Zachariah Tar    (Human Male Druid)
Character Information   
Name: Zachariah Tar XP/Next lvl: 41780 / 60001
Class: Druid HP:curr/max 29 / 29
Alignment: Lawful Neutral AC:reg/rear/no shield 8 / 9 / 9
Race: Human Level: 7
Age: oldish Height: 6
Weight: 160 Gender: Male
Encumbrance: Movement: 120'
Languages: The Gray Letters, Tradespeak, Caligarian, The Jade Tongue, Alignment, Dryad, Dwarven, Elven, Sprite
Ability Scores   
STR: 14 (+1)
INT: 12 ()
WIS: 14 (+1 Save vs. Magic Effects)
DEX: 8 (+1 to AC; -1 Ranged Attack; -1 Initiative)
CON: 13 (+1 HP per HD; Resurrection: 90; Shock: 85)
CHR: 16 (Reaction -1; Retainers: 6; Retainer Morale: 9)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
7 10 8 12 9

Notes: +1 Save vs. Magic Effects; +2 vs. Fire and Electricity

Description and Background   
Description:
A thin, weatherbeaten man with wild eyes, unkempt beard, and shaking hands. He smells of salt and sour.

Background:
Once a sailor, now haunted by the sea, Zachariah Tar spends his free days on a street corner, haranguing passersby with ominous fulminations on the dread abyss.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Quarterstaff 1 1d6/ n n 17
Eelskin Flail 1 1d2/ n n 17 Hold Animal once/day
Equipment
Qty Item Location
1 Quarterstaff held
1 Wooden Shield slung
1 Leathers worn
1 Filthy Robes worn


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 152 0 0 0
Magic Items
Qty Item Location
1 Eelskin Flail belt


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book


Level 1
Detect Magic
Divine Weather
Shillelagh
St. Elmo's Fire

Level 2
Charm Person or Mammal
Sharkskin
Warp Wood

Level 3
Call Lightening
Stone Shape
Water Breathing

Level 4
Dispel Magic
Neutralize Poison


Notes
Druid Abilities
Identify Plants and Animals

Discern Safety of Food and Drink

Pass through Thick Vegetation Unhindered

Immune to Charm and Charm-like Effects from Sylvan Beings

Animal Forms: 3 times a day, any normal animal from bat to bear-sized. A specific animal shape may be taken only one time per day, for unlimited duration. However, while in the form of an animal the druid has all of the physical properties of that animal, while retaining his normal mental state. Transitioning heals 1d6x10 damage sustained in previous form.
Spells
Detect Magic
Level: 1 Duration: 2 turns Range: 60'
See a magical glow on any enchanted object or creature.

Divine Weather
Level: 1 
Duration: 2 hours per level Range: 0
Divine coming weather conditions within a 5 mile radius. The caster can predict the weather into the future by 2 hours per caster level. This spell only grants knowledge about general weather conditions (rain, snow, wind, temperature, etc.) but cannot detect specific future locations of lightning strikes, tornadoes, etc.

St. Elmo’s Fire
Level: 1 
Duration: 4 rounds per level Range: 80’
Blue, green, or violet glow surrounds subjects, making them visible in darkness at a distance of 80’, or half this if the creatures are near a light source. The druid may affect creatures within a 40’ radius, and may outline up to 12’ per caster level. For instance, 2 human sized targets at first level, and 4 human sized targets at 2nd level, etc. The fire can be blue, green, or violet, according to druid’s choice at the time of casting. Greater visibility grants attackers +2 to hit.

Shillelagh
Level: 1 
Duration: 1 round per level Range: Touch
The caster’s own nonmagical club or quarterstaff becomes +1 to attack, 2d4 damage.

Charm Person or Mammal
Level: 2 
Duration: See below Range: 80’
Treat the target’s attitude as friendly. Any act by the caster or his apparent allies that threatens the charmed person breaks the spell. The caster must speak the person’s language. May be used to charm mammals, including intelligent animals. INT 3-8: new save once every month. INT 9-12: new save each week, INT 13-18: new save once every day. Can be negated by the spell dispel magic.

Sharkskin
Level: 2 
Duration: 4 rounds, +1 round per level Range: Touch
-1 AC, +1 to all saving throws except versus spells. May be used on caster or willing creature.

Warp Wood
Level: 2
 Duration: Permanent Range: 10’ per level
The caster causes wood to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck). A boat or ship springs a leak. Warped ranged weapons are useless. The caster may warp a volume of 15 square inches per caster level. For example, at first level the caster could warp four arrows or a short wooden handle.

Call Lightning
Level: 3 
Duration: 10 rounds per level Range: 0
Upon completion of the spell, and once per round thereafter, the caster may call down a bolt of lightning that deals 2d8, +1d8 per level points of electricity damage. Must be outdoors and in a stormy area. Lightning flashes down in a vertical stroke at whatever target point chosen within a 360’ radius of the caster. Any creature within a 10’ radius of the target area or in the path of the bolt is affected. A bolt of lightning may be called once every 10 rounds. This spell does not function underground, unless there is a clear straight vertical path outdoors. Victims save versus spells for half of the dice damage.

Level: 3 
Duration: Permanent Range: Touch
Form an existing piece of stone into any shape that suits the caster’s purpose, to a total volume of 3’ cubed, +1’ cubed per level. While it’s possible to make crude coffers, doors, and so forth with stone shape, fine detail isn’t possible.

Water Breathing (reversible)
Level: 3 Duration: 1 day Range: 30’
The caster or another creature can breathe water freely by means of this spell. Creatures under the influence of the spell are not granted any additional proficiency at swimming. Reversible: a water-breathing creature may be made to breath air.

Dispel Magic
Level: 4 
Duration: Permanent Range: 120’
Magic effects within a 20’ cube can be negated. If target caster is equal or lower to druid: automatic negation. If target caster is higher level: 5 per additional level of failure.

Neutralize Poison (Reversible)
Level: 4 Duration: Permanent Range: Touch
The caster detoxifies any sort of venom or poison in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, or other effects that do not go away on their own. If a character dies of poison, neutralize poison will bring a character back to life if the spell is used no more than 10 rounds after death.
Eelskin Flail
Magic effect once per day: Save vs. Spell or suffer effects of Hold Animal
Hold Animal
Level: 3 Duration: 2 rounds per level Range: 80'
The caster of this spell can hold normal animals (including giant versions) for the spell duration, up to 400 lbs. of animals per caster level. If more than 4 creatures are affected, they may save versus spells as normal to avoid the effects of the spell. If creatures fewer than 4 are affected, each creature receives -1 per creature fewer. Thus, if only 1 is affected, it saves at -3, -2 for two creatures and -1 for 3 creatures. See also hold person.