Siouxsie.    (Half-Elven Female Druid)
Character Information   
Name: Siouxsie. XP/Next lvl: 114,249 / 125,001
Class: Druid HP:curr/max 48 / 48
Alignment: True Neutral AC:reg/rear/no shield 2 / 5 / 3
Race: Half-Elven Level: 9th
Age: 25+ Height: 5'6
Weight: 134lbs Gender: Female
Encumbrance: Movement: 120'ft
Languages: Common, Druid-cant, Elven, Halflingish, Gnomish, Goblin, Hobgoblin, Orcish, Gnollic, Centaur, Dryad, Green Dragon, Hill Giant, Lizardman, Manticore, Pixie, Treant.
Ability Scores   
STR: 12 (+100 gp weight allowance, 1-2 doors d6, 4% bend bars.)
INT: 9 (+1 bonus languages.)
WIS: 16 (+2 x 1st level, +2 x 2nd level bonus daily spells. 0% spell failure.)
DEX: 16 (+1 to hit range attacks, -2 AC bonus.)
CON: 11 (75% System Shock survival, 80% Resurrection survival.)
CHR: 15 (7 henchmen max, +15% Loyalty, +15% Reactions. (+16% bonus Reactions due to 16 Comeliness).)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
7 10 11 13 12

Notes: +2 Wisdom bonus vs Mind effect spells. +2 class bonus vs fire or electrical based saves.

Description and Background   
Description:
Dark hair, svelte babe, considered as a rare rose of rugged beauty but comes with thorns attached. Half-Elven ancestry is betrayed by pointed ears and graceful manner. Of average height and build. Often found in the company of animals rather than people. A polyglot of multiple languages.

Background:
Unknown. An Initiate of the 7th druidic circle.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Oak Staff-sling 1 Melee 1d6/1d6 n n 16
Staff-sling Bullets (smooth) 1 -/30-60/90 2d4/3d3 n n 16 +1 to hit
Staff-sling stones (half brick, uncut) 1 -/30-60/90 1d8/2d4 n n 16 +1 to hit
Sword: Khopesh crescent blade. 1 Melee 2d4/1d6 n n 16
Javelins 1 20/40/60 1d6/1d6 n n 16 +1 to hit
Equipment
Qty Item Location
1 Explorers outfit: leather boots, hide clothes, fur lined cloak, fox pelt scarf. Worn
1 Waist belt and two large pouches Waist
1 Mistletoe and druid spell components in pouch A Waist
1 Wineskin Backpack
1 Lantern and 8 oil flasks Backpack
1 Tinderbox & mess tins, cutlery, candles, 4 Torches, 50'ft hemp rope. Backpack


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 230 0 0 0
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
Animal Friendship
Entangle
Faerie fire
Invisibility to Animals
Pass without Trace
Precipitation
Speak with Animals

Level 2
Barkskin
Charm person or mammal
Cure Light Wounds
Heat Metal
Reflecting Pool
Trip

Level 3
Cure Disease
Protection from Fire
Water Breathing

Level 4
Cure Serious Wounds
Hallucinatory Forest

Level 5
Control Winds


Spell Book


Level 1
Animal Friendship
Ceremony
Detect Balance
Detect Magic
Detect Poison
Detect Snares & Pits
Entangle
Faerie fire
Invisibility to Animals
Locate Animals
Pass without Trace
Precipitation
Predict Weather
Purify Water
Shillelagh
Speak with Animals

Level 2
Barkskin
Charm person or mammal
Create Water
Cure Light Wounds
Feign Death
Fire Trap
Flame Blade
Goodberry
Heat Metal
Locate Plants
Obscurement
Produce Flame
Reflecting Pool
Slow Poison
Trip
Warp Wood

Level 3
Call Lightening
Cloudburst
Cure Disease
Hold Animal
Know Alignment
Neutralise Poison
Plant Growth
Protection from Fire
Pyrotechnics
Snare
Spike Growth
Starshine
Stone Shape
Summon Insects
Tree
Water Breathing

Level 4
Cure Serious Wounds
Hallucinatory Forest

Level 5
Control Winds


Notes
Half-Elf Races Abilities:
30% Resistance to Sleep & Charm based spells or magic effects.

Infravision of 60'ft depth.

Casual inspection for Concealed Doors = 1 vs 1d6 (16.66%)

Detailed Search: Concealed Doors = 3/d6 (50%)
Secret Doors = 2/d6 (33.33%).

Druid Class Abilities:
Gains +10% on earned experience through prime requisite bonus.

As a 9th level druid, Siouxsie may cast :

7 x 1st level (includes wisdom bonus)
6 x 2nd level (includes wisdom bonus)
3 x 3rd level
2 x 4th level
1 x 5th level

Cure Light Wounds: minimum healing is 5hp per spell due to level bonus. (Roll 1d4+4 not 1d8).

Cure Serious Wounds: follows above with a bonus of 1d8+1. [So 2d4+8 + (1d8+1)] = 13-25hp healing ... (2d7+11).

May speak when in Animal Form but garb and gear is not assimilated and taken with you unless carried in a claw.

Gains following druid class Abilities:

Identification of plant type.
Identification of Animal type.
Identification of Pure water.

Ability to pass through overgrown, forested areas without leaving a discernible trail. (As 'pass without trace').

Immunity from charms vs woodland beings (harpy's, Nixie's, dryads, etc).

Ability to assume animal form. A reptile, bird or mammal. A creature if each type may only be assumed once per day. Size may be assumed from as small as a bird to as large as a bear or crocodile. (basically as a normal creature of that type).

Assuming a new form may restore 10-60% of prior taken damage.









Skills and other proficiencies:
Three weapons of proficiency. -4 to hit from non-proficiency penalty. Gain additional proficiency 1/5 levels.

Spears (including javelins)
Staves (including staff-sling)
Scimitars (including Khopesh designed short swords).