Getafix    (Human M Druid - Initiate of the Third Circle)
Character Information   
Name: Getafix XP/Next lvl: 12501 / 20000
Class: Druid - Initiate of the Third Circle HP:curr/max 30 / 30
Alignment: Neutral AC:reg/rear/no shield 0 / 0 / 0
Race: Human Level: 5
Age: old Height: 6' 4'
Weight: 175 Gender: M
Encumbrance: Movement:
Languages: Common, Neutral, Druidic, Elvish, Centaur, Faun, Treantish, Gnome, Lizardman
Ability Scores   
STR: 7 (-1 to hit)
INT: 12 (+3 languages)
WIS: 17 (+3 magic attack, (+2 1st, +2 2nd, +1 3rd level spells))
DEX: 11 ()
CON: 9 (65 system shock, 70 resurrection )
CHR: 16 (max 8 henchmen, +20 loyalty, +25 reaction)

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

Notes:

Description and Background   
Description:
Rail thin and tall, his long beard nearly tripping him, Getafix looks older than he is. And he's old.

Background:
Coming from a small village where he learned to trim mistletoe and help adventurers, Getafix had the gaul to strike out in his own. To ply his druidic craft. To dance around 18' stonehenge... um, stones. To be neutral... truly. And to find new potions recipes.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Sling 1 5/10/18 1 1-6/1-6 y n 20
Sickle-sword 1 1-8/1-8 y n
silver sickle 1 / n n as dagger, perhaps?
Equipment
Qty Item Location
1 Leather Armor
1 Small wooden shield
1 backpack
10 candles
1 silk rope 50'
1 small silver mirror
1 silver sickle & bowl


Wealth   Enter negative number to subtract
PP GP EP SP CP
Magic Items
Qty Item Location
1 Slippers of Kicking feet


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
Animal Friendship
Detect Magic
Entangle
Faerie Fire
Purify water
Speak with Animals

Level 2
Charm Person or Mammal
Cure Light Wounds
Heat Metal
Obscurement
Produce Flame

Level 3
Call Lightning
Snare
Summon Insects


Spell Book



Notes
Druidic Talents
+10 XP due to Wis and Cha scores

1. Identification of plant type
2. Identification of animal type
3. Identification of pure water
4. Power to pass through overgrown areas (undergrowth of tangled thorns, briar patches, etc.) without leaving a discernible trail and at normal movement rate (q.v.)

against fire and lightning (electrical) attacks they get a bonus of +2 on their dice rolls.
Spells at Level 5
4+2 3+2 2+1