WindchequeFrank
Drd7HumanNeutral
CLASS RACE ALIGNMENT DEITY
7Medium23Male5' 7"165 lbs.
LEVELSIZEAGEGENDERHEIGHTWEIGHTEYESHAIR
Description:
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
13+1

DEX
17+3

CON
17+3

INT
17+3

WIS
19+4

CHA
9-1



TOTAL
WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

HIT DIE
TYPE

SPEED
HP
HIT POINTS
37


7d8 20
AC
ARMOR CLASS
18
=10+3+0+3+0+0+2



TOTALBASEARMOR
BONUS
SHIELD
BONUS
DEX
BONUS
SIZE
BONUS
NATURAL
ARMOR
MISC
BONUS
MISS
CHANCE
SPELL
FAILURE %
ARMOR
CHECK
SPELL
RESIST.
INITIATIVE
MODIFIER
7=3+4
TOTALDEX
MODIFIER
MISC
MODIFIER
BASE ATTACK
BONUS
+5
SKILLS

SKILL NAMEKEY
ABILITY
TOTAL
RANKS
ABILITY
MODIFIER

MISC
MODIFIER

Animal EmpathyCha
9=10+-1
+
n
AppraiseInt
3=
+3
+
n
Balance*Dex
2=2+3
+-3
n
BluffCha
-1=
+-1
+
n
Climb*Str
0=2+1
+-3
n
ConcentrationCon
6=3+3
+
n
Craft (__________)Int
1=
+3
+-2
n
DiplomacyCha
-1=
+-1
+
n
DisguiseCha
-1=
+-1
+
n
Escape Artist*Dex
0=
+3
+-3
n
ForgeryInt
3=
+3
+
n
Gather InformationCha
-1=
+-1
+

Handle AnimalCha
9=10+-1
+
n
HealWis
4=
+4
+
n
Hide*Dex
0=
+3
+-3
n
IntimidateCha
-1=
+-1
+

Intuit DirectionWis
6=2+4
+
n
Jump*Str
-2=
+1
+-3

Knowledge (Geography)Int
5=2+3
+

Knowledge (nature)Int
13=10+3
+
n
ListenWis
4=
+4
+
n
Literacy
0=
+0
+
n
Move Silently*Dex
0=
+3
+-3

Open LockDex
2=1+3
+-2
n
PerformCha
-1=
+-1
+
n
RideDex
4=1+3
+
n
ScryInt
11=8+3
+
n
SearchInt
3=
+3
+
n
Sense MotiveWis
4=
+4
+

SpellcraftInt
4=1+3
+
n
SpotWis
4=
+4
+
n
Swim**Str
-1=10+1
+-12
n
Use RopeDex
5=
+3
+2
n
Wilderness LoreWis
14=10+4
+

____________________ ___
=
+
+

____________________ ___
=
+
+

____________________ ___
=
+
+

____________________ ___
=
+
+

____________________ ___
=
+
+

____________________ ___
=
+
+
Skills marked with n can be used untrained.
* armor check penalty, if any, applies.
** -1 per 5 lb. of gear
SAVING THROWS TOTAL BASE
SAVE
ABILITY
MODIFIER
MAGIC
MODIFIER
MISC
MODIFIER
TEMPORARY
MODIFIER
CONDITIONAL
MODIFIERS
Fortitude
Con
8=5+3+0
+0
+
Reflex
Dex
7=2+3+0
+2
+
Will
Wis
9=5+4+0
+0
+
TOTALBASE ATTACK BONUSSTR
MODIFIER
SIZE
MODIFIER
MISC
MODIFIER
TEMPORARY
MODIFIER
MELEE
ATTACK BONUS
+6=5+1
+0
+0
+
RANGED
ATTACK BONUS
+6=5
+3
+0
+0
+
TOTALBASE ATTACK BONUSDEX
MODIFIER
SIZE
MODIFIER
MISC
MODIFIER
TEMPORARY
MODIFIER


WEAPONATTACK BONUSDAMAGECRITICAL
+1 Shortspear
+81d8+2+1d6
x3
RANGEEQUIPPEDTYPESIZESPECIAL PROPERTIES
20 ft
Two-Handed
Piercing
Large


WEAPONATTACK BONUSDAMAGECRITICAL
Dagger, Masterwork
+71d4+1
19-20/x2
RANGEEQUIPPEDTYPESIZESPECIAL PROPERTIES
10 ft
One-Handed
Piercing
Tiny


WEAPONATTACK BONUSDAMAGECRITICAL
Dagger, silvered
+61d4+1
19-20/x2
RANGEEQUIPPEDTYPESIZESPECIAL PROPERTIES
10 ft
One-Handed
Piercing
Tiny


ARMORTYPEARMOR BONUSMAX DEX BONUS
+2 Hide
Medium
+5
4
CHECK PENALTYSPELL FAILURESPEEDWEIGHTSPECIAL PROPERTIES
-2
20%
20 ft.
25 lb.



WindchequeEQUIPMENT/ABILITIES/FEATS

GEAR
ITEM#WT.ITEM#WT.
Armor: +2 Hide
125 lbs
Goods: Backpack
12 lbs
Goods: Bedroll
15 lbs
Goods: Fishing net, 25 sq. ft.
15 lbs
Goods: Flint and steel
10 lbs
Goods: Grappling hook
14 lbs
Goods: Pouch, belt
11 lb
Goods: Rope, silk (50 ft.)
15 lbs
Goods: Sunrod
22 lbs
Goods: Torch
22 lbs
Potion: Cure Light Wounds (1)
40 lbs
Potion: Feather Fall (1)
10 lbs
Weapon: +1 Shortspear: Flaming
15 lbs
Weapon: Dagger, Masterwork
11 lb
Weapon: Dagger, silvered
66 lbs
Wondrous: Vestment, druid's
10 lbs


















TOTAL WEIGHT CARRIED63
MONEY
CP - 8
SP - 8
GP - 97
PP -
LANGUAGES
Druidic
Orc
Elven
Sylvan
Common






1 - 50
51 - 100
101 - 150

LIGHT LOAD
MEDIUM LOAD
HEAVY LOAD

PROTECTIVE ITEM
WEIGHT
Wondrous: Vestment, druid's

0 lb.
SPECIAL PROPERTIES
This garment allows a druid to use wild shape once more per day (DMG228).



CAMPAIGN
EXPERIENCE POINTS
21000
7000
Current Experience For Next Level
SPECIAL ABILITIES
Druid:
Secret Language: Druidic
Spells
Druidic armor
Druidic weapons
Animal Companion
Nature Sense
Woodland Stride
Trackless Step
Resist Nature's Lure
Wild Shape (3x/day)

FEATS
Brew Potion
Improved Initiative
Lightning Reflexes
Weapon Focus: Shortspear













Windcheque's Druid Spells
Level0
1st
2nd
3rd
4th

SPELL SAVE DC 14
15
16
17
18

SPELLS KNOWN All
All
All
All
All

SPELLS PER DAY 6
5
4
3
2

PrepLvlSpellSchoolCast TimeRangeDurationSaveDescription

4th
Antiplant Shell
Abjur
1 Action
10 ft.
10 minutes/level
None
Keeps animated plants at bay (PH175).

4th
Bear`s Heart (dof p 81)
Trans
1 Action
20 ft.
1 round/level
Will negates
You turn your living allies (one per caster level) into fierce warriors, but exhaust them. +4 Str, +1d4 hp per caster le

4th
Beget Bogun (Creation)
Conj
1 Action
Touch
Instantaneous
None
The final spell in creating a Bogun. (MotW82)

4th
Blight
Necro
1 Action
Special
Instantaneous
Special
Causes death to plants and damage to plant creatures. (MotW84)

4th
Blight (dof p82)
Necro
1 Action
Medium (100 ft.+10 ft./level)
Instantaneous
None
Two versions blight area, blight plant creature, both versions must touch plant. see Defenders of Faith page 82.

4th
Chain of Eyes (dof p84)
Div
1 Action
Touch
1 hour/level
Will negates
You can use a creature`s vision instead of your own.

4th
Control Plants
Trans
1 Action
Close (25 ft.+5 ft./2 levels)
1 minute/level
Will negates
Talk w/plants & fungi, limited control over same (PH188).

4th
Cure Serious Wounds
Conj
1 Action
Touch
Instantaneous
Will half
Cures 3d8 +1/level damage (max +15) (PH190).

4th
Dispel Magic
Abjur
1 Action
Medium (100 ft.+10 ft./level)
Instantaneous
None
Cancels magical spells and effects (PH196).

4th
Feathers
Trans
1 Action
Close (25 ft.+5 ft./2 levels)
1 hour/level
None
Like POLYMORPH OTHER, except into a feathered animal. (MotW88)

4th
Flame Strike
Evoc
1 Action
Medium (100 ft.+10 ft./level)
Instantaneous
Reflex half
Smites foes with divine fire (1d8/level) (PH205).

4th
Forestfold
Trans
1 Action
Personal
10 minutes/level
None
Same as CAMOUFLAGE, except +20 on Hide and Move Silently checks. (MotW88)

4th
Freedom of Movement
Abjur
1 Action
Touch
10 minutes/level
None
Subject moves normally despite impediments (PH207).

4th
Giant Vermin
Trans
1 Action
Close (25 ft.+5 ft./2 levels)
1 minute/level
None
Turns insects into giant vermin (PH209).

4th
Languor
Trans
1 Action
Close (25 ft.+5 ft./2 levels)
1 round/level
Will negates
Causes creatures to become weak and slow. (MotW89)

4th
Last Breath
Necro
1 Action
Touch
Instantaneous
None
Returns a dead creature to 0 hit points. (MotW90)

4th
Mass Calm (Compulsion)
Ench
1 Action
Close (25 ft.+5 ft./2 levels)
1 minute/level
Will negates
Soothes and quiets the subjects, rendering them docile in harmless. (MotW91)

4th
Miasma
Evoc
1 Action
Medium (100 ft.+10 ft./level)
5 rounds/level
Special
Fills subjects mouth and throat with unbreathable gas. (MotW91)

4th
Quench
Trans
1 Action
Medium (100 ft.+10 ft./level)
Instantaneous
Special
Extinguishes nonmagical fires or one magic item (PH241).

4th
Regenerate Serious Wounds (Healing)
Conj
1 Action
Touch
10 rounds + 1 round/level
Will negates
As REGENERATE LIGHT WOUNDS, except healing is at 3HP/round. (MotW93)

4th
Reincarnate
Trans
10 Minute(s)
Touch
Instantaneous
Special
Brings dead subject back in a random body (PH244).

4th
Repel Vermin
Abjur
1 Action
10 ft.
10 minutes/level
Special
Insects stay 10 ft. away (PH245).

4th
Rusting Grasp
Trans
1 Action
Touch
Special
None
Your touch corrodes iron and alloys (PH247).

4th
Scrying
Div
1 Hour(s)
Special
1 minute/level
None
Spies on subject from a distance (PH247).

4th
Sleet Storm
Conj
1 Action
Long (400 ft.+40 ft./level)
1 round/level
Reflex partial
Hampers vision and movement (PH253).

4th
Spike Stones
Trans
1 Action
Medium (100 ft.+10 ft./level)
1 hour/level
Reflex partial
Creatures in area suffer 1d8 damage, may be slowed (PH255).

4th
Summon Nature's Ally IV
Conj
1 Action
Close (25 ft.+5 ft./2 levels)
1 round/level
None
Calls elemental or animal to fight for you (PH260).

4th
Waterball
Evoc
1 Action
Long (400 ft.+40 ft./level)
Instantaneous
Reflex half
A spherical burst of water that looks like a blue fireball. (MotW96)

3rd
Beast Claws (dof p 81)
Trans
1 Action
Personal
1 round/level
None
Beast Claws changes your hands and fingers, giving you long, curving claws and heavy knuckles.

3rd
Bottle of Smoke (Creation)
Conj
10 Minute(s)
Touch
1 hour/level
None
Creates a smoky, horselike creature kept in a bottle until opened (MotW84)

3rd
Call Lightning
Evoc
10 Minute(s)
Long (400 ft.+40 ft./level)
1 minute/level
Reflex half
Directs lightning bolts (1d10/level) during storms (PH182).

3rd
Contagion
Necro
1 Action
Touch
Instantaneous
Fortitude negates
Infects subject with chosen disease (PH187).

3rd
Countermoon
Abjur
1 Action
Close (25 ft.+5 ft./2 levels)
12 hours
Will negates
Stops a lycanthrope from changing form. (MotW86)

3rd
Cure Moderate Wounds
Conj
1 Action
Touch
Instantaneous
Will half
Cures 2d8+1/level damage (max +10) (PH190).

3rd
Diminish Plants
Trans
1 Action
Special
Instantaneous
None
Reduces size or blights growth of normal plants (PH195).

3rd
Dominate Animal
Ench
1 Action
Medium (100 ft.+10 ft./level)
1 round/level
Will negates
Subject animal obeys silent mental commands (PH197).

3rd
Embrace the Wild
Trans
1 Action
Personal
10 minutes/level
None
Allows you to adopt the nature and some abilities of a wild animal. (MotW87)

3rd
False Bravado (Compulsion)
Ench
1 Action
Close (25 ft.+5 ft./2 levels)
Instantaneous
Will negates
Causes the subject to grow overconfident. (MotW88)

3rd
Greater Magic Fang
Trans
1 Action
Close (25 ft.+5 ft./2 levels)
1 hour/level
Will negates
One natural weapon of subject gets +1 to att and dam per 3 caster levels (PH210).

3rd
Harrier (dof p87)
Conj
1 Action
Close (25 ft.+5 ft./2 levels)
1 round/level
None
Creates an incorporeal magical bird of prey the size of a dire bat. It attacks target until the target dies.
Windcheque's Spells
PrepLvlSpellSchoolCast TimeRangeDurationSaveDescription

3rd
Mass Resist Elements
Abjur
1 Action
Touch
1 minute/level
None
As RESIST ELEMENTS, except that it affects multiple creatures. (T&B93)

3rd
Meld into Stone
Trans
1 Action
Personal
10 minutes/level

You and your gear merge with stone (PH226).

3rd
Nature`s Favor
Evoc
1 Action
Touch
5 rounds/level
Will negates
+1 on attack and damage for every two caster levels. (MotW92)

3rd
Neutralize Poison
Conj
1 Action
Touch
Instantaneous
Will negates
Detoxifies venom in or on subject (PH232).

3rd
Plant Growth
Trans
1 Action
Special
Instantaneous
None
Grows vegetation, improves crops (PH236).

3rd
Poison
Necro
1 Action
Touch
Instantaneous
Fortitude negates
Touch inflicts 1d10 Con damage, repeats in 1 min (PH236).

3rd
Protection from Elements
Abjur
1 Action
Touch
10 minutes/level
Will negates
Immune to damage from one kind of energy (PH240).

3rd
Regenerate Ring (Healing)
Conj
1 Action
20 ft.
10 rounds + 1 round/two levels
Will negates
You invoke healing energy over a group of creatures. (MotW93)

3rd
Remove Disease
Conj
1 Action
Touch
Instantaneous
Fortitude negates
Cures all diseases affecting subject (PH244).

3rd
Snare
Trans
3 Round(s)
Touch
Until discharged
None
Creates a magical booby trap (PH253).

3rd
Speak with Plants
Div
1 Action
Personal
1 minute/level

You can talk to normal plants and plant creatures (PH254).

3rd
Spike Growth
Trans
1 Action
Medium (100 ft.+10 ft./level)
1 hour/level
Reflex partial
Creatures in area take 1d4 damage, may be slowed (PH255).

3rd
Spikes (dof p90)
Trans
1 Action
Touch
1 hour/level
None
As brambles, except that the affected weapon gains a +2 bonus on its attacks, and its threat range is doubled

3rd
Standing Wave
Trans
1 Action
Close (25 ft.+5 ft./2 levels)
10 minutes/level
Reflex negates
Command the waters to life a creature or object and propel it forward. (MotW94)

3rd
Stone Shape
Trans
1 Action
Touch
Instantaneous
None
Sculpts stone into any shape (PH257).

3rd
Summon Nature's Ally III
Conj
1 Action
Close (25 ft.+5 ft./2 levels)
1 round/level
None
Calls elemental or animal to fight for you (PH260).

3rd
Water Breathing
Trans
1 Action
Touch
2 hours/level
Will negates
Subjects can breathe underwater (PH271).

3rd
Weather Eye (dof p92)
Div
1 Hour(s)
Touch

None
Accurately predict the natural weather up to 1 week into the future. If unnatural forces control weather will act as de

2nd
Adrenaline Surge
Trans
1 Action
Close (25 ft.+5 ft./2 levels)
1 round/level
Will negates
Each of your summoned creatures receives a +4 enhancement bonus to Strength. (MotW82)

2nd
Animal Messenger
Ench
1 Action
Close (25 ft.+5 ft./2 levels)
1 day/level
None
Sends a Tiny animal to a specific place (PH173).

2nd
Animal Reduction
Trans
1 Action
Touch
1 hour/level
Will negates
You reduce the target animal`s size by one category. (MotW82)

2nd
Animal Trance
Ench
1 Action
Close (25 ft.+5 ft./2 levels)
Concentration
Will negates
Fascinates 2d6 HD of animals (PH174).

2nd
Barkskin
Trans
1 Action
Touch
10 minutes/level
None
Grants +3 natural armor bonus (or higher) (PH177).

2nd
Beastmask (dof p 81)
Ill
1 Action
Touch
1 round/level
None
disguises the target so that an animal or beast will believe the creature is a natural or dire animal.

2nd
Body of the Sun
Trans
1 Action
5 ft.
1 round/level
Reflex half
Fire and light extend 5 ft. from caster`s body. (MotW 84)

2nd
Brambles (dof p82)
Trans
1 Action
Touch
1 round/level
None
Small magical thorns or spikes protrude from the surface of a wooden melee weapon. +1 to atk, +1 dam/level max 10

2nd
Briar Web
Trans
1 Action
Medium (100 ft.+10 ft./level)
1 minute/level
Special
Plants grow thorns and entangle creatures. (MotW85)

2nd
Briar Web (dof p83)
Trans
1 Action
Medium (100 ft.+10 ft./level)
1 minute/level
Special
Causes grasses, weeds, bushes and even trees to grow thorns and then wrap, twist, and entwine about creatures in area of

2nd
Charm Person or Animal
Ench
1 Action
Close (25 ft.+5 ft./2 levels)
1 hour/level
Will negates
Makes one person or animal your friend (PH183).

2nd
Chill Metal
Trans
1 Action
Close (25 ft.+5 ft./2 levels)
7 rounds
Will negates
Cold metal damages those who touch it (PH183).

2nd
Creeping Cold
Trans
1 Action
Close (25 ft.+5 ft./2 levels)
3 rounds
Fortitude half
Causing creature`s sweat to freeze, dealing progressive damage from cold (+1d6/round) (MotW 86)

2nd
Decomposition
Necro
1 Action
50 ft.
1 round/level
None
Causes wounds to fester for additional damage. (MotW87)

2nd
Delay Poison
Conj
1 Action
Touch
1 hour/level
Fortitude negates
Stops poison from harming subject for 1 hour/level. (PH191).

2nd
Filter
Necro
1 Action
Touch
10 minutes/level
Will negates
Creates an invisible bubble of protection around the recipient`s body. (T&B89)

2nd
Fire Trap
Abjur
10 Minute(s)
Touch
Until discharged
Reflex half
Opened object deals 1d4 +1/level damage (PH205).

2nd
Flame Blade
Evoc
1 Action
Touch
1 minute/level
None
Touch attack deals 1d8 +1/two levels damage (PH205).

2nd
Flaming Sphere
Evoc
1 Action
Medium (100 ft.+10 ft./level)
1 round/level
Reflex negates
Rolling ball of fire, 2d6 damage, lasts 1 round/level (PH206).

2nd
Gaze Screen
Abjur
1 Action
Touch
10 minutes/level
Will negates
You create a mirrorlike area in the air before the recipient`s eyes. (T&B90)

2nd
Green Blockade (Creation)
Conj
1 Action
Close (25 ft.+5 ft./2 levels)
1 round/level
None
Creates a wall of vegetable matter.(MotW 89)

2nd
Heat Metal
Trans
1 Action
Close (25 ft.+5 ft./2 levels)
7 rounds
Will negates
Hot metal damages those who touch it (PH213).
Windcheque's Spells
PrepLvlSpellSchoolCast TimeRangeDurationSaveDescription

2nd
Hold Animal
Ench
1 Action
Medium (100 ft.+10 ft./level)
1 round/level
Will negates
As hold person, but animals only (PH214).

2nd
Lesser Restoration
Conj
3 Round(s)
Touch
Instantaneous
Will negates
Dispels magic ability penalty or repairs 1d4 ability damage (PH222).

2nd
Might of the Oak
Trans
1 Action
Touch
10 minutes/level
Will negates
Grants the quiet strength of a massive oak tree. (MotW91)

2nd
Persistence of the Waves
Trans
1 Action
Touch
10 minutes/level
Will negates
Bestows the smooth indomitability of waves crashing on a shore. (MotW92)

2nd
Produce Flame
Evoc
1 Action
Touch
1 round/level
None
1d4 +1/two levels damage, touch or thrown (PH238).

2nd
Regenerate Moderate Wounds (Healing)
Conj
1 Action
Touch
10 rounds + 1 round/level
Will negates
As REGENERATE LIGHT WOUNDS, except healing is at 2HP/round. (MotW93)

2nd
Resist Elements
Abjur
1 Action
Touch
1 minute/level
None
Ignores first 12 damage from one energy type each round (PH245).

2nd
Soften Earth and Stone
Trans
1 Action
Close (25 ft.+5 ft./2 levels)
Instantaneous
None
Turns stone to clay or dirt to sand or mud (PH253).

2nd
Speak with Animals
Div
1 Action
Personal
1 minute/level

You can communicate with natural animals (PH254).

2nd
Speed of the Wind
Trans
1 Action
Touch
10 minutes/level
Will negates
You grant the ephemeral quickness of a sudden breeze. (MotW94)

2nd
Summon Nature's Ally II
Conj
1 Action
Close (25 ft.+5 ft./2 levels)
1 round/level
None
Calls elemental or animal to fight for you (PH260).

2nd
Summon Swarm
Conj
1 Action
Close (25 ft.+5 ft./2 levels)
Concentration+2 rounds
None
Summons swarm of small crawling or flying creatures (PH261).

2nd
Sweet Water (dof p90)
Div
1 Action
Long (400 ft.+40 ft./level)
Instantaneous
None
Locates a source of fresh water within 100 feet of the surface, if located excavates a well shaft to water

2nd
Tree Shape
Trans
1 Action
Personal
1 hour/level

You look exactly like a tree for 1 hour/level (PH267).

2nd
Warp Wood
Trans
1 Action
Close (25 ft.+5 ft./2 levels)
Instantaneous
Will negates
Bends wood (shaft, handle, door, plank) (PH271).

2nd
Wood Shape
Trans
1 Action
Touch
Instantaneous
Will negates
Rearranges wooden objects to suit you (PH273).

1st
Animal Friendship
Ench
1 Action
Close (25 ft.+5 ft./2 levels)
Instantaneous
Will negates
Gains permanent animal companions (PH173).

1st
Calm Animals
Ench
1 Action
Close (25 ft.+5 ft./2 levels)
Concentration
Will negates
Calms 2d4 +1/level HD of animals, beasts, and magical beasts (PH182).

1st
Camouflage
Trans
1 Action
Personal
10 minutes/level
None
You change your coloring to match your environment. (MotW85)

1st
Cure Light Wounds
Conj
1 Action
Touch
Instantaneous
Will half
Cures 1d8+1/level damage (max +5) (PH190).

1st
Detect Animals or Plants
Div
1 Action
Long (400 ft.+40 ft./level)
Concentration, up to 10 minutes/level
None
Detects species of animals or plants (PH192).

1st
Detect Snares and Pits
Div
1 Action
60 ft.
Concentration, up to 10 minutes/level
None
Reveals natural or primitive traps (PH194).

1st
Endure Elements
Abjur
1 Action
Touch
24 hours
None
Ignores 5 damage/round from one energy type (PH199).

1st
Entangle
Trans
1 Action
Long (400 ft.+40 ft./level)
1 minute/level
Special
Plants entangle everyone in 40-ft-radius circle (PH200).

1st
Faerie Fire
Evoc
1 Action
Long (400 ft.+40 ft./level)
1 minute/level
None
Outlines subjects with light, canceling blur, concealment, etc (PH202).

1st
Goodberry
Trans
1 Action
Touch
1 day/level
None
2d4 berries each cure 1 hp (max 8 hp/24 hours) (PH210).

1st
Hawkeye
Trans
1 Action
Personal
10 minutes/level
None
Gives you the ability to see accurately at long distances. (MotW89)

1st
Invisibility to Animals
Abjur
1 Action
Touch
10 minutes/level
None
Animals can't perceive subjects (1/level) (PH218).

1st
Magic Fang
Trans
1 Action
Touch
1 minute/level
Will negates
One natural weapon of subject creature gets +1 bonus to attack and damage (PH223).

1st
Obscuring Mist
Conj
1 Action
Close (25 ft.+5 ft./2 levels)
1 minute/level
None
Fog surrounds you (PH233).

1st
Pass without Trace
Trans
1 Action
Touch
1 hour/level
None
One subject/level leaves no tracks (PH234).

1st
Power Sight
Div
1 Action
Close (25 ft.+5 ft./2 levels)
Instantaneous
None
You determine the number of Hit Dice a creature currently has. (MotW92)

1st
Regenerate Light Wounds (Healing)
Conj
1 Action
Touch
10 rounds + 1 round/level
Will negates
Grants the fast healing ability for the duration of the spell. (MotW89)

1st
Sandblast
Evoc
1 Action
10 ft.
Instantaneous
Reflex half
You fire a hail of hot sand from your fingers. (MotW93)

1st
Shillelagh
Trans
1 Action
Touch
1 minute/level
Will negates
Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 minute/level (PH251).

1st
Summon Nature's Ally I
Conj
1 Action
Close (25 ft.+5 ft./2 levels)
1 round/level
None
Calls elemental or animal to fight for you (PH260).

1st
Wood Wose (Creation)
Conj
1 Action
Close (25 ft.+5 ft./2 levels)
1 hour/level
None
Summon a wood wose, which is a translucent, green nature spirit that you can command. (MotW96)

0
Animal Trick
Trans
1 Action
Close (25 ft.+5 ft./2 levels)
Instantaneous
Will negates
Your animal companion performs a trick that it doesn`t already know. (MotW82)

0
Create Water
Conj
1 Action
Close (25 ft.+5 ft./2 levels)
Instantaneous
None
Creates 2 gallons/level of pure water (PH189).

0
Cure Minor Wounds
Conj
1 Action
Touch
Instantaneous
None
Cures 1 point of damage (PH190).
Windcheque's Spells
PrepLvlSpellSchoolCast TimeRangeDurationSaveDescription

0
Darkseed
Trans
1 Action
Close (25 ft.+5 ft./2 levels)
1 day
Reflex negates
1 point of damage per hour to a plant. (MotW86)

0
Dawn
Abjur
1 Action
Personal
Instantaneous
Fortitude negates
All sleeping creatures in the area awaken. (MotW86)

0
Daze Animal (Compulsion)
Ench
1 Action
Close (25 ft.+5 ft./2 levels)
1 round
Will negates
Clouds the target animals mind. (MotW86)

0
Detect Magic
Univ
1 Action
60 ft.
Concentration, up to 1 minute/level
None
Detects spells and magic items within 60 ft (PH193).

0
Detect Poison
Div
1 Action
Close (25 ft.+5 ft./2 levels)
Instantaneous
None
Detects poison in one creature or object (PH193).

0
Fire Eyes
Trans
1 Action
Touch
10 minutes/level
Will negates
Grants the subject the ability to see through normal smoke, fire and fog. (MotW88)

0
Flare
Evoc
1 Action
Close (25 ft.+5 ft./2 levels)
Instantaneous
Fortitude negates
Dazzles one creature (-1 attack) (PH206).

0
Guidance
Div
1 Action
Touch
1 minute or until discharged
None
+1 on one roll, throw, or check (PH211).

0
Know Direction
Div
1 Action
Personal
Instantaneous

You discern north (PH219).

0
Light
Evoc
1 Action
Touch
10 minutes/level
None
Object shines like a torch (PH222).

0
Mending
Trans
1 Action
10 ft.
Instantaneous
Will negates
Makes minor repairs on an object (PH227).

0
Purify Food and Drink
Univ
1 Action
10 ft.
Instantaneous
Will negates
Purifies 1 cu. ft. /level of food or water (PH241).

0
Read Magic
Univ
1 Action
Personal
10 minutes/level

Read scrolls and spellbooks (PH243).

0
Resistance
Abjur
1 Action
Touch
1 minute
Will negates
Subject gains +1 on saving throws (PH245).

0
Scarecrow
Necro
1 Action
Close (25 ft.+5 ft./2 levels)
1 round/level
Will negates
Animal becomes shaken. (MotW 88)

0
Virtue
Trans
1 Action
Touch
1 minute
Special
Subject gains 1 temporary hp (PH269).

Windcheque's Animal
Dire Animal, Tiger:
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
27+8

DEX
15+2

CON
17+3

INT
1-5

WIS
12+1

CHA
10+0


TOTAL
WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

HIT DIE
TYPE

SPEED
HP
HIT POINTS
120


16d8 20
AC
ARMOR CLASS
16
=10+0+0+2+-2+6+0



TOTALBASEARMOR
BONUS
SHIELD
BONUS
DEX
BONUS
SIZE
BONUS
NATURAL
ARMOR
MISC
BONUS
MISS
CHANCE
SPELL
FAILURE %
ARMOR
CHECK
SPELL
RESIST.
Fortitude8=5+3+0
+0
+
Reflex7=5+2+0
+0
+
Will6=5+1+0
+0
+
SAVING THROWS TOTAL BASE
SAVE
ABILITY
MODIFIER
MAGIC
MODIFIER
MISC
MODIFIER
TEMPORARY
MODIFIER
MELEE
ATTACK BONUS
18
RANGED
ATTACK BONUS
12
+18/+13 ( 2d4+8, 2 Claws;2d6+4, Bite )

Init + 2; Spd 20, 40; SA: Pounce (Ex), Improved grab (Ex), Rake (Ex); SQ: Scent (Ex);
Skills: Hide + 0, Jump + 11, Listen + 3, Move Silently + 9, Spot + 3, Swim + 11.
Animal Notes:


FAMILIARS: Familiars are Magical Beasts. Familiar special abilities only apply when the master and familiar are within one mile of each other. Use the basic statistics for a creature of its type, but make these changes:

* Hit Dice: Treat as the master's character level (for effects related to Hit Dice). Use the familiar's normal total if it is higher.
* Hit Points: One-half the master's total, rounded down.
* Attacks: Use the master's base attack bonus. Use the familiar's Dexterity or Strength modifier, whichever is greater, to get the familiar's melee attack bonus with unarmed attacks. Damage equals that of a normal creature of that type.
* Saving Throws: The familiar uses the master's base saving throw bonuses if they're better than the familiar's.
* Skills: Use the normal skills for an animal of that type or the master's, whichever are better.

Familiar Abilities by Master's Class Level
1 or 2: NatArm +1, INT 6, Alertness, improved evasion, share spells, empathic link
3 or 4 NatArm +2, INT 7, Deliver Touch spells for master
5 or 6 NatArm +3, INT 8, Speak with master
7 or 8 NatArm +4, INT 9, Speak with animals of its type
9 or 10 NatArm +5, INT 10
11 or 12 NatArm +6, INT 11, Spell resistance (master's level + 5)
13 or 14 NatArm +7, INT 12, Scry on familiar 1/day
15 or 16 NatArm +8, INT 13
17 or 18 NatArm +9, INT 14
19 or 20 NatArm +10, INT 15

ANIMAL COMPANIONS: Druids and rangers can use the animal friendship spell to gain animal companions. While the spell allows a character to have animals whose Hit Dice total double the character's caster level, that maximum assumes optimal conditions. The typical adventurer should be able to maintain animal companions whose Hit Dice total half the maximum caster level.

The animal is still an animal, it is not a magical beast. While it may have learned some tricks, it's still no more intelligent than any other animal of its kind, and it retains all its bestial instincts. Left to its own judgment, an animal follows a character and attacks creatures that attack her (or that attack the animal itself). To do more than that, it needs to learn tricks. An animal with an Intelligence of 2 can learn six tricks. Possible tricks include Attack, Come, Defend, Down, Fetch, Guard, Heel, Perform, Defend, Seek, Stay, and Track.

PALADIN'S MOUNT: A paladin's mount is a magical beast, not an animal.

Mount Special Abilities By Paladin Level
Lv 5 to 7: HD +2, NatArm +4, STR +1, Int 6, Improved evasion, share spells, empathic link, share saving throws
Lv 8 to 10: HD +4, NatArm +6, STR +2, Int 7
Lv 11 to 14: HD +6, NatArm +8, STR +3, Int 8, Command creatures of its kind
Lv 15-20: HD +8, NatArm +10, STR +4, Int 9, Spell resistance (paladin's level + 5)

Notes on Bonus HD: These are extra Hit Dice (d8), each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the mount's base attack and base save bonuses.

WindchequeBIOGRAPHICAL INFORMATION

Personal History


Homeland

Friends










Enemies











Guilds / Organizations






Strengths / Phobias






Misc Notes

Campaign Notes

Dungeon Master
Number of Rolls
Ability Scores:
1
Hit Points:
3

Remaining Points
Skill Points:
0
Feat Points:
0
Language Points:
0

Miscellaneous
Sum total of Abilities:
92
Inventory Value:
18902

Adventure Log