Enoka Farore    (Human F Grey Druid Hivemaster)
Character Information   
Name: Enoka Farore XP/Next lvl: 60000 / 90000
Class: Grey Druid Hivemaster HP:curr/max 41 / 41
Alignment: True Neutral AC:reg/rear/no shield 6 / 7 / 7
Race: Human Level: 8
Age: 27 Height: 5' 2'
Weight: 116 lbs Gender: F
Encumbrance: Movement: 12
Languages: Common, Secret Druid Language
Ability Scores   
STR: 10 ()
INT: 13 ()
WIS: 18 (+4 Mental Def. Mod. - (2) 1st, (2) 2nd, (1) 3rd, (1) 4th Bonus Spells)
DEX: 12 ()
CON: 11 ()
CHR: 15 ()

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
7 10 11 13 12

Notes: +2 bonus to saving throws vs. fire and electrical attacks. -2 penalty on saving throws against spells creating bright light.

Description and Background   
Description:
Human female in her mid twenties with a soften face and marble blue eyes. She is dirty and unbathed. An awful aroma permeates from her. Her long dark red hair is matted and clings together by oil and dirt. Insects crawl through out making nest within. Her skin is pocked with bumps and bites of her boarders, but she take no action against them. Instead applies herbal medicines to heal so her friend can feed again. Her speech and natural charm offsets her stench, along as one is upwind. She wears stinky leather armor but nothing to protect her feet. When she lays down for the night she prefers the underground. Sewers or in caverns when available. She is friend to insect and arachnids. Protecting the like and a fierce foe who harms them.

Background:
Born into a family of serfs. She worked the land along with her family and took a keen interest into the small crawling creatures that dwelled in the fields. She learned all she could about these small creatures from the beekeeper (Hivemaster) who lives outside of her small village. A cave system lied not far from her village and she would explore, discovering new insect friends. When it came time for marriage she defied her parents and fled and hid in the near by cave system. She learned to live on her own and thrived in the unground. That was until a band of goblins over took the cave system and used it as their own stronghold. They cleaned out and destroyed the natural inhabitants that dwell within. She fled to the closest city and rallied a group of adventures with the promise of treasure within. She learned force protection from them. Though their methods were near as destructive they did remove the infestation so she could restored the cave system ecosystem as best she could. From that point she made it her calling to defend other ecosystem from intruders. Be it beast or man. Having no control over the will of beasts, she aligned herself with humans and some demihumans to rid ecosystem from defilers.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Scimitar 1 1d8/1d8 n n 16
Darts 3/1 1d3/1d2 n n 16 20
Club 1 1d6/1d3 n n 16
Dagger 1 1d4/1d3 n n 16
Equipment
Qty Item Location
1 Leather Armor worn
1 Wooden Shield Right Arm
1 Leather backpack back
1 Flint & Steel in pack
1 Bullseye Lantern in pack
1 one week dry rations in pack
5 Lamp oil in pack
1 Waterskin in pack


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 9 0 6 0
Magic Items
Qty Item Location
1 Ring of Protection: +1 bonus to AC


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
Cure Light Wounds
Cure Light Wounds
Cure Light Wounds
Entangle
Invisibility to Animals

Level 2
Good Berry
Heat Metal
Heat Metal
Snake Charm
Warp Wood

Level 3
Dispel Magic
Speak With Dead
Stone Shape
Summon Insects

Level 4
Cure Serious Wounds
Neutralize Poison


Spell Book


Level 1
Animal Friendship
Bless
Combine
Create Water
Cure Light Wounds
Detect Evil
Detect Magic
Detect Poison
Detect Snares & Pits
Entangle
Faerie Fire
Invisibility to Animals
Locate Animals or Plants
Pass Without Trace
Purify Food & Drink
Shillelagh

Level 2
Augury
Bark Skin
Chant
Charm
Detect Charm
Dust Devil
Find Traps
Fire Trap
Flame Blade
Good Berry
Heat Metal
Know Alignment
Messenger
Obscurement
Produce Flame
Slow Poison
Snake Charm
Speak With Animals
Trip
Warp Wood

Level 3
Call Lightning
Dispel Magic
Flame Walk
Hold Animal
Locate Object
Meld Into Stone
Plant Growth
Protection From Fire
Pyrotechnics
Remove Curse
Snare
Speak With Dead
Spike Growth
Stone Shape
Summon Insects
Tree
Water Breathing
Water Walk

Level 4
Animal Summoning I
Call Woodland Beings
Control Temperature, 10' Radius
Cure Serious Wounds
Giant Insect
Hallucinatory Forest
Hold Plant
Neutralize Poison
Plant Door
Produce Fire
Protection From Lightning
Repel Insects
Speak With Plants
Sticks to Snakes


Notes
Druid
Non-Weapon Prof. (7 slots)

Direction Sense - Wis: +2
Herbalism - Wis: -2
Blind fighting
Animal lore - Int: 0

Spell Progression: (5) 1st, (5) 2nd, (4) 3rd, (2) 4th

Sphere: All, Animal, Elemental (Earth, Water), Healing, Plant
Minor Access (4th or lower) - Divination, Elemental (Air, Fire), Weather

Holy Symbol and Grove:
Gray druids use a puffball mushroom grown and harvested in complete darkness as their holy symbol. They usually take part of an underground cavern thriving subterranean ecosvstem-for a grove.

Deity: Bralm
Grey Druid Abilities
3rd level:
Identifies with prefect accuracy pure water, fungi, subterranean animals, and all slimes, puddings, jellies and molds (including monster types).

Language of Subterranean Creatures (3 proficiently slots): Int +2

7th Level
Controls fungi, jellies, molds, oozes, puddings, and slimes (nonintelligence or animal intelligence).
p. 14 of Druid splatbook

Special Limitation:
Animal sphere spells affect only insects
Due to long enmity, dwarves react to gray druids at -2. (The reverse is also true.)
Hivemaster Special Abilities
+4 bonus to saving throws against stings or bites of poisonous insects or arachnids, including giant versions.

+4 bonus on agriculture, animal training, and animal lore proficiency checks concerning insects or arachnids, and can apply the animal training proficiency to giant insects and arachnids.

May pass harmlessly through spider webs of all sorts, including webs created by the web spell.

When casting a summon insects, giant insect, creeping doom, or insect plague spell, the player increases her effective level by three.

7th Level
Shape Change - p. 31 of Druid splatbook

Special Limitation:
Animal friendship, speak with animals, and summon animal spells only allow to summon or communicate with only insect, giant insect, or arachnids.

-3 when using animal proficiencies on creatures not insect or arachnids.
Spell Effects
Complete invulnerability to electrical attack such as dragon breath, or magical lightning such as lightning bolt, shocking grasp, storm giant, will ‘0 wisp, etc., until the spell has absorbed 70 points of electrical damage.
Shape Changing Forms
Bat
Spider
Rat