Vulmer the Restless    (Elf Male Druid)
Character Information   
Name: Vulmer the Restless XP/Next lvl: 0 / 2001
Class: Druid HP:curr/max 8 / 8
Alignment: Neutral AC:reg/rear/no shield 14 / 0 / 0
Race: Elf Level: 1
Age: 120 Height: 5’8”'
Weight: 110 Gender: Male
Encumbrance: Movement: 30 ft
Languages: Common, Elf, Dwarf, Gnome, Goblin, Halfling, and Orc; Druid
Ability Scores   
STR: 13 (+1; secondary)
INT: 8 (-1; secondary)
WIS: 15 (+1; primary; extra 1st level spell)
DEX: 15 (+1; primary; +1 racial)
CON: 11 (secondary; -1 racial)
CHR: 10 (secondary)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:

Notes:

Description and Background   
Description:
Vulmer the Restless is an elf of medium height and slender frame. His hair is a long, dark and tangled mess with various braids and feathers. His skin is pale with a faint green hue, covered in faded ink markings. His eyes are bright green and almost glowing. He's usually seen wearing a mischievous smile. He wears a dark green cloak over pieces of worn brown leather armor and equally worn and frayed dark green clothing. He has a large longbow strewn across his back and a small sword at his side.

Background:
Vulmer the Restless earned his name for his preference of the deep woods to the Elven cities of his people. He was quick to abandon his studies to instead learn the ways of nature. He has a fondness for travel through the vast wilds and an unusual affinity for humans and other humanoid creatures, eschewing the normal Elven reservations around such beings. He also enjoys human ales and has found himself in more than a few tavern brawls.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Composite Longbow 1 110 ft 1d8/1d8 n n 20 3 lb
Short Sword 1 1d6/1d6 n n 2.5 lb
Equipment
Qty Item Location
1 Leather Armor; +2 AC; 15 lb worn
1 Quiver, Score; 1 lb worn
1 Backpack; 2 lb worn
10 Bandages backpack
1 Belt worn
1 Boots, soft worn
1 Tinderbox backpack
1 Waterskin (1 gallon) backpack
1 Holy symbol, wooden worn
3 Sack, small backpack
1 Cloak worn
1 Armor & weapon oil backpack
1 Coif, Leather; +1 AC; 2 lb worn
1 Tunic worn
1 Trousers worn


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 4 0 10 0
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 0
Create Water
Endure Elements
First Aid

Level 1
Entangle
Goodberry


Spell Book



Notes
Encumbrance Rating (ER): 13
Elf Racial Traits
Elf Racial Traits

ENHANCED SENSES: Elvish physiology is blessed with enhanced vision and hearing. Elves can see farther than humans in just about every circumstance, including torchlight, and can see clearly enough to read a road sign or spot a shield device up to two miles distant when outside during the day. They can also hear very well, and receive a +2 bonus to all checks involving listening.

TWILIGHT VISION: Even under starlight, moonlight or torchlight, elves have exceedingly good vision. They can distinguish color and detail under these conditions for up to one mile but only if they are outside.

MOVE SILENTLY (Dexterity): This ability allows an elf to move silently in wilderness areas. The elf can move up to one-half normal speed at no penalty. At more than one-half, and up to the character’s full speed, the character suffers a -5 penalty to
the check. It’s practically impossible (-20 penalty) to move silently while running or charging.

SPELL RESISTANCE (Wisdom): Elves are particularly resistant to spells and spell-like abilities that charm or unnaturally cause sleep. When making saving throws against these types of spells, an elf receives a +10 bonus. Elf spell resistance allows a saving throw against sleep, even though sleep normally does not have a saving throw.

SPOT HIDDEN DOORS (Wisdom): Elvish vision and keen senses allow them to spot secret, hidden and concealed doorways. An elf merely passing within 5 feet of a secret, hidden or concealed doorway is entitled to a wisdom check to spot the door, as if the elf were actively looking for it. When an elf actively searches for such doorways, the bonus to the wisdom check is +2.

WEAPON TRAINING: Elves are taught the ways of combat at a young age, and their long lives allow them to become skilled in weapons favored by their society. Elves begin play with a +1 bonus to hit with one of the following weapons: composite longbow, composite shortbow, longbow, shortbow, longsword or shortsword.

LANGUAGES: Common, Elf, Dwarf, Gnome, Goblin, Halfling, and Orc

SIZE: Medium

MOVEMENT: 30 feet

ATTRIBUTE MODIFIERS: +1 Dexterity, -1 Constitution
Druid Abilities
NATURE LORE (WISDOM): Druids are connected to the forces of nature. They mystically coexist with their environment, gradually becoming a larger part of it. This relationship imparts to them a specialized knowledge of the wilds. A druid can identify plants and animals with perfect accuracy in the type of environment where the druid was trained or currently lives. In unfamiliar environments, the druid must succeed at a wisdom check to successfully use this ability.

This identification ability allows the druid to determine the species of a plant or animal and the special qualities or abilities of the species. The druid can also determine whether water is safe or dangerous to drink. Additionally, druids can find shelter and forage for food. A druid always succeeds in finding basic shelter and enough food for individual daily sustenance. If the druid wishes to support additional people, they must spend 6 hours hunting and gathering to produce enough food and water to feed 2-8 people for a day. If the druid wishes to feed or shelter a larger group of people than the die indicate, a successful wisdom check is necessary. If successful, the druid must spend an additional 6 hours gathering food to feed and water an additional 2-8 people. A third attempt to gather food can be made. A wisdom check at -4 is made but if successful, another 6 hours of searching can feed an additional 1-4 people. This additional effort allows the druid to gather food and water for up to 5-20 creatures total. The druid can only hunt and forage for food three times per day.

SPELLS: A druid casts divine spells. The spells available are listed on the druid spell list. Each druid can cast a limited number of spells from each spell level per day. The Cleric and Druid Spells Per Day Table (page 28) shows the number of spells per day a druid may cast for each spell level. Druids prepare and cast spells by praying for them. This process is covered in greater detail in the Magic section.

BONUS SPELLS: High wisdom indicates a greater divine or spiritual connection to their deities, so druids with high wisdom gain bonus spells. If the character has a wisdom between 13-15 or higher, they receive an extra 1st level spell. If the wisdom score is 16-17 or higher, they receive an extra 2nd level spell and if 18-19 or higher, they receive an extra 3rd level spell. Bonus spells can only be acquired if the druid is at a high enough level to cast them. Bonus spells are cumulative.