Idwillen    (Human Male Druid)
Character Information   
Name: Idwillen XP/Next lvl: 20001 / 35000
Class: Druid HP:curr/max 31 / 31
Alignment: N AC:reg/rear/no shield 7 / 8 / 8
Race: Human Level: 6
Age: 27 Height: 6'7
Weight: 330 lbs Gender: Male
Encumbrance: Movement:
Languages:
Ability Scores   
STR: 18 (46, +1 to hit, +3 dmg, +100 lb encumb, 1-3 open doors, 20 bend bars)
INT: 13 (+3 languages)
WIS: 14 ()
DEX: 8 ()
CON: 14 ()
CHR: 17 (max 10, +30, +30)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
9 12 13 15 14

Notes:

Description and Background   
Description:
If he's near you, he's visibly uncomfortable with an awareness that he might injure you by careless movement, and that he therefore needs to keep an eye on you. You, meanwhile, will be wondering about his ancestry and whether he ever gets angry. The curly beard and curly hair are neatly trimmed, the large round face is clean, the sturdy clothing and leather armor surely are functional, but all these features accentuate his ogrish size. Only the mild-mannered eyes and easy smile suggest he might be harmless, perhaps even a bit of a pushover.

Background:
When an unusually big boy has been born to a small, small-minded, and short-tempered father, it is not surprising that his childhood might come to a sad and early end. He has been out in the world for more than half his life, making his way, and is far more comfortable away from people than with them. His outdoor skills have kept him alive and have become the centre of who he is.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
spear 1 1 ? 1d6+3/1d8+3 n n
sling +2 1 70 ft 1 1d4+2/1d4+2 n n
shield 1 1 ? 1d4+3/1d3+3 n n
sling stones 20 / n n
Equipment
Qty Item Location
1 leather armor body (worn) 10 lb
1 spear hand 5 lb
20 stones pouch for stones 5 lb
1 pouch for stones belt 1 lb
1 pouch for coins belt 1 lb
1 pouch for holly leaves belt 1 lb
1 belt waist 1 lb
1 pants legs (worn, underarmor) 2 lb
1 shirt body (worn, underarmor) 2 lb
1 shoes feet (worn) 2 lb
1 cloak body (worn) 2 lb
1 satchel shoulder (worn) 1 lb
1 backpack on Pony Friend
1 bedroll backpack 5 lb
1 warm boots backpack 4 lb
1 cookpot backpack 1 lb
1 fishing net (5 ft x 5 ft) backpack 12 lb
2 flasks of wine backpack 12 lb
1 flint and steel pouch for stones 1 lb
5 pints of oil, in flasks saddlebag 5 lb
1 bronze lamp saddlebag 2 lb
1 Pony Friend roaming with the herd
2 saddlebags on Pony Friend
1 wooden shield worn! 3 lb
33 holly leaves pouch for holly leaves
1 chunks cheese backpack
10 apples backpack
14 servings of hard biscuits + jerky backpack


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 199 0 0 0
Magic Items
Qty Item Location
1 sling of tallsap +2/+2, speak w plants q.d. body (wrapped around chest)
1 flask backpack


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
4 per day
Animal Friendship
Detect Magic
Detect Pits and Snares
Entangle

Level 2
3 per day
Charm Person or Mammal
Cure Light Wounds
Cure Light Wounds

Level 3
2 per day
Call Lightning
Summon Insects

Level 4
1 per day
cure serious wounds


Spell Book


Level 1
Animal Friendship
Detect Magic
Detect Pits and Snares
Entangle
Faerie Fire
Invisibility to Animals
Locate Animals
Pass Without Trace
Predict Weather
Purify Water
Shillelagh
Speak with Animals

Level 2
Barkskin
Charm Person or Mammal
Create Water
Cure Light Wounds
Feign Death
Fire Trap
Heat Metal
Locate Plants
Obscurement
Produce Flame
Trip
Warp Wood

Level 3
Call Lightning
Cure Disease
Hold Animal
Neutralize Poison
Plant Growth
Protection from Fire
Pyrotechnics
Snare
Stone Shape
Summon Insects
Tree
Water Breathing


Notes
Druid's Knowledge
can identify plant and animal types, and can determine when
water is pure and safe to drink.
Wilderness Movement
can move through any natural undergrowth leaving no trace
of his or her passage, and may do so with no reduction in his
or her normal movement speed.
Pony Friend (HD 1+1, 6 hp, mv 120 ft)
Equipped with saddlebags.

Trained to stay, watch, guard, hide, or go to marked location.

per "Animal Friendship": The animal friendship spell enchants a normal animal of neutral alignment to become the druid’s faithful friend and companion. The animal to be enchanted must not be completely unintelligent but cannot be of greater than animal intelligence. If the animal fails its saving throw (made at the beginning of the spell’s casting), it will remain docile for the remainder of the casting time. Once the spell is complete, the animal will remain with the druid and can learn tricks similar to those that could be taught to a well-trained domestic pet. Each trick takes a week to learn, and after the animal has been with the druid for three months it will no longer be able to learn new tricks. During this period, if the animal is left alone by the druid for more than three days, the enchantment will be broken and the animal will revert to the wild. A druid may only have animal friends with hit dice totalling twice his or her level. (The total hit dice can thus increase as the druid gains levels.)
Languages
Common
Goblin
Giant
Gnoll