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Spells: (4/4/3/2) Detect Magic, Faerie Fire, Shillelagh, Speak with Animals, Barkskin, Cure Light
Wounds, Flame Blade, Heat Metal, Cure Disease, Protection From Fire, Neutralize Poison, Cure
Serious Wounds, Hold Plants
Druid Abilities: Identify plant and animal types and pure water; pass through overgrown areas, brier
patches, etc. at normal movement rate; +2 to saving throws vs. fire and lightning; immunity to charm
from sylvan creatures (dryads, sprites, etc.); shape shift to animal form 3/day, 1 each reptile, bird, and
mammal, up to size of a black bear, shifting to each form heals 10-60% of damage sustained
Half Elf Abilities: Infravision 60'; 30% resistance to sleep and charm; detect secret doors on 1-2,
concealed doors 1-3
Groak (pet giant lynx): AC: 6, M: 12”, HD: 2+2, hp: 16, #At: 3, D: 1-2/1-2/1-4, SA: rear claws for 1-
3/1-3, SD: HiS 90%, surprise on 1-5, Int: Very (12), Al: N, THAC0: 16 (understands Common fluently)
Equipment
+2 leather armor
Bag of Tricks (pull forth a random animal 10 times/week, roll d8: 1: weasel, 2: skunk, 3: badger, 4: wolf, 5:
wolverine, 6: boar, 7: black bear, 8: giant stag)
4 Darts of the Hornet's Nest (+1, divides into swarm of 5-20 darts when thrown)
Boots of Striding and Springing (move 12”, jump 30' forward, 9' backward, or 15' up, +1 AC in combat if there
is room to move and spring back from opponents)
Scroll of Obscurement, Protection From Lightning, and Animal Growth (9 th level)
Potions of Healing and Clairvoyance, Elixir of Health
Scimitar
Club
Sling
Small wooden shield
Belt pouch
20 sling bullets, Mistletoe, and about 25 gp worth of coins