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“Brother Wolf teaches us that we must be clever, capable of roaming alone yet wise enough to run with a pack when facing dangers too great for one alone.”
Spaceholder 1Spaceholder 1Druid with wolf

Human Druid (Wolf Shaman)

Str 16, Dex 14, Con 12, Int 8, Wis 14, Cha 10

AC 16 HP 12 Stability 14
Initiative + 4 Perception + 7 Sense Motive + 3
Base Atk + 0; CMB + 3; CMD 15
Fort + 3 Ref + 1 Will + 4
Carrying Capacity: 76lbs Light 153lbs Medium 230lbs Heavy

Spear + 3 (1d8 + 4)
Dagger + 3 (1d8 + 3)
Sling + 2 (1d4 + 3)

Languages: Common, Druidic

Feats: Toughness, Self Sufficient
[Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but cannot use metal armours]

Traits: Ease of Faith ( + 1 Diplomacy as class skill), Chance Savior ( + 2 Initiative)

Skills (incl. Human and Fav Class bonus) (5): Handle Animal 1 + 4, Heal 1 + 8, Knowledge (Nature) 1 + 5, Perception 1 + 6, Survival 1 + 10

Bonus Skill: Linguistics 1 + 0 (Hallit)

Class Abilities

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

Nature Sense: A druid gains a + 2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy: A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a – 4 penalty on the check

As a Wolf Shaman, you can use wild empathy with canines as a full-round action with a + 4 bonus.

Spells Prepared

0 (at will): Create Water, Detect Poison, Guidance, Purify Food and Drink,
1st-command (DC 14): Cure Light Wounds, Magic Stone,

Animal Familiar:

Combat Gear: , Spear (2gp), Dagger (2gp), Sling (free), 20 Sling Bullets (1sp), Hide Armour (15gp)
Price 19gp 2 sp; Weight 38 lbs.

Non Combat Gear: Kit, Druid’s and Healers Kit
This includes animal feed (5 days – 5lbs per day), a backpack, a belt pouch, a blanket, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. Healers Kit.
Price 64 gp; Weight 45 lbs.

Pivotal Background

You come from a long line of druids, the spiritual guardians of the Kellid. The life of the Kellid is a harsh existence but the druids have always been the difference in improving their lot in life. The Kellid have had druids serving among them even before the days of the great doom called the Whispering Tyrant.

You bonded with the spirit of the Great Wolf nearly 15 years ago and he has been your spiritual mentor, giving you wisdom. Since that time you’ve been gifted with a wolf companion and your latest companion is but a year old and new to his strength. You yourself have become like a wolf in much of your thinking and are strong and skilled in combat. You believe in being self sufficient but also in the strength of unity that the pack provides.

It was on a patrol in the wild to see the villagers under your care when you came across the one called ‘Lorrimor’, early spring two years ago. He was wounded by some ill fought encounter, and both starving and suffering from cold. You took him in, as is the way of your people and bought him back to health.

You’ve not seen him since but from time to time messages would come from him and even requests for snippets of Kellid lore. You’ve come to value those letters but now you’ve received his call for aid. You packed and immediately set out only to meet another messenger a few days later who bore news of his death. You are unsure of the nature of the summons in his will, but believe he may have listed you as a possible heir in thanks for saving him from an untimely demise and so have continued your journey to Ravengro.


Ease of Faith

Your mentor, the person who invested your faith in you from an early age, took steps to ensure you understood that what powers your divine magic is no different from that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views.

Benefits: You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Chance Savior

Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar’s life and did so. His gratitude was effusive, and he promised that he would never forget you. You are unsure of the nature of the summons in his will, but believe he may have listed you as a possible heir in thanks for saving him from an untimely demise. Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time.

Benefit: You gain a +2 trait bonus on Initiative checks.


The Carrion Crown Helaman