KaywenMichelle
Drd4HumanNeutral GoodVethibensvelk Urathear (Vu)
CLASS RACE ALIGNMENT DEITY
4Medium20Female5' 1"141 lbs.GreenBrown
LEVELSIZEAGEGENDERHEIGHTWEIGHTEYESHAIR
6,75010,0003,250
Current XPXP for Next LevelXP RemainingIn Game XP Gained
7-17-2005
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
13+1

DEX
14+2

CON
14+2

INT
13+1

WIS
17+3

CHA
14+2


TOTAL WOUNDS
CURRENT HP
SUBDUAL DAMAGE DAMAGE
REDUCTION
HIT DICE SPEED
HP
33


4d8+830
AC151312=10+3+0+2+0+0+0
10


0
TOTALFLAT
FOOTED
TOUCH
AC
BASEARMOR BONUSSHIELD BONUSDEX BONUSSIZE BONUSNATURAL ARMORMISC BONUSMISS CHANCESPELL FAILURE %ARMOR CHECKMAX DEXSPELL RESIST.

INITIATIVE
+ 2=2+0
TOTALDEX MODMISC MOD
BASE ATTACK BONUS
+3
SAVING THROWS TOTALBASE
SAVE
ABILITY
MODIFIER
MAGIC
MODIFIER
MISC
MODIFIER
TEMPORARY
MODIFIER
CONDITIONAL
MODIFIERS
Fortitude
Con
6=4+2+0
+0
+
Reflex
Dex
3=1+2+0
+0
+
Will
Wis
7=4+3+0
+0
+
TOTAL BASE
ATTACK BONUS
ABILITY
MODIFIER
SIZE
MODIFIER
MISC
MODIFIER
TEMPORARY
MODIFIER
MELEE
ATTACK BONUS
+4=3+1
+0
+0
+
RANGED
ATTACK BONUS
+5=3
+2
+0
+0
+
Grapple
MODIFIER
+4=3+1
+0
+0
+

+1 ScimitarTOTAL ATTACK BONUSDAMAGECRITICAL
+5
1d6+2
18-20/x2
RANGEWEIGHTTYPESIZESPECIAL PROPERTIES
-
4 lbs.
Slashing
Medium


Unarmed strikeTOTAL ATTACK BONUSDAMAGECRITICAL
+0
1d3+1
x2
RANGEWEIGHTTYPESIZESPECIAL PROPERTIES
-
0 lbs.
Bludgeoning
Medium


+1 LeatherTYPEARMOR BONUSMAX DEX BONUS
Light
+3
6
CHECK PENALTYSPELL FAILURESPEEDWEIGHTSPECIAL PROPERTIES
0
10%
30 ft.
15 lbs.



SKILLSMax
Ranks
7/ 3.5


SKILL NAMEKEY
ABILITY
TOTALL
RANKS
ABILITY
MOD

MISC
MOD
n
AppraiseInt
1=
+1
+
n
Balance*Dex
2=
+2
+
n
BluffCha
2=
+2
+
n
Climb*Str
1=
+1
+
n
ConcentrationCon
9=7+2
+
n
Control ShapeWis
3=
+3
+
n
Craft (__________)Int
-1=
+1
+-2
n
DiplomacyCha
2=
+2
+
n
DisguiseCha
2=
+2
+
n
Escape Artist*Dex
2=
+2
+
n
ForgeryInt
1=
+1
+
n
Gather InformationCha
2=
+2
+

Handle AnimalCha
9=7+2
+
n
HealWis
5=
+3
+2
n
Hide*Dex
2=
+2
+
n
IntimidateCha
2=
+2
+
n
Jump*Str
1=
+1
+

Knowledge (Nature)Int
11=6+1
+4
n
ListenWis
3=
+3
+
n
Literacy
0=
+0
+
n
Move Silently*Dex
2=
+2
+
n
Perform Cha
2=
+2
+

Profession (Herbalist)Wis
9=6+3
+
n
RideDex
4=
+2
+2
n
SearchInt
1=
+1
+
n
Sense MotiveWis
3=
+3
+

Speak Language
1=1+0
+

SpellcraftInt
8=7+1
+
n
SpotWis
3=
+3
+
n
SurvivalWis
12=7+3
+2
n
Swim*Str
1=
+1
+
n
Use RopeDex
2=
+2
+
Skills marked with n can be used untrained.
* armor check penalty, if any, applies.
** Double armor penalty

Animal
Peren (Animal, Panther)









ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
21 +5

DEX
21 +5

CON
17 +3

INT
2 -4

WIS
13 +1

CHA
7 -2




























TOTAL WOUNDS
CURRENT HP
SUBDUAL DAMAGE DAMAGE
REDUCTION
HIT DICE
SPEED
HP
22


3d8
Climb 20, 40
AC 16 11 15 = 10 + 0 + 0 + 5 + 0 + 1 + 0


10





0

TOTAL FLAT
FOOTED
TOUCH
AC

BASE
ARMOR BONUS
SHIELD BONUS
DEX BONUS
SIZE BONUS
NATURAL ARMOR
MISC BONUS MISS CHANCE SPELL FAILURE % ARMOR CHECK MAX DEX SPELL RESIST.
SAVING THROWS TOTAL
BASE
SAVE

ABILITY
MODIFIER

MAGIC
MODIFIER

MISC
MODIFIER

TEMPORARY
MODIFIER
CONDITIONAL
MODIFIERS
Fortitude
Con
6 = 3 + 3 + 0
+ 0
+
Reflex
Dex
8 = 3 + 5 + 0
+ 0
+
Will
Wis
2 = 1 + 1 + 0
+ 0
+
BASE ATTACK BONUS
+2

INITIATIVE
+ 5 = 5 + 0
TOTAL
DEX MOD
MISC MOD


Attacks:
+7 (Grapple)
+7/+2 (1d6+5, Bite;1d3+2, 2 Claws)

Features:
SA: Improved Grab (Ex) , Pounce (Ex) , Rake (Ex)
SQ: Scent (Ex)
Skills: Balance+13, Climb+13, Concentration+7, Heal+5, Hide+13, Move Silently+11, Spot+7, Wilderness Lore+8
Feats: Weapon Finesse: Bite, Weapon Finesse: Claws
Tricks: Calm; Guard; Hunt; Come; Attack; Down.

Carried

Magic: Wondrous: Collar of Peren.

EQUIPMENT
ITEM QTY COST (ea.) WT. (lbs) ITEM QTY COST (ea.) WT. (lbs)
+1 Leather
11160 gp15.00
Healer`s kit, Masterwork
1100 gp1.00
+1 Scimitar
12315 gp4.00
Holly and mistletoe
10 gp0.00
Backpack
12 gp2.00
Mess Kit
16 sp1.00
Potion of Cure Light Wounds (2)
1100 gp0.00
Percolator
11 gp1.00
Potion of Delay Poison (3)
1300 gp0.00
Ring of Peren
11500 gp0.00
Druid`s Belt of Infusions
1110000 gp0.50
Rations, trail (per day) (5)
125 sp5.00
Everburning Torch
1110 gp1.00
Tea Leaves (2)
12 sp1.00
Explorer`s outfit
110 gp8.00
Waterskin (full)
11 gp4.00
Flint and steel
11 gp0.00



1 - 50 lbs. 51 - 100 lbs. 101 - 150 lbs.
LIGHT LOADMEDIUM LOADHEAVY LOAD
TOTAL WEIGHT CARRIED 43.50 lbs.

Druid's Belt of Infusions - Pouch of Holding
ITEM QTY COST (ea.) WT. (lbs) ITEM QTY COST (ea.) WT. (lbs)
Coin: gp (55)
155 gp1.10
Venison (35)
135 gp35.00
TOTAL WEIGHT CARRIED 36.10 lbs.

MONEY
CP -
SP -
GP - 55
PP -
Misc -
LANGUAGES
Druidic, Elven, Common, Draconic


Animal Defiance: Drive off Animals
Turn Check Result Max HD Affected
0 or less
Level - 4
1-3
Level - 3
4-6
Level - 2
7-9
Level - 1
10-12
Level
13-15
Level + 1
16-18
Level + 2
19-21
Level + 3
22 or more
Level + 4
No. of turns per day: 5 Turn check: 1d20 + 3
o o o o o


Druid Features Notes
Animal Defiance: You can channel the power of nature to drive off animal creatures.(MotW20)
Create Infusion: You store a divine spell within a specially prepared herb. (MotW22)
Track: You can follow the trails of creatures across most types of terrain with a Survival check (PH101).
Nature Sense: You gain a +2 bonus on Knowledge (Nature) and Survival Checks.(PH35)
Resist Nature`s Lure: You gain +4 bonus to all saves against the spell-like abilities of Fey.(PH35)
Trackless Step: You leave no trail in natural surroundings and cannot be tracked.(PH35).
Wild Empathy (6): You can use body language to communicate with animals. Used like Diplomacy Checks but with Animals.(PH35).
Woodland Stride: You may move through natural thorns, briars, overgrown areas, and similar terrain at normal speed and without suffering damage or other impairment.(PH36)

FEATS
Animal Defiance
Create Infusion
Proficiency: Armor, Light
Proficiency: Armor, Medium
Proficiency: Shield
Track
SPECIAL ABILITIES
Druid Class Features
Animal Companion
Druidic weapons
Nature Sense
Proficiency: Armor, Light
Proficiency: Armor, Medium
Proficiency: Shields
Resist Nature`s Lure
Secret Language: Druidic
Spells
Trackless Step
Wild Empathy (6)
Woodland Stride


Kaywen's Druid Spells
Level:0123456789
Known:AllAllAll--------------
Per Day:543--------------

PREPSPELL NAMEDCSAVECAST TIME DURATIONRANGE
0 LEVEL

Animal Trick
13
Will Negates
1 Action
Instantaneous
Close (25 ft.+5 ft./2 levels)
Spell Resistance:Yes
Components:V, S, DF
School:Transmutation
Desc:Your animal companion performs a trick. (MOTW82)

Create Water
13
None
1 Action
Instantaneous
Close (25 ft.+5 ft./2 levels)
Spell Resistance:No
Components:V, S
School:Conjuration
Desc:This spell generates wholesome, drinkable water, just like clean rain water (PH215)

Cure Minor Wounds
13
Will Half
1 Action
Instantaneous
Touch
Spell Resistance:Yes (harmless)
Components:V, S
School:Conjuration
Desc:Cures 1 point of damage (PH216)

Darkseed
13
Reflex Negates
1 Action
1 day
Close (25 ft.+5 ft./2 levels)
Spell Resistance:Yes
Components:V, DF
School:Transmutation
Desc:Slow-kills plants. (MOTW86)

Dawn
13
Fortitude Negates (Harmless)
1 Action
Instantaneous
Personal
Spell Resistance:Yes
Components:V
School:Abjuration
Desc:All sleeping creatures in the area awaken. (MOTW86)

Daze Animal
13
Will Negates
1 Action
1 round
Close (25 ft.+5 ft./2 levels)
Spell Resistance:Yes
Components:V, S, DF
School:Enchantment
Desc:Animal looses one action. (MOTW86)

Detect Magic
13
None
1 Action
Concentration, up to 1 minute/level (D)
60 ft.
Spell Resistance:No
Components:V, S
School:Divination
Desc:Detects spells and magic items within 60 ft (PH219)

Detect Poison
13
None
1 Action
Instantaneous
Close (25 ft.+5 ft./2 levels)
Spell Resistance:No
Components:V, S
School:Divination
Desc:You determine whether a creature, object, or area has been poisoned or is poisonous (PH219)

Fire Eyes
13
Will Negates (Harmless)
1 Action
10 minutes/level
Touch
Spell Resistance:Yes (harmless)
Components:V, DF
School:Transmutation
Desc:Subject can see through smoke, fire, and fog as if they weren`t there. (MOTW88)

Flare
13
Fortitude Negates
1 Action
Instantaneous
Close (25 ft.+5 ft./2 levels)
Spell Resistance:Yes
Components:V
School:Evocation
Desc:Creates a burst of light, that can dazzle one creature for 1 minute unless it makes a successful Fortitude save (PH232)

Guidance
13
Will Negates (Harmless)
1 Action
1 minute or until discharged
Touch
Spell Resistance:Yes
Components:V, S
School:Divination
Desc:Imbues the subject with divine guidance, granting a +1 competence bonus on a single attack, save, or skill check (PH237)

Know Direction
13
None
1 Action
Instantaneous
Personal
Spell Resistance:No
Components:V, S
School:Divination
Desc:You discern north (PH246).

Light
13
None
1 Action
10 minutes/level (D)
Touch
Spell Resistance:No
Components:V, M/DF
School:Evocation
Desc:Object shines like a torch (PH248).

Mending
13
Will Negates (Harmless, Object)
1 Action
Instantaneous
10 ft.
Spell Resistance:Yes (Harmless, Object)
Components:V, S
School:Transmutation
Desc:Makes minor repairs on an object (PH253).

Purify Food and Drink
13
Will Negates (Object)
1 Action
Instantaneous
10 ft.
Spell Resistance:Yes (object)
Components:V, S
School:Transmutation
Desc:Purifies 1 cu. Ft. /level of food or water (PH267).

Read Magic
13

1 Action
10 minutes/level
Personal
Spell Resistance:-
Components:V, S, F
School:Divination
Desc:Read scrolls and spellbooks (PH269).

Resistance
13
Will Negates (Harmless)
1 Action
1 minute
Touch
Spell Resistance:Yes (harmless)
Components:V, S, M/DF
School:Abjuration
Desc:Subject gains +1 on saving throws (PH272).

Scarecrow
13
Will Negates
1 Action
1 round/level
Close (25 ft.+5 ft./2 levels)
Spell Resistance:Yes
Components:V, S
School:Necromancy
Desc:The subject becomes shaken. (MOTW93)

Virtue
13
Fortitude Negates; See Text
1 Action
1 minute
Touch
Spell Resistance:Yes (harmless)
Components:V, S, DF
School:Transmutation
Desc:Subject gains 1 temporary hp (PH298).
1st LEVEL

Beget Bogun
14
None
1 Action
Instantaneous
Touch
Spell Resistance:No
Components:V, S, M, XP
School:Conjuration
Desc:Beget bogun allows you to infuse living magic into a small mannequin. (MOTW82)

Calm Animals
14
Will Negates
1 Action
1 minute/level
Close (25 ft.+5 ft./2 levels)
Spell Resistance:Yes
Components:V, S
School:Enchantment
Desc:This spell soothes and quiets animals (2d4 + caster level HD, all of the same kind), rendering them harmless (PH207)

Camouflage
14
None
1 Action
10 minutes/level
Personal
Spell Resistance:-
Components:V, S, M
School:Transmutation
Desc:You change your coloring to match your environment, gaining a +10 to Hide checks. (MOTW85)

Charm Animal
14
Will Negates
1 Action
1 hour/level
Close (25 ft.+5 ft./2 levels)
Spell Resistance:Yes
Components:V, S
School:Enchantment
Desc:This charm makes an animal regard you as its trusted friend and ally (PH208)

Cure Light Wounds
14
Will Half
1 Action
Instantaneous
Touch
Spell Resistance:Yes (harmless)
Components:V, S
School:Conjuration
Desc:Cures 1d8+1/level damage [max +5] (PH215)

Detect Animals or Plants
14
None
1 Action
Concentration, up to 10 minutes/level (D)
Long (400 ft.+40 ft./level)
Spell Resistance:No
Components:V, S
School:Divination
Desc:You can detect a particular animal or plant in a cone emanating out from you in whatever direction you face (PH218)

Detect Snares and Pits
14
None
1 Action
Concentration, up to 10 minutes/level (D)
60 ft.
Spell Resistance:No
Components:V, S
School:Divination
Desc:You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials (PH220)

Endure Elements
14
Will Negates (Harmless)
1 Action
24 hours
Touch
Spell Resistance:Yes
Components:V, S
School:Abjuration
Desc:Target can exist comfortably in conditions between -50 and 140 degrees without ill effects (PH226)

Entangle
14
Reflex Partial
1 Action
1 minute/level
Long (400 ft.+40 ft./level)
Spell Resistance:No
Components:V, S, DF
School:Transmutation
Desc:Grasses, weeds, bushes and even trees wrap, twist, and entwine about creatures in (or those that enter) the area (PH227)

Faerie Fire
14
None
1 Action
1 minute/level (D)
Long (400 ft.+40 ft./level)
Spell Resistance:Yes
Components:V, S, DF
School:Evocation
Desc:A pale glow surrounds and outlines the subjects, who shed light as candles, thus negating many illusory effects (PH229)

Goodberry
14
None
1 Action
1 day/level
Touch
Spell Resistance:Yes
Components:V, S, DF
School:Transmutation
Desc:Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature, and cures 1 HP (PH237)

Hawkeye
14
None
1 Action
10 minutes/level
Personal
Spell Resistance:-
Components:V
School:Transmutation
Desc:Your range increment for projectile weapons increases by 50% and you gain +5 to spot checks. (MOTW89)

Hide from Animals
14
Will Negates (Harmless)
1 Action
10 minutes/level (D)
Touch
Spell Resistance:Yes
Components:S, DF
School:Abjuration
Desc:Animals cannot see, hear, or smell the warded creatures (PH241)

Jump
14
Will Negates (Harmless)
1 Action
1 minute/level (D)
Touch
Spell Resistance:Yes
Components:V, S, M
School:Transmutation
Desc:Subject gets up to +30 on Jump checks (PH246).

Longstrider
14
None
1 Action
1 hour/level (D)
Personal
Spell Resistance:-
Components:V, S, M
School:Transmutation
Desc:Increases your base land movement by +10 (PH249)

Magic Fang
14
Will Negates (Harmless)
1 Action
1 minute/level
Touch
Spell Resistance:Yes (harmless)
Components:V, S, DF
School:Transmutation
Desc:One natural weapon of subject creature gets +1 bonus to attack and damage (PH250).

Magic Stone
14
Will Negates (Harmless, Object)
1 Action
30 minutes or until discharged
Touch
Spell Resistance:Yes (Harmless, Object)
Components:V, S, DF
School:Transmutation
Desc:Three stones become +1 projectiles, 1d6+1 damage (PH251).

Obscuring Mist
14
None
1 Action
1 minute/level
20 ft.
Spell Resistance:No
Components:V, S
School:Conjuration
Desc:Fog surrounds you (PH258).

Pass without Trace
14
Will Negates (Harmless)
1 Action
1 hour/level (D)
Touch
Spell Resistance:Yes (harmless)
Components:V, S, DF
School:Transmutation
Desc:One subject/level leaves no tracks (PH259).

Power Sight
14
None
1 Action
Instantaneous
Close (25 ft.+5 ft./2 levels)
Spell Resistance:No
Components:V, S
School:Divination
Desc:You determine the number of hit dice a creature currently has. (MOTW92)

Produce Flame
14
None
1 Action
1 minute/level (D)
0 ft.
Spell Resistance:Yes
Components:V, S
School:Evocation
Desc:1d6 +1/level damage (Max +5), touch or thrown (PH265).

Regenerate Light Wounds
14
Will Negates (Harmless)
1 Action
10 rounds + 1 round/level
Touch
Spell Resistance:Yes (harmless)
Components:V, S
School:Conjuration
Desc:With a touch of your hand, you boost the subject`s life energy, granting them the fast healing ability. (MOTW92)

Sandblast
14
Reflex Half
1 Action
Instantaneous
10 ft.
Spell Resistance:Yes
Components:V, S, DF
School:Evocation
Desc:You fire a hail of hot sand from your fingers. (MOTW93)

Shillelagh
14
Will Negates (Object)
1 Action
1 minute/level
Touch
Spell Resistance:Yes (object)
Components:V, S, DF
School:Transmutation
Desc:Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 minute/level (PH278).

Speak with Animals
14
None
1 Action
1 minute/level
Personal
Spell Resistance:-
Components:V, S
School:Divination
Desc:You can communicate with natural animals (PH281).

Summon Nature`s Ally I
14
None
1 Round(s)
1 round/level (D)
Close (25 ft.+5 ft./2 levels)
Spell Resistance:No
Components:V, S, DF
School:Conjuration
Desc:Calls elemental or animal to fight for you (PH288).

Wood Wose
14
None
1 Action
1 hour/level
Close (25 ft.+5 ft./2 levels)
Spell Resistance:No
Components:V, S, DF
School:Conjuration
Desc:A wood wose is a translucent, green nature spirit that you can command to perform simple natural tasks. (MOTW96)
2nd LEVEL

Adrenaline Surge
15
Will Negates (Harmless)
1 Action
1 round/level
Close (25 ft.+5 ft./2 levels)
Spell Resistance:Yes (harmless)
Components:V, S, DF
School:Transmutation
Desc:Each of your summoned creatures within the area receives a +4 to Strength. (MOTW82)

Animal Messenger
15
Special; See Text
1 Action
1 day/level
Close (25 ft.+5 ft./2 levels)
Spell Resistance:Yes
Components:V, S, M
School:Enchantment
Desc:You compel a Tiny animal to go to a spot you designate (PH198)

Animal Reduction
15
Will Negates
1 Action
1 hour/level
Touch
Spell Resistance:Yes
Components:V, S
School:Transmutation
Desc:You reduce the target animal`s size. (MOTW82)

Animal Trance
15
Will Negates; See Text
1 Action
Concentration
Close (25 ft.+5 ft./2 levels)
Spell Resistance:Yes
Components:V, S
School:Enchantment
Desc:Your motions and music compel 2d6 HD worth of animals and magical beasts to do nothing but watch you (PH198)

Avoid Planar Effects
15
None
1 Action
2 hours/level
20 ft.
Spell Resistance:Yes (harmless)
Components:V
School:Abjuration
Desc:Affected creatures gain protections against natural effects of a specific plane. (MotP33)

Barkskin
15
None
1 Action
10 minutes/level
Touch
Spell Resistance:Yes (harmless)
Components:V, S, DF
School:Transmutation
Desc:Grants a +2 enhancement bonus (+1/3 caster levels above 3rd, to a maximum of +5) to the creature`s natural armor (PH203)

Bear`s Endurance
15
Will Negates
1 Action
1 minute/level
Touch
Spell Resistance:Yes
Components:V, S, DF
School:Transmutation
Desc:The affected creature gains greater vitality and stamina; the spell grants a +4 enhancement bonus to Constitution(PH203)

Beastmask
15
Will Disbelief (if interacted with)
1 Action
5 minutes + 1 minute/level
Touch
Spell Resistance:Yes
Components:V, S
School:Illusion
Desc:Animals and beasts think subject is one of them. (DotF81)

Body of the Sun
15
None
1 Action
1 round/level
5 ft.
Spell Resistance:-
Components:V, S, DF
School:Transmutation
Desc:Fire and light extend 5ft from casters body. (MOTW84)

Brambles
15
None
1 Action
1 round/level
Touch
Spell Resistance:No
Components:V, S, M
School:Transmutation
Desc:Blunt wooden weapon +1 attack, +1/level damage (max +10). (DotF82)

Briar Web
15
Special; See Text
1 Action
1 minute/level
Medium (100 ft.+10 ft./level)
Spell Resistance:No
Components:V, S, DF
School:Transmutation
Desc:This spell causes grasses, weeds, bushes, and even trees to grow thorns and then wrap, twist, and entwine. (MOTW85)

Bull`s Strength
15
Will Negates
1 Action
1 minute/level
Touch
Spell Resistance:Yes (harmless)
Components:V, S, M/DF
School:Transmutation
Desc:The subject becomes stronger. the spell grants a +4 enhancement bonus to Strength (PH207)

Cat`s Grace
15
Will Negates
1 Action
1 minute/level
Touch
Spell Resistance:Yes
Components:V, S, M
School:Transmutation
Desc:The subject becomes more graceful, agile, and coordinated. the spell grants a +4 enhancement bonus to Dexterity (PH20)

Chill Metal
15
Will Negates
1 Action
7 rounds
Close (25 ft.+5 ft./2 levels)
Spell Resistance:Yes (object)
Components:V, S, DF
School:Transmutation
Desc:Chill metal makes metal extremely cold; creatures take cold damage for 5 rounds if their equipment is chilled (PH209)

Creeping Cold
15
Fortitude Half
1 Action
3 rounds
Close (25 ft.+5 ft./2 levels)
Spell Resistance:Yes
Components:V, S, F
School:Transmutation
Desc:You turn the subject`s sweat to ice. (MOTW86)

Decomposition
15
None
1 Action
1 round/level
50 ft.
Spell Resistance:Yes
Components:V, S, DF
School:Necromancy
Desc:Wounded creatures suffer 1 extra hp/round. (MOTW87)

Delay Poison
15
Fortitude Negates
1 Action
1 hour/level
Touch
Spell Resistance:Yes (harmless)
Components:V, S, DF
School:Conjuration
Desc:The subject becomes immune to poison in its system or any to which it is exposed during the spells duration (PH217)

Filter
15
Will Negates
1 Action
10 minutes/level
Touch
Spell Resistance:Yes (harmless)
Components:V, S, M/DF
School:Abjuration
Desc:All noxious and toxic elements are filtered out of the air around the recipient. (T&B89)

Fire Trap
15
Reflex Half; See Text
10 Minute(s)
Permanent until discharged (D)
Touch
Spell Resistance:Yes
Components:V, S, M
School:Abjuration
Desc:Fire trap creates a fiery explosion when an intruder opens the item that the trap protects (PH231)

Flame Blade
15
None
1 Action
1 minute/level (D)
0 ft.
Spell Resistance:Yes
Components:V, S, DF
School:Evocation
Desc:A blazing beam of red-hot fire springs forth from your hand; touch attacks deal 1d8 +1/two levels damage (PH231)

Flaming Sphere
15
Reflex Negates
1 Action
1 round/level
Medium (100 ft.+10 ft./level)
Spell Resistance:Yes
Components:V, S, M/DF
School:Evocation
Desc:A burning globe of fire rolls in whichever direction you point and burns those it strikes (2d6 fire damage) (PH232)

Fog Cloud
15
None
1 Action
10 minutes/level
Medium (100 ft.+10 ft./level)
Spell Resistance:No
Components:V, S
School:Conjuration
Desc:A bank of fog billows out from the point you designate, obscuring all sight, including darkvision, beyond 5 feet (PH232)

Gaze Screen
15
Will Negates
1 Action
10 minutes/level
Touch
Spell Resistance:Yes (harmless)
Components:V, S
School:Abjuration
Desc:A shimmering, mirrorlike area grants a 50% chance to avoid gaze attacks, and does not obscure vision. (T&B90)

Green Blockade
15
None
1 Action
1 round/level
Close (25 ft.+5 ft./2 levels)
Spell Resistance:No
Components:V, S, DF
School:Conjuration
Desc:You raise a barrier of plant life before you. (MOTW89)

Gust of Wind
15
Fortitude Negates
1 Action
1 round
60 ft.
Spell Resistance:Yes
Components:V, S
School:Evocation
Desc:Creates a severe blast of air (50 mph) knocking down and/or blowing back all creatures in its path (PH238)

Heat Metal
15
Will Negates (Object)
1 Action
7 rounds
Close (25 ft.+5 ft./2 levels)
Spell Resistance:Yes (object)
Components:V, S, DF
School:Transmutation
Desc:Heat metal makes metal extremely warm. Unattended, nonmagical metal gets no saving throw (PH239)

Hold Animal
15
Will Negates; See Text
1 Action
1 round/level (D)
Medium (100 ft.+10 ft./level)
Spell Resistance:Yes
Components:V, S
School:Enchantment
Desc:The target animal becomes paralyzed, but may attempt a new saving throw each round to end the effect (PH241)

Might of the Oak
15
Will Negates
1 Action
10 minutes/level
Touch
Spell Resistance:Yes
Components:V, S, DF
School:Transmutation
Desc:This spell grants the quiet strength of a massive oak tree. (MOTW91)

Owl`s Wisdom
15
Will Negates (Harmless)
1 Action
1 minute/level
Touch
Spell Resistance:Yes
Components:V, S, M/DF
School:Transmutation
Desc:The transmuted creature becomes wiser. +4 enhancement bonus to Wisdom (PH259)

Persistence of the Waves
15
Will Negates
1 Action
10 minutes/level
Touch
Spell Resistance:Yes
Components:V, S, DF
School:Transmutation
Desc:This spell bestows the smooth indomitability of waves crashing on a shore. (MOTW92)

Reduce Animal
15
None
1 Round(s)
1 hour/level (D)
Touch
Spell Resistance:No
Components:V, S, M
School:Transmutation
Desc:Creature shrinks 1 size category (PH269).

Regenerate Moderate Wounds
15
Will Negates (Harmless)
1 Action
10 rounds + 1 round/level
Touch
Spell Resistance:Yes (harmless)
Components:V, S
School:Conjuration
Desc:With a touch of your hand, you boost the subject`s life energy, granting them the fast healing ability. (MOTW93)

Resist Energy
15
Fortitude Negates (Harmless)
1 Action
10 minutes/level
Touch
Spell Resistance:Yes (harmless)
Components:V, S, DF
School:Abjuration
Desc:Ignores first 10 damage from one energy type each round (PH272).

Restoration, Lesser
15
Will Negates (Harmless)
3 Round(s)
Instantaneous
Touch
Spell Resistance:Yes (harmless)
Components:V, S
School:Conjuration
Desc:Dispels magic ability penalty or repairs 1d4 ability damage (PH272).

Soften Earth and Stone
15
None
1 Action
Instantaneous
Close (25 ft.+5 ft./2 levels)
Spell Resistance:No
Components:V, S, DF
School:Transmutation
Desc:Turns stone to clay or dirt to sand or mud (PH280).

Speed of the Wind
15
Will Negates
1 Action
10 minutes/level
Touch
Spell Resistance:Yes
Components:V, S
School:Transmutation
Desc:With this spell, you can grant the ephemeral quickness of a sudden breeze. (MOTW94)

Spider Climb
15
Will Negates (Harmless)
1 Action
10 minutes/level
Touch
Spell Resistance:Yes (harmless)
Components:V, S, M
School:Transmutation
Desc:Grants ability to walk on walls and ceilings (PH283).

Summon Nature`s Ally II
15
None
1 Round(s)
1 round/level (D)
Close (25 ft.+5 ft./2 levels)
Spell Resistance:No
Components:V, S, DF
School:Conjuration
Desc:Calls elemental or animal to fight for you (PH288).

Summon Swarm
15
None
1 Round(s)
Concentration +2 rounds
Close (25 ft.+5 ft./2 levels)
Spell Resistance:No
Components:V, S, M/DF
School:Conjuration
Desc:Summons a swarm of bats, rats, or spiders (your choice) to fight for you (PH289).

Sweet Water
15
None
1 Action
Instantaneous
Long (400 ft.+40 ft./level)
Spell Resistance:No
Components:V, S, M
School:Divination
Desc:Creates a well to fresh water up to 100 ft. down. (DotF90)

Tree Shape
15
None
1 Action
1 hour/level (D)
Personal
Spell Resistance:-
Components:V, S, DF
School:Transmutation
Desc:You look exactly like a tree for 1 hour/level (PH296).

Warp Wood
15
Will Negates (Object)
1 Action
Instantaneous
Close (25 ft.+5 ft./2 levels)
Spell Resistance:Yes (object)
Components:V, S
School:Transmutation
Desc:Bends wood (shaft, handle, door, plank) (PH300).

Wood Shape
15
Will Negates (Object)
1 Action
Instantaneous
Touch
Spell Resistance:Yes (object)
Components:V, S, DF
School:Transmutation
Desc:Rearranges wooden objects to suit you (PH303).

Description

Kaywen is a stocky, young human female with brown hair and green eyes. By her dress you can easily decern she is a druid. She wears brown leather armor under her traveling garments which are in green, brown and grays. She has a backpack on and a scimitar sheathed at her side. Her black panther Peren is usually at her side.


Personal History

To say that Kaywen is an odity in an odd family would not be far from wrong. Her family is legendary through out the kingdom for the superub riding dogs they raised as well has their long and standing in the druidic community. However, when Kaywen came home with the panther cub she had rescued from a pochers trap no one in her family had the heart to tell her no. Peren as she called him became her constant companion. Kaywen was always aware that her family was different. The fact that they lived in the druidic grove and not in the village was testament to that. But she enjoyed her life and her studies. She especially enjoyed hearing the stories about her ansestor Daria, who with a small band of friends had saved their world just six generations earlier. Kaywen would spend every available moment with her cousin, the half-elf Taryn begging her mother Dara to tell her the tales again and again.


Campaign Notes

Discover identity of Dwarf

Locate pieces of shattered crystal and return to The Order of the Kethend.


Adventure Journal

July 29, 2004

Taryn and I were just working around the grove this morning when Peren made us aware of the villagers coming to the grove. As we set out to meet them we realized that they were carrying someone. At first I thought it just another routine injury being brought to us for healing but as I neared the group I realized that the figure they were carrying was not that of a human but a dwarf. He was unconscious, bald on top with long red hair and beard, wearing purple garments of a design I had never seen before. Other than a large lump on his head I could discern no other injuries. I sent Taryn to find mother and did my best to make him comfortable. After I was able to get the villagers to settle him in a cot I noticed he was wearing a medallion with an unknown inscription on the front and a strange crystal on the back and clutching a piece of parchment.

Once mother arrived I began questioning the villagers as to where they had found him and what he had with him. Apparently he staggered into the village babbling incoherently and then collapsed. I was able to retrieve his weapon, a strange device consisting of two sticks connected by a chain. Mother by that time had revived the dwarf but he appears to have no memory of who he is or why he was there. Taryn examined the amulet and stated she thought the inscription had something to do with a sword and a fist, but she couldn't be sure. The paper he was clutching turned out to be a map.

Mother took the map and went to speak to the rest of the druidic council about our strange guest. When she returned she told us that the Council had decided that Taryn and I should accompany this strange dwarf and attempt to determine who he was and what his mission might be. The council believes he is a monk of some type and suggested we check with the monastery in Vethikethend.

After talking with the dwarf the three of us decided the best bet would be to travel the four days to Vethikethend first rather than follow the map, and get as much information on our mysterious dwarf as we could. Our journey was over all uneventful. We encounter a brown bear who was just wondering along the road looking for food on our second night. It wasn't until we had almost reached Travistatown that we had trouble.

Peren as usual, noticed it first. The forest was just too quiet and I was unable to sense ANY animals in the area. We soon discovered why. Two large spiders had made their home across the road, weaving their web like a net in our path. Taryn attempted to hit one of them with an arrow but missed, alerting them to our presence. We were eventually able to defeat them but Peren was seriously hurt in the process. Taryn (as usual) decided we needed to take time to see if we could find anything before we moved on. I healed Peren and then helped Taryn and the dwarf search.

I must admit, it was worth it. We found 300gp, 4 bloodstones, 4 Alexandrite, 2 violet garnets, a black pearl, a golden-yellow topaz, and a potion of some type. Once we arrived in Travistatown we went in search of an appraisal on our loot and then did a little shopping. Taryn of course LOVED that part of it. The dwarf seemed indifferent though amiable to the idea. As it was getting late we decided to spend the night in town at an Inn. We will continue to re-provision and our journey in the morning.

August 13th 2004

We finished our re-provisioning and headed out for the village of Vethikethend. The monastery should be located just beyond the village. Our journey was uneventful until we reached the village. There the dwarf was cheerfully greeted by the populace much to his great discomfort. It was obvious that they knew him and held him in high regard.

Once we reached the monastery we were able to get some of our questions answered. It appears our dwarf's name is Grimbar Telomartorgul and he is a monk from the Hand and Fist Order of the Badlands region. He was specifically sent to this monastery over a year ago to help them recover a lost/stolen artifact. He had left the monastery about a month ago in search of the "Crystal shards" which make up this artifact. They expected the trip to take no longer than a week. When Grimbar didn't return as expected one of the acolytes went looking for him. He found a camp site about a day's journey from the monastery in which there had obviously been a confrontation of some sort. He was suspious that something had happened to Grimbar, but unsure what or by who.

So we know a little more about our dwarven companion but there are still about three weeks that are unaccounted for.

After re-provisioning at the monestrary we left early in the morning and took another route to Grimbar's original destination, an abandoned dwarven settlement on the edge of the Crystal mountains. The trip was uneventful, other than Peren snacking on rabbits and bringing down a small deer. As we neared the settlement we discovered the area to be claimed by goblins.

Upon entering the cave we discovered three doors. One was locked and trapped, one was locked and one was stuck. By listening at the door we discerned the first had some higher ability goblins behind it and the other two seemed to be to the mess hall. We decided to take care of the intellectual ones first. Taryn picked the lock and narrowly avoided the needle trap. We then rushed in on a pair of Blue Goblins. Peren took one of them out easily. Grimbar and I attempted to take out the other to no avail. Taryn was able to get one good shot in before Peren took out the other goblin as well. Both Grimbar and Taryn are spoiling Peren outrageously as a result. He is going to get very fat before this journey is over!

We searched the room and bodies and found 3 cure light wounds potions (lv2), a small half spear, a small scimitar, a small wooden shield, a set of small leather armor, a small MW breastplate and a black opal. We also discovered a secret door at the back of the room.

Taryn didn't detect any traps so she opened the door and almost got roasted as a result. Thankfully she was able to avoid the worst of the blast. After drinking one of the potions we found she was fine. Behind the door was a large natural cavern containing a small pool and a Gelatinous Cube that had taken up residence. Taryn quickly dispatched with the cube and we were able to find our first piece of the shattered shard. We also found some gold cloth, a beautifully carved harp, a black velvet mask and 2pp. Near the pool we found another piece of the shard and Grimbar was able to put the two pieces we discovered back together.

That new piece is now pointing in a northwesterly direction.

After recovering from our first two encounters we went back to the locked door leading to the mess hall. Taryn easily picked that lock and we burst into the room. One goblin was asleep on a palate, two were eating at a table and another was sitting in a chair. Peren took out the nearest one (the one in the chair). Grimbar and I attempted to take out the two at the table and Taryn the one asleep on the palate. What ensued was a comedy of errors. Peren was the only one who was able to get his job done. Grimbar was doing some beautiful air karate but not connecting with anything. I could only manage to make sparks on the goblin's armor. Taryn kept setting the bedding on fire. Thankfully the goblins were just as bad, stabbing themselves in the leg and falling over chairs. Eventually we were able to overcome them. After a good laugh at our own expense we searched the room.

We found a small MW Scimitar, a small MW set of Brigadier armor, a small MW wooden shield, a small MW short sword, a set of small MW studded leather armor, a gold armband, six potions of cure light wounds (lv2), a pair of silver ear rings, a gold nose ring, two small MW half spears, a set of small MW scale mail, a silver armband, a silver broach, a jade, two amethysts and a set of small MW leather armor. We also located a set of stairs going down.

We decided to go back to the cavern where we met up with the cube and camp, continueing our investigations in the morning. Taryn set a trap on the secret door and we settled in for the night.

August 27th 2004

After a restful night in the cavern we headed out to investigate that stair case leading further down into the settlement. Unfortunately we got no further than the door before encountering a revolting blob of molten flesh, about five feet tall. It’s features twisted into a permanent expression of anguish. I was able to identify it as a Lamure. It didn’t take us long to dispatch with it. On it I found an interesting Druidic belt covered with pouches, the largest of which seems to be a small bag of holding. This item I decided to keep and put on immediately to await further investigation.

We continued to the stairs and descended into what appeared to be the entrance to a mine. (No surprise there, this use to be a dwarven settlement.) There we encountered another Lamure and disposed of that one as well. Buoyed by my success with finding the pouch on the first Lamure, Taryn searched this one quite throughly but got nothing more than a lot of slime for her troubles.

We entered the mine but no further than sixty feet in the tracks abruptly stopped at a shear cliff. Apparently some natural disturbance had caused the ground to shift dropping the mine down about twenty-feet. Peren jumped down with out a qualm so we took Taryn’s silk rope and climbed down to the tracks below. Grimbar’s amulet kept pulling us forward. Another forty feet and the tracks branched. Not wanting to leave an area open behind us we choose to investigate the cavern to our right.

We had no more than reached the end of the tracks when we discovered six dwarven skeletons. Three archers and three long spear men. Peren took out two all by himself and assisted Taryn with a third hiding up in the rocks. Grimbar took out one and assisted me with another. A quick search revealed two short bows, three MW long spears, 45 arrows (which is helpful considering how many Taryn burns up with that bow of her’s) and about 2 lbs of gold nuggets. We continued to explore the cavern and discovered two more skeletons. These were also quickly disposed of, though I was heavily injured. On one of these we found another piece of shard, along with a MW light mace, two large steel shields and a MW long spear. Further search of the area resulted in the discovery of a locked and barred door.

With our way blocked we decided to heal up and go back to the main hallway. This lead to a storage room which held nothing but empty crates (much to Taryn’s disappointment). We also located another door. This one was trapped. Taryn easily disabled the trap and we entered a small room with a pool in it. Once again we encountered a skeleton. This one’s head glowed and you could quite clearly see a piece of shard rattling around in his head. Grimbar and Peren promptly smashed this one to bits.

Those two pieces of shard that we discovered have now somehow bonded with the shards already in Grimbar’s amulet. I’m not sure what exactly it means but it seems to be a good thing. Searching the room resulted in finding another MW large steel shield along with the skeleton’s obviously magical short sword. Taryn asked which of us wanted the short sword only to be greeted by laughter from Grimbar and I as neither of us can use a sword. It is against our natures. Grinning a little sheepishly Taryn decided that maybe she should keep it for herself.

A further search of the pool in the room resulted in 2pp,7gp,4sp,49cp and a lever of some sort.

Finding no traps on the lever we gave it a pull and heard a bang back in the storage room. It appears to have opened a trap door with stairs leading even deeper into the mountain.