Birk

Man by Atif Arshad from the Noun Project

Basics

Level: 10th

Race: Halfling (reincarnated human)

Class: Druid (Life Channeler, Restorer)

Favored Class: Druid (extra skill points)

Alignment: Neutral Evil

Ability Score Modifier Temp Score Temp Mod
Strength 42 -3
Dexterity 12 +1
Constitution 10 0
Intelligence 112 0
Wisdom 232 +6 271 +8
Charisma 152 +2

1 Enhanced with Headband of Inspired Wisdom +4

2 -2 Str, +1 Int, Wis, and Cha from mysterious green potion

Initiative: +1 (+1 Dex)

Speed: 30 (20 in armor) [Fleet of Foot]

Traits

  • Secret Keeper (faith): +3 to Bluff when opposed by Sense Motive
  • Wicked Leader (social): +1 trait bonus on Cha checks vs evil creatures, cohort can be up to 1 level lower than you if it's evil
skills by Adrien Coquet from the Noun Project

Human/Halfling Racial Traits

Eye for Talent: You gain a +2 racial bonus on Sense Motive checks. In addition, when you acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of your choice. This racial trait replaces the bonus feat trait. [Croco]

Fey Magic: You have a mystic connection to one terrain type, selected from the ranger's favored terrain list (Plains). Select three 0-level druid spells (detect magic, detect poison, purify food and drink) and one 1st-level druid spell (detect the faithful). If you have a Charisma score of 11 or higher, when in the selected terrain, you gain these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the your character level. The DC for the spell-like abilities is equal to 10 + the spell's level + your Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities. A human can take it in place of skilled. A human who replaces skilled with fey magic also gains fey thoughts and low-light vision.

Fey Thoughts: You see the world more like a native of the First World. Select two of the following skills: (Bluff, Sense Motive). The selected skills are always class skills for you.

Low-Light Vision: Many feyborn have low-light vision. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and fey thoughts, as detailed in Fey Magic, above).

Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Fleet of Foot: Some halflings move at a base speed of 30.

Halfling Luck: Halflings receive a +1 racial bonus on saving throws.

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Reading by Template from the Noun Project

Skills

Skill Total Ranks Ability Class Misc
Bluff +18 10 2 31 33
Heal +29 9 8 3 94,5,6
Knowledge (nature) +8 5 0 3 0
Knowledge (planes) +5 5 0 0 0
Knowledge (religion) +5 5 0 0 0
Linguistics +1 1 0 0 0
Perception +10 0 8 0 27
Sense Motive +18 5 8 31 22
Spellcraft +13 10 0 3 0

1 Bluff and Sense Motive are class skills [Fey Thoughts]

2 +2 racial bonus to Sense Motive [Eye for Talent]

3 +3 trait bonus on Bluff checks when opposed by Sense Motive [Secret Keeper]

4 +2 on Heal checks (+3 for first aid) [Healing Touch]

5 +2 circumstance bonus to Heal checks from Healer's Satchel

6 +5 competence bonus to Heal checks from Healer's Gloves

7 +2 racial bonus to Perception checks [Keen Senses]

decision tree by Trevor Dsouza from the Noun Project

Feats

Light by Eucalyp from the Noun Project

Attack

Melee Touch: +5 (+7 Base, -3 Str, +1 Size)

Ranged Touch: +9 (+7 Base, +1 Dex, +1 Size)

Range
Close 50ft
Medium 200ft
Long 800ft
Shield by Creaticca Creative Agency from the Noun Project

Defense

Armor Class Base Armor Shield Dex Deflection Natural Size
21 10 5 3 1 0 11 1

1 +1 natural armor bonus from mysterious green potion

Saving Throws Total Base Ability Resistance Misc
Fortitude +10 7 0 2 1
Reflex +7 3 1 2 1
Will +18 7 8 2 1

* +1 racial bonus on all saving throws [Halfling Luck]

Combat Maneuver Defense
Total Base Base Attack Str Dex Deflection Size
14 10 7 -3 1 0 -1

Hit Points: 49

Plant by IconTrack from the Noun Project

Druid Class Features

Domain: Plant (Leshy)

Healing Touch: You gain a +2 bonus on Heal checks. When you use Heal to provide first aid, the bonus increases to +3.

Natural Medic: You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can “lose” any prepared spell in order to cast any cure spell you can cast of the same spell level or lower (a cure spell is any spell with “cure” in its name).

Plant Preservation: When you perform a coup de grace that kills a sentient humanoid creature (not a summoned creature), you can do so ritualistically in order to affect the area centered on the body with the enrichment version of plant growth. The sacrifice is a death effect.

Wild Empathy: You can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). Roll 1d20 and add your druid level and your 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.

Woodland Stride: You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Trackless Step: You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.

Enemy of Blight: You can ignore the effects of an overgrown area that has been magically manipulated to impede motion. You can ignore these effects for a number of rounds per day equal to double your Wisdom bonus. These rounds don’t have to be used consecutively.

Rampant Growth: When ritually killing a creature with a coup de grace for the plant growth enrichment effect or casting plant growth for the enrichment effect from one of your talismans, the effect has a range of 1 mile instead of a range of half a mile. At 8th level, if the sacrificed creature was at least CR 8, the effect lasts for 3 years instead of 1 year. At 12th level, if the sacrificed creature was at least CR 12, the effect increases productivity to two-thirds above normal, instead of one-third above normal. These effects stack, assuming the creature is high enough CR.

Wicker Talismans: You gain one wicker talisman corresponding to each level of druid spells you can cast, starting with 1st-level spells. These talismans are initially empty, but can hold life energy. When you ritualistically kill a creature with a coup de grace, you can store life energy in a talisman instead of gaining the plant growth effect. The creature must be of a CR equal to at least twice the spell level of the corresponding talisman. Starting at 6th level, you gather a flock of willing sacrifices. This grants you the benefits of the Leadership feat, except that using a follower as a human sacrifice with this ability doesn’t cause you to take a penalty to your Leadership score.

Stored Life: You gain a third option when using a coup de grace on a sentient humanoid. If the victim had a CR at least as high as your class level, you can store the creature’s life energy in your body. You can have the life energy from only 1 creature in your body at a time. While you are storing life energy, if you would take damage or die from a death effect or if you would gain negative levels or take energy drain, you can sacrifice the stored energy to negate the effect without spending an action.

Smile by Xinh Studio from the Noun Project

Plant (Leshy) Domain

Leshy Caller (Sp): You can spontaneously swap out any of your domain spells for a summon nature’s ally spell of the same level or lower, to a maximum of summon nature’s ally VII. If you do, you must use the spell to summon one or more leshys. Add leaf leshy, gourd leshy, fungus leshy, seaweed leshy, and lotus leshy to your summon nature’s ally I, II, III, IV, and V lists, respectively. You count as a plant creature for the purpose of creating leshys. As a standard action, you can grant a single leshy within 30 feet a +4 sacred bonus on its next attack roll before the start of your next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Leshy traits

  • Darkvision 60 feet and low-light vision
  • Immunity to electricity and sonic
  • All leshys have pass without trace as a constant spell-like ability (CL equal to double the leshy's HD).
  • Except where otherwise noted, all leshys speak Druidic and Sylvan
  • Change Shape (Su): All leshys can transform into plants, with results similar to the tree shape spell. Unlike that spell, this ability only allows transformation into Small plants of the same type of growth the leshy is related to. In this form, the leshy appears as a particularly healthy specimen of that particular plant. A leshy can assume plant form or revert to its true form as a swift action.
  • Plantspeech (Ex): All leshys can speak with plants as if subject to a continual speak with plants spell, but only with species they are related to.
  • Verdant Burst (Su): When slain, a leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of a slain leshy heal 1d8 points of damage plus 1 point per HD of the slain leshy, and plant life of the same type as the leshy itself quickly infests the area. If the terrain can support this type of plant, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an hour.

Bramble Armor (Su): you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two druid levels you possess. You can use this ability for a number of rounds per day equal to your druid level. These rounds do not need to be consecutive.

berry by Draftphic from the Noun Project

Spells

Spells per day
0th 1st 2nd 3rd 4th 5th
4 6+1 6+1 5+1 5+1 3+1

Can use Scrinever's Chant as spell-like ability unlimited times per day from mysterious green potion

Magic Scroll by Rena Rohrbacher from the Noun Project

Languages

  • Common
  • Druidic
  • Sylvan
Crown by P Thanga Vignesh Avatar from the Noun Project

Leadership

Leadership Score: 15 (10 level, 2 Cha, 3 Diadem of Inspiring Rule)

Cohort: Croco

Followers by level
1st 20
2nd 2
3rd 1

Magic Items

Slot Item Cost
Head Diadem of Inspiring Rule 4,500gp
Headband Headband of Inspired Wisdom +4 16,000gp
Shoulders Cloak of Resistance +2 4,000gp
Armor (worn) Angelskin Hide +1 3,165gp
Armor (not worn) Ironwood Glamered Breastplate +1 3,850gp
Shield Heavy Darkwood Shield +1 1,257gp
Hands Healer's Gloves 2,500gp
Wielded Wounding Sickle +1 18,300gp
Carried Healer's Satchel 1,500gp
Carried Evergreen Seed Pouch 16,000gp
treasure by Smalllike from the Noun Project

Treasure

pp gp sp cp gems (gp value)
0 7,618 0 0 1,000 1
  • 1,000gp worth of black onyx 1
  • 2,000gp worth of reincarnation oils

Mundane equipment

  • Climber's kit
  • Sickle
  • Mattock
  • Masterwork Straightjacket x2
  • Masterwork Fetters x2
  • Masterwork Iron Mask x2
  • Branding Iron (custom shape)
  • Surgeon's Tools
  • Animal Harness (made for humanoids) x2