| Saving Throws (+2 vs spells & spell
like effects) |
| Fortitude: |
+10 = Base +7 + Ability +3 |
| Reflex: |
+10 = Base +4 + Ability +6 |
| Will: |
+8 = Base +4 + Ability +4 |
| Item |
Att |
Size |
Damage |
Crit |
Range |
Quarterstaff
(2 headed)
| +7/+7
| S
| 1d4+3/1d4+1 (B/B)
| 20
| 0' |
Quarterstaff
(1 headed)
| +9
| S
| 1d4+3 (B)
| 20
| 0' |
| Sling (bullet)
| +13
| S
| 1d3+3 (B)
| 20
| 50' |
| Sling (stone)
| +12
| S
| 1d2+3 (B)
| 20
| 50' |
| +1 with thrown weapons & slings |
Spells: Druid: (5 / 4 / 3 )
Level 0: Create Water, Cure Minor Wounds, Detect Magic,
Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify
Food and Drink, Read Magic, Resistance, Virtue
Level 1: Animal Friendship, Calm Animals, Cure Light
Wounds, Detect Animals Or Plants, Detect Snares And Pits, Endure Elements,
Entangle, Faerie Fire, Goodberry, Invisibility to Animals, Magic Fang,
Obscuring Mist, Pass Without Trace, Shillelagh, Summon Nature's Ally I
Level 2: Animal Messenger, Animal Trance, Barkskin, Charm
Person or Animal, Chill Metal, Delay Poison, Fire Trap, Flame Blade, Flaming
Sphere, Heat Metal, Hold Animal, Restoration, Lesser, Produce Flame, Resist
Elements, Soften Earth And Stone, Speak With Animals, Summon Nature's
Ally II, Summon Swarm, Tree Shape, Warp Wood, Wood Shape
Level 3: Breathing, Call Lightning, Contagion, Cure Moderate
Wounds, Diminish Plants, Dominate Animal, Magic Fang, Greater, Meld into
Stone, Neutralize Poison, Plant Growth, Poison, Protection from Elements,
Remove Disease, Snare, Speak With Plants, Spike Growth, Stone Shape, Summon
Nature's Ally III |
|
|