Alright, this will be interesting for me as I have always been intrigued by the Druid Supplement and have always wanted to try it, however, with the current game I am playing with Solo, I do not get the chance to change characters. So, here we go, this is what I have come up with thus far. Please let me know if it will work, and there are 2 questions at the end that I would appreciate if someone could help me out on.
I noticed that you allowed a magic chainmail, are we allowed to purchase other magical items, such as a magical Scimitar or magical leather armor (preferably)? Just curious, I can always change what I'm buying if this is allowed, being a cleric, I don't necessarily need the healing potions, just had bought them to lighten the load I was carrying.
Character Name: Kogan Mumli (Thanks to Solo’s name generator)
Race: Dwarf
Class: Druid
Level: 2
XP: 1,500
History:
Kogan has always been sort of a loner dwarf, not fitting in well with the others his age, growing up with them always making fun of him. When he was young he got adventurous and stumbled upon a group of underground Druids. Being very intrigued, he began talking with them and they eventually took him in and, feeling the call, began teaching him the way of a Druid. He eventually came to a point where the other Druids thought it would be wise for him to travel the world for a bit and get some real life experiences, and thus he backed up and set out on his way. Before leaving the Druids gave Kogan a nice fancy set of leather armor and a Scimitar, and ever since, it has become his signature weapon.
Height: 4'2"
Weight: 130 lbs
Hair: Dark Brown, Braided
Eyes: Brown
Complexion: Ruddy
Languages: Dwarvish, Common
Abilities:
STR: 11
DEX: 11
CON: 11
INT: 14
WIS: 15
CHR: 7
Special Abilities:
Darkvision with a 60' range
Turn or Befriend Animals
Armor Class: 13 +1 (for Armor) = 14
Hit Points: 10
Base attack bonus: +1
Attack bonus (melee): +1
Attack bonus (ranged): +1
Movement Rate: 30' per round
Saving Throws:
Death Ray or Poison: 6
Magic Wands: 7
Paralysis or Petrify: 9
Dragon Breath: 12
Spells: 10
Dwarves save at +4 vs. Death Ray or Poison, Magic Wands, Paralysis or Petrify, and Spells, and at +3 vs. Dragon Breath.
Spells:
I’m going off of the Druid Supplement for my spells.
First Level Druid Spells
1 Animal Friendship
2 Create Water
3 Cure Light Wounds*
4 Detect Magic
5 Detect Snares and Pits
6 Entangle
7 Light*
8 Pass Without Trace
Starting coins before equipment purchases: 900 gp.
Code: Select all
Equipment Carried: Cost: Weight: Damage: Range:
Armor:
Magic Leather Armor +1 15
Weapons:
Scimitar 10 gp M 4 1d8
Shortbow 25 gp M 2 50 100 150
Shortbow Arrow (x 16) 1 sp (16 sp) * 1d6
Silver† Shortbow Arrow (x 4) 2 gp (8 gp) * 1d6
Adventuring Gear:
Backpack 4 gp *
Quiver or Bolt case 1 gp 1
Rations, Dry, one week 10 gp 14
Wineskin/Waterskin (x 2) 1 gp (2gp) 2 (4)
Winter blanket 1 gp 3
Torches, 6 1 gp 1
Tinderbox, flint and steel 3 gp 1
Oil (per flask) (x 3) 1 gp (3gp) 1 (3)
Holy Water, per vial (x 5) 10 gp (50gp) *
Holy Symbol 25 gp *
Iron Spikes, 12 1 gp 1
Healing potion (x 3) 100gp (300gp) 1 (3)
Treasure:
Coins:
PP: 15 1.5
GP: 8 0.8
EP: 0 0
SP: 4 0.4
CP: 0 0
Questions:
1. If I’m reading right, I should get 1 1st level spells at my current 2nd level character. Correct? I’m used to having a bonus spell table when playing at solo’s based on project 74.
2. Since I have only made characters for project 74, can someone help me out and check over my Armor Class and Saving Throws, and then help me figure out my Attack Bonuses if any and movement rate?
Thanks in advance for the assistance.