Roland grew up in a small, unremarkable farming community in the Donellian province of Ostrand. From a young age, he showed an affinity for the natural world and its strange forces; he learned the rudiments of divine nature magic from an old ranger in the local lord’s employ. But almost from the first, Roland could not shake a deep sense of wrongness, a sense that something was amiss with the balance of nature (that his connection with the land often manifested in strange ways only contributed to this unease).
After a crop blight led to a famine in much of Ostrand, and his powers were unequal to the task of averting (or even meaningfully alleviating) the disaster, Roland decided that he must seek the guidance of druids more wise and capable than himself. Though he’d heard vague stories of mighty druids in past ages, Roland had never actually met (nor even credibly heard of) any whose capabilities or knowledge much exceeded his own. Yet he persisted in his search; and eventually, he found a thin thread of rumor which suggested that a circle of powerful druids dwelled somewhere in the Dry Sea—the great wastes that stretch out beyond the western edge of civilization.
Roland set out at once; and after trekking through the many hundreds of miles from Ostrand to Donaille’s western reaches, he journeyed into the wastes, seeking knowledge and guidance from the mightiest and wisest druids in the land… assuming, of course, that they really exist.
- human druid 4
- blight druid
- ability scores:
14 13 13 13 16 10
- hp: 25
- AC: 13 (T 11 F 12)
- saves: F +5 / R +2 / W +7
- languages: Common, Druidic, Orc
- racial features:
- human spirit
- morale bonuses increased by +1
- human spirit
- class features:
- concentration +11
- wild empathy +4
- woodland stride
- trackless step
- resist nature’s lure
- wild shape 1/day; 4 hours
- only Small or Medium giant insects, arachnids, or myriapods
- e.g. giant banded centipede, giant crab spider, giant spitting spider, giant cockroach, ghost scorpion, cave scorpion, giant bee, giant ant worker, giant ant soldier, giant wasp?
- Small creature form: +2 Dex, +1 natural armor
- Medium creature form: +2 Str, +2 natural armor
- gain all physical features, perception abilities, and special attacks of creature
- only Small or Medium giant insects, arachnids, or myriapods
- attacks:
- quarterstaff +5 (1d6+3)
- dagger +5 (1d4+2)
- sling +4 (1d4+2)
- feats:
- Combat Casting
- Natural Spell
- Spell Focus (evocation)
- skills:
- Climb +9
- Heal +10
- Knowledge (nature) +10
- Perception +10
- Spellcraft +8
- Survival +12
- orisons:
- spontaneous casting:
- can lose any prepared spell to cast summon nature’s ally spell of the same level
- typical spells prepared (4/3; DC 14; evocation +1 DC):
- 2nd level:
- 1st level:
- equipment: (284 gp, 8 sp)
- desert traveler’s outfit
- class items:
- holly & mistletoe
- combat gear:
- quarterstaff
- dagger (2 gp)
- sling
- sling bullets (10) (1 sp)
- leather armor (10 gp)
- tiny clay statuette, painted with pigments of dubious provenance, depicting a gnoll with a large shield
- 9 strikes remaining
- mule (8 gp)
- carrying a medium load
- supplies:
- trail rations (2 weeks) (7 gp)
- barrel, 40 gal. (filled with water) (2 gp)
- misc. adventuring equipment:
- backpack (2 gp)
- bedroll (1 sp)
- silk rope, 50 ft. (10 gp)
- alchemical items:
- antitoxin (2) (20 gp)
- antiplague (2) (50 gp)
- eye drops of darkvision (150 gp)
- potion of healing (3) (150 gp)
- tindertwig (4) (4 gp)
- scrolls:
- delay poison (2) (100 gp)
- resist energy (2) (100 gp)
- restoration, lesser (2) (100 gp)
- share language (50 gp)
- cure light wounds (7) (175 gp)