Amarantos    (Dryad Male Druid)
Character Information   
Name: Amarantos XP/Next lvl: 549001 / 750000
Class: Druid HP:curr/max 43 / 43
Alignment: True Neutral AC:reg/rear/no shield 5 / 0 / 0
Race: Dryad Level: 12
Age: 93 Height: 8'
Weight: 520 Gender: Male
Encumbrance: Movement: 12'
Languages: Common, Druidic, Dryad, Elvish, Pixie, Sprite, Treantish, Faun, Gnome, Lizardman
Ability Scores   
STR: 12 ()
INT: 11 ()
WIS: 13 ()
DEX: 8 ()
CON: 10 ()
CHR: 18 ()

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

Notes:

Description and Background   
Description:
A hulking creature with deep set dark green eyes and an aura of wisdom. His skin is made of a dark oaken bark, which is devoid of the leaves that usually adorn Dryads due to the years of living without sunlight.

Background:
Raised to be a guardian of his forest, Amarantos took more interest in getting high by consuming the local flora as the forest hadn't seen a real threat in many years. His ancestors annoyed with his lack of duty and carefree nature banished him from the forest at the young age of fifteen. Eager to be relieved of his duties Amarantos took this opportunity to travel the Otherworld in search of best hallucinogen, but his expedition was cut short. Young and inexperienced he was easily captured by a band of Derro, while exploring near a cave. Since then Amarantos has been living deep underground as a slave performing manual labor for his captures, their children, and their children's children. Life hasn't been all bad though as the local mushrooms turn out to have a hallucinogenic effect when prepared properly, which helps him pass the time.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Equipment
Qty Item Location
1 Pouch, Belt, Large Waist
1 Water Skin Waist
5 Mistletoe Pouch
10 Lesser Mistletoe (75 spell duration) Pouch
5 Snake Skin Pouch


Wealth   Enter negative number to subtract
PP GP EP SP CP
Magic Items
Qty Item Location
1 Ring of Fire Resist Finger
1 Potion of Extra Healing (3d8) Pouch


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
Animal Friendship
Detect Magic
Detect Poison
Entangle
Faerie Fire

Level 2
Create Water
Cure Light Wounds
Cure Light Wounds
Heat Metal
Obscurement

Level 3
Hold Animal
Know Allignment
Neutralize Poison
Pyrotechnics

Level 4
Cure Serious Wounds
Dispel Magic
Hallucinatory Forest
Produce Fire

Level 5
Commune With Nature
Control Winds
Wall Of Fire

Level 6
Conjure Fire Elemental
Cure Critical Wounds

Level 7
Confusion


Spell Book


Level 1
Animal Friendship
Ceremony
Detect Balance
Detect Magic
Detect Poison
Detect Snares & Pits
Entangle
Faerie Fire
Invisibility to Animals
Locate Animals
Pass Without Trace
Precipitation
Predict Weather
Purify Water
Shillelagh
Speak With Animals

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

Level 3
Call Lightning
Cloudburst
Cure Disease
Hold Animal
Know Allignment
Neutralize Poison
Plant Growth
Protection From Fire
Pyrotechnics
Snare
Spike Growth
Starshine
Stone Shape
Summon Insects
Tree
Water Breathing

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

Level 5
Animal Growth
Animal Summoning II
Anti-Plant Shell
Commune With Nature
Control Winds
Insect Plague
Pass Plant
Sticks To Snakes
Trans Rock To Mud
Wall Of Fire

Level 6
Animal Summoning III
Anti-Animal Shell
Conjure Fire Elemental
Cure Critical Wounds
Feeblemind
Fireseeds
Transport Via Plants
Turn Wood
Wall of Thorns
Weather Summoning

Level 7
Animate Rock
Chariot of Sustarre
Confusion
Conjure Earth Elemental
Control Weather
Creeping Doom
Finger of Death
Fire Storm
Reincarnate
Transmute Metal to Wood


Notes
Class Abilities
-Identification of plant type
-Identification of animal type
-Identification of pure water
-Power to pass through overgrown areas without leaving a discernible trail and at normal movement rate
-Immunity to charm spells by woodland creatures
-Ability to change forms up to three times per day (reptile, bird, or mammal); heals d6 x 10 percent health
-Against electrical attacks +2 to saving throw
Racial Abilities
-50 Magic Resistance in forests; 10 elsewhere
-Dimension Door between trees (Oak-oak 60', maple-maple 30', chestnut-chestnut 15', all other matching trees 10')
-Can speak to plants
-Double damage from fire attacks and -2 to saving throw
-Natural bludgeoning attack (1d8)
Fey Abilities
-Detect Invisibility
-Glamour
-Fauna: Communicate with animals/insects (4d6 wisdom check); critical makes them an ally
-Flora: Identify flora's properties (4d6 intelligence check)
Magical Items
-Necklace of Cantrips: There are 8 stones. When a stone is removed and thrown while saying the power word, it releases a randomly determined cantrip spell (see list on p. 30 of UA). The wearer can decide the category, and then its random within the category.
-Can call upon Yrack the Plant Master to assist you while in the green
-Necklace of Continuous Light
-Signet Ring of King Oberon's Court
-Clerical Scroll Stone Tell: Talk with rocks
-Necklace of Prayer Beads: 5 special beads (d20 to determine effect), +25% communication with Gods.
-Protection Against Devils Scroll
-I Am the Black Wizard Scroll (pg. 19): Casts Feign Death Spell
-Potion of Comprehend Languages
-Potion of Extra Healing (3d8)
-Scroll of Scrying
-Scroll to Return from Ethereal Realm
Owned Land
-Land that the battle between Fey and Humans took place on was given to me by King Oberon
-A shrine to Yrack has been built on it
-Reforestation has started