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21:09, 27th April 2024 (GMT+0)

Tam Selhana


Name: Tam Selhana
Nickname:
Alignment: Neutral Good
Age: 24 Height: 5'2" Weight: 112 lbs
Hair color: Blonde Eyes: Blue
Deity: Melikki, Selûne and Silvanus


XP: 100+100+100+160+100+175=735 (Next level: 900)
Class: Druid (Level 2)

Initiative: +2   Speed: 30'   Vision: Normal
Passive Perception: 15, Passive Investigation: 10

AC: 11 (Leather Armor) + 2 (Wooden Shield) + 2 (Dex) = 15
Save Proficiencies: Intelligence (0+2): 2, Wisdom (3+2): 5

HP: 12 (hit dice: 1d8+2(con*lvl)+2(rolled))
Beast Form HP: ??
 -Note: Can spend a spell slot to heal 1d8 HP per spell slot level.

STR: 13
CON: 13
DEX: 14 (13+1)
INT: 10
WIS: 16 (15+1)
CHA: 14 (12+2)

Proficiency Bonus: +2
Spell DC: 8+2(proficiency)+3(Wis) = 13
Spell Attack: 2(proficiency)+3(Wis) = 5

Melee Attack: 2(Prof)+1(Str) = 3
 Scimitar: 1d6+1 slashing
Ranged Attack: 2(Prof)+2(Dex) = 4

Spells: [Known / Castings]
Lv 0 (2/-): Druidcraft, Produce Flame
Lv 1 (5/3): See below

Because a druid is so versatile in spellcasting, Tam has learned to keep certain spells at hand for certain situations:

Forest Travel:
These are spells Tam has prepared when she knows she is going to travel through a forest or woods.
>> Animal Friendship, Cure Wounds, Entangle, Speak with Animals

Town & City Travel:
These are spells Tam has prepared when she knows she is going to travel through any form of civilization such as towns, cities, and settlements.
>> Charm Person, Cure Wounds, Detect Magic, Detect Poison and Disease

Healer:
Whenever it is expected of Tam to be the primary healer, she has this spell setup.
>> Cure Wounds, Entangle, Goodberry, Healing Word

Preparation:
This is the "Other" category, where Tam has spells prepared based on specific situations. Examples include if she knows there is a long bridge in a dangerous area, she will have Thunderwave prepared to shove enemies off the bridge so she and her allies won't get shoved. On the other hand, if she knows there will be heavy melee combat, she might have Thunderwave prepared to keep people off of herself.

Animal Friendship (Forest Travel)
Charm Person (Town & City Travel)
Create or Destroy Water (Preparation)
Cure Wounds (Town & City Travel // Forest Travel // Healer)
Detect Magic (Town & City Travel)
Detect Poison and Disease (Town & City Travel)
Entangle (Forest Travel // Healer)
Faerie Fire (Preparation)
Fog Cloud (Preparation)
Goodberry (Healer // Preparation)
Healing Word (Healer)
Jump (Preparation)
Longstrider (Preparation)
Purify Food and Drink (Preparation)
Speak with Animals (Forest Travel)
Thunderwave (Preparation)


Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Wild Shape
Turn into a beast you have seen before.
Uses: Twice per day
Action: Bonus (Circle of the Moon, Circle Forms)
Duration: 1 hour  (hours * 1/2 druid level rounded down)
Limitations:
-Must be a CR 1 or lower.
   -At  6th level: CR 2 or lower.
   -At  9th level: CR 3 or lower.
   -At 12th level: CR 4 or lower.
   -At 15th level: CR 5 or lower.
   -At 18th level: CR 6 or lower.
-You revert to your normal form when duration is over, you go unconscious, or you spend a bonus action to return to normal.
-You gain the statistics, of the beast, but your Int, Wis, Cha, skills, save throws, alignment, personality all stay the same. Use higher proficiencies between yours and beast's.
-Can't cast spells. Talking and hand-use is limited to the capability of the beast form you changed into. You can, however, sustain spells you already had cast.
-Can use any class feature as long as your beast form is physically able. Can only use super senses if the beast form has them.
-Equipment either falls to ground, merge into your new form, or is worn by the new form.


BG Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Skills: (Gain one extra skill for being human, 2 class, 2 background)
 (Race) Acrobatics: 2(prof)+2(Dex)=4
(Class) Animal Handling: 2(prof)+3(Wis)=5
(Bkgnd) Athletics: 2(prof)+1(Str)=3
(Class) Nature: 2(prof)+0(Int)=2
 (Race) Perception: 2(prof)+3(Wis)=5
(Bkgnd) Survival: 2(prof)+3(Wis)=5

Tool Proficiencies: Herbalism Kit, Musical Instrument (Panflute)

Feats:
04)


Languages: Common (Race), Druidic (Class), Elven (Race), Orc (Background), Sylvan (Race)

Background: Outlander
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an
animal you killed, a set of traveler’s clothes, and a belt
pouch containing 10 gp

Traits:
Ideals:
Bonds:
Flaws:

Equipment:
Wooden shield
Scimitar
Leather armor
Explorer’s Pack
•Backpack
•Bedroll,
•Mess kit
•Tinderbox
•10 torches
•10 days of rations
•Waterskin
•50 feet of hempen rope strapped to the side
Druidic focus (sprig of mistletoe)

Staff
Hunting trap
Trophy from an animal you killed
Set of traveler’s clothes
Musical Instrument (Panflute)
Belt pouch containing 10 gp