd Touch Circle of priests V, S
Create Water 1 rd 30 yds Up to 27 cubic ft V, S, M
Cure Light Wounds 5 Touch Creature touched V, S
Curse 1 rd 60 yds 50-ft cube V, S, M
Destroy Water 1 rd 30 yds Up to 27 cubic ft V, S, M
Detect Evil 1 rd 0 10 ft x 120 yds V, S, M
Detect Good 1 rd 0 10 ft x 120 yds V, S, M
Detect Magic 1 rd 0 10 ft x 30 yds V, S, M
Detect Poison 4 0 Special V, S, M
Detect Snares & Pits 4 0 10 × 40 ft V, S, M
Entangle 4 80 yds 40-ft cube V, S, M
Faerie Fire 4 80 yds 10 sq ft/lvl within a 40-ft radius V, M
Firelight 4 Touch 1 object V, S, M
Invisibility to Animals 4 Touch 1 creature/lvl S, M
Locate Animals or Plants 1 rd 100 yds + 20 yds/lvl 20 yds/lvl x 20 ft V, S, M
Log of Everburning 1 Touch Special V, S
Orison 4 10 yds Varies V, S
Pass Without Trace 1 rd Touch 1 creature V, S, M
Purify Food & Drink 1 rd 30 yds 1 cubic ft/lvl, in 10 sq ft V, S
Putrefy Food and Drink 1 rd 30 yds 1 cubic ft/lvl, in 10 sq ft V, S
Shillelagh 2 Touch 1 oak club V, S, M
Strength of Stone 4 Touch 1 creature V, S, M
Wind Column 1 0 The caster S
Bio:

Chip En'Dale

UK2: The Sentinel/UK3 The Gauntlet barkman