GULLY THE WILD-KID[CN][Small][Gnome][Humanoid][Fey]
Male gnome (fey-touched gnome) druid 1
18 yo, 100 cm, 35 kg
Perception +7; low-light vision; illusion sense
Languages Common, Draconic, Druidic, Elven, Gnomish, Sylvan
ABILITY SCORES:STR 10 [0]: -2 ancestry +2 free
DEX 10 [+0]:
CON 14 [+2]: +2 ancestry +2 free
INT 14 [+2]: +2 background +2 free
WIS 18 [+4]: +2 ancestry +2 background +2 class +2 free
CHA 12 [+1]: +2 ancestry
SAVING THROWS:Fort +5 = +2 Con +2 trained +1 lvl
Ref +3 = +0 Dex +2 trained +1 lvl
Will +9 = +4 Wis +4 expert +1 lv (illusion sense)
COMBAT STATS:Hit Points 18 = 8 gnome +8 class +2 Con
AC 16 = 10 base +0 Dex +2 trained +1 lvl +3 armor
Speed 20 feet = 25 (ancestry) -5 armor
+06 Initiative (Perception): +6 = 1 level + 1 wis + 2 trained + 2 incredible initiative
ATTACKS:+7
ray of frost [2 actions], 1d4+4 cold, 120 feet
+3 spear [1 action], 1d6 p
+3 dagger [1 action], 1d4 p/s, agile, finesse
+3 sickle [1 action], 1d4 s, agile, finesse, trip
ANCESTRY (GNOME):● Ability Boosts: Constitution, Charisma, free
● Size: Small
● Base Speed: 25 feet
● Languages: Common, Gnomish, Sylvan. Additional languages equal to your Intelligence modifier (if it’s positive). Choose from
Draconic, Dwarven,
Elven, Goblin, Jotun, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).
● Traits: Gnome, Humanoid
● Low-Light Vision: You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.
● Fey-touched Gnome: Fey trait; cantrip from the primal spell list (can change 1/day).
● Ancestry Feats: 1.
BACKGROUND (HERBALIST):● Ability Boosts: Wisdom and free ability boost.
● Skills: You’re trained in the Nature skill and the Herbalism Lore skill.
● Feats: You gain the Natural Medicine skill feat.
CLASS (DRUID):● Initial Profciencies:
– Key Ability: Wisdom
– Hit Points: 8 + Con mod
– Perception: Trained
– Saving Throws: Trained (Fortitude), Trained (Reflex), Expert (Will)
– Skills: Trained (
Nature Survival), Trained (Athletics), Trained (Diplomacy, Lore [forest], Lore [gnome], Religion)
– Attacks: Trained (simple weapons), Trained (unarmed attacks)
– Defences: Trained (light armor), Trained (medium armor), Trained (unarmored defense)
– Spells: Trained (primal spell attacks), Trained (primal spell DC)
● Druidic Order (Animal):
– Trained (Athletics)
– Druid Feat: Animal Companion
– Spell: Heal animal
● Primal Spellcasting
● Anathema
● Druidic Language
● Shield Block
● Wild Empathy
SKILLS:[○ – untrained ◔ – trained ◑ – expert ◕ – master ✪ – legendary ]
○ +00 Acrobatics (Dex): 0 Dex
○ +02 Arcana (Int): 2 Int
◔ +03 Athletics (Str): 0 Str +2 trained +1 lvl
○ +02 Crafting (Int): 2 Int
○ +01 Deception (Cha): 1 Cha
◔ +04 Diplomacy (Cha): 1 Cha +2 trained +1 lvl
○ +01 Intimidation (Cha): 1 Cha
◔ +05 Lore [forest] (Int): 2 Int +2 trained +1 lvl
◔ +05 Lore [gnome] (Int): 2 Int +2 trained +1 lvl
◔ +05 Lore [herbalism] (Int): 2 Int +2 trained +1 lvl
○ +02 Medicine (Wis): 2 Wis
◔ +05 Nature (Wis): 2 Wis +2 trained +1 lvl
○ +01 Occultism (Int): 1 Int
○ +01 Performance (Cha): 1 Cha
◔ +05 Religion (Wis): 2 Wis +2 trained +1 lvl
○ +01 Society (Int): 1 Int
○ +00 Stealth (Dex): 0 Dex
◔ +05 Survival (Wis): 2 Wis +2 trained +1 lvl
○ +00 Thievery (Dex): 0 Dex
FEATS:● Illusion Sense (a1): Your ancestors spent their days cloaked and cradled in illusions, and as a result, sensing illusion magic is second nature to you. You gain a +1 circumstance bonus to both Perception checks and Will saves against llusions. When you come within 10 feet of an illusion that can be disbelieved, the GM rolls a secret check for you to disbelieve it, even if you didn’t spend an action to Interact with the illusion.
● Natural Medicine (s1): You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.
● Animal Companion (c1): You gain the service of a young animal companion that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities.
● Shield Block (c1) [reaction]: (Trigger: While you have your shield raised, you would take damage from a physical attack.) You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
SPELLS:Spell attack roll: +7 = 4 wis +2 trained +1 lvl
Spell DC: 17 = 10 + 4 wis +2 trained +1 lvl
Spells Prepared:
[ ᴴ – heightened spell]
● Cantrips (5+1):
– Detect Magicᴴ (div): Sense whether magic is nearby.
– Lightᴴ (evo): Make an object glow.
– Prestidigitation (evo): Perform a minor magical trick.
– Ray of Frostᴴ (evo): Damage a creature with cold.
– Stabilize (nec): Stabilize a dying creature.
– Tanglefootᴴ (con): Conjure a vine to entangle a creature.
● 1st level spells (2):
– Heal (nec): Positive energy heals the living or harms the undead, either a single creature or all in a burst.
– Summon Plant or Fungus (con): Conjure a plant or fungus to fight on your behalf.
ANIMAL COMPANION:Urdan [Bear]
Your companion is a black, grizzly, polar, or other type of bear.
Size Small
Melee [1 action] jaws, Damage 1d8 piercing
Melee [1 action] claw (agile), Damage 1d6 slashing
Str +3, Dex +2, Con +2, Int –4, Wis +1, Cha +0
Hit Points 8
Skill Intimidation
Senses low-light vision, scent (imprecise, 30 feet)
Speed 35 feet
Support Benefit Your bear mauls your enemies when you create an opening. Until the start of your next turn, each time you hit a creature in the bear’s reach with a Strike, the creature takes 1d8 slashing damage from the bear. If your bear is nimble or savage, the slashing damage increases to 2d8.
Advanced Maneuver Bear Hug [1 action]
Requirements: The bear’s last action was a successful claw Strike.
The bear makes another claw Strike against the same target. If this Strike hits, the target is also grabbed, as if the bear had successfully Grappled the target.
EQUIPMENT:Armor:– Hide armor (2 gp, bulk 2)
Weapons:– Spear (1 sp, 1)
– Javelin [x4] (4 sp, L)
– Sickle (2 sp, L)
– Dagger (2 sp, L)
Gear:– Adventurer’s pack (15 sp, bulk 1)
— backpack
— bedroll
— chalk [x10]
— flint and steel
— rope [50 feet]
— rations [2 weeks]
— soap
— torches [x5]
— waterskin
– Healer's tools [5 gp, bulk 1]
– Holly and mistletoe [0, –]
Bulk: 5 Bulk 6 L
Bulk limits: 5/10
Gold: 5 gp 6 sp