Shinyah Verdecahn    (Human Male Druid of Toharta)
Character Information   
Name: Shinyah Verdecahn XP/Next lvl: 35001 / 60001
Class: Druid of Toharta HP:curr/max 38 / 38
Alignment: Neutral AC:reg/rear/no shield 4 / 6 / 6
Race: Human Level: 7
Age: 32 Height: 6'1'
Weight: 165 Gender: Male
Encumbrance: Movement:
Languages: Common, Neutral, Druidic, Elven, Dwarven, Orcish, Goblin, Centaur, Treantish, Green Dragon, Lizardman, Manticore
Ability Scores   
STR: 12 (-/ -/ +100/ 1-2 Open Doors/ 4 Bend Bars/ Lift Gates)
INT: 15 (+4 Languages)
WIS: 16 (+2 Magical Attack Adj. Bonus Spells: 2/2/--)
DEX: 8 (-/ -)
CON: 11 (-/ 75 System Shock/ 80 Resurrection)
CHR: 16 (8 Max. Henchmen/ +20 Loyalty/ +25 Reaction Adjustment)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
7 10 11 /9 vs. fire or lightning (electrical) 13/ 11 vs. fire or lightning (electrical) 12/10 vs. fire or lightning (electrical)

Notes: Armor +2. Magic armor bonuses apply to saves vs. physical damage from acid (except immersion), disintegration, falling, fire, and some spells (except metallic armor vs. electrical damage), and whenever the DM deems it appropriate.

Description and Background   
Description:


Background:


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Spear +1 1 1/ 2/ 3 1-6+1/1-8+1 y n 15 Does twice the damage indicated when set to receive their charge.
Sling (Bullets) 1 5/ 10/ 20 2-5/2-7 y n 16 20
Sling (Stones) 1 5/ 10/ 20 1-4/1-4 y n 16
Dagger 2 1/ 2/ 3 1-4/1-3 y n 16 3
Equipment
Qty Item Location
1 Leather +2 Worn
1 Shield +1 Left arm
1 Mistletoe (Holy Symbol) Around Neck
1 Silver Dagger Right Boot
2 Dagger Belt
1 Backpack Worn
1 Set of Clothes BP
1 Bedroll BP (External)
1 Boots, High, Soft Worn
1 Cloak (Green, with Brown Mottling) Worn
1 Herbs (Garlic, Beladonna, Wolfsbane, etc.) Pouch in BP
1 Wineskin Belt
1 Cord (20') BP (External)
1 Mirror, Small, Silver BP
3 Candle, Wax BP
1 Tinder Box BP
7 Iron Rations BP
1 Chalk (Red, White, Blue, Yellow) Pouch in BP
2 Oil Flask BP
720 Ball Bearings Pouch (Large)
1 Whetstone BP
1 Spell Components Pouch


Wealth   Enter negative number to subtract
PP GP EP SP CP
18 43 0 51 37
Magic Items
Qty Item Location
1 Potion of Water Breathing Pouch
1 Potion of Fire Resistance Pouch


Gems and Jewelry
Qty Item Location
1 Ornate Brooch of Dwarven Design Cloak
7 Assorted Gems (Emerald, Ruby, Sapphire, etc) (100-500 gp values) Small Pouch (inside armor)
Memorized Spells


Level 1
Detect Magic
Entangle
Faerie Fire
Faerie Fire
Speak With Animals
Speak With Animals

Level 2
Barkskin
Barkskin
Cure Light Wounds
Cure Light Wounds
Obscurement
Warp Wood

Level 3
Cure Disease
Plant Growth
Summon Insects

Level 4
Cure Serious Wounds


Spell Book


Level 1
Animal Friendship
Detect Magic
Detect Snares & Pits
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

Level 4
Animal Summoning I
Call Woodland Beings
Control Temperature 10' Radius
Cure Serious Wounds
Dispel Magic
Hallucinatory Forest
Hold Plant
Plant Door
Produce Fire
Protection From Lightning
Repel Insects
Speak With Plants


Notes
Identification
Plant type
Animal type
Pure water
Pass Through Overgrowth
Able to pass through overgrown areas (undergrowth of tangled thorns, briar patches, etc.) without leaving a discernible trail and at normal movement rate.
Immunity From Charm
When cast by any creature basically associated with the woodlands (dryads, nixies, sylphs, etc.)
Change Form
Able to become, in all respects save the mind, a reptile, bird or mammal

Each type of creature form can be assumed but once per day

The size of the creature assumed can vary from as small as a bullfrog, bluejay, or bat to as large as a large snake, an eagle, or a black bear (about double the weight of the druid).

Each assumption of a new form removes from 10 to 60 (d6, multiply by 10) of the hit points of damage, if any, the druid has sustained prior to changing form.
Bears
HP 28 (Honeynose), 29 (Treescratcher)

AC 6; AL N; MV 12'; THAC0 13;

ATT 3; DMG 1-6/1-6/1-8;
SA: Hug on paw hit of 18+ for 2-12

SD: Fight for 1-4 rounds after reaching 0 to -8 HP (killed at -9).
Owl (Hihu)
HP 4;

AC 5; AL N; MV 1'/27'; THAC0 19

Att 3; DMG 1-2/1-2/1
SA: +2 & double damage if swooping from 50' above (but no beak attack).

SD: Cannot be surprised at night.
Proficiencies
Spear
Dagger
Sling

Penalty for Non-proficiency: -4
Added proficiency: 1/5 levels