Karin Yew
Level 6 Human Druid (30000xp)
Neutral alignment, worships nature (of course)
Description: Stands around 6' tall, a woman who wears plain brown and dark red clothing, and dyes her hair green to better blend into forest surroundings. Carries a club and a sling and wears wolf-hide armor.
Stats
STR 11 (weight allowance 40, Max Press 111, Open Doors 6, Bend Bars/lift Gates 2%)
DEX 7
CON 10 (System Shock 70%, Resurrection survival 75%)
INT 12 (3 proficiencies)
WIS 17 (+3 magical defense, 2 1st level spells, 1 2nd level spell, 0% spell failure)
CHA 15 (7 henchmen, +3 loyalty, +3 reaction adjust)
Saves vs - Paralyze/Poison: 9;; Wand: 13;; Petrify/Polymorph: 12;; Breath Weapon: 15;; Spell: 14
HP: 48/48 AC 2 (Ankheg Plate) THAC0: 18
Attacks
Club +0, 1d6 sm 1d3 l, speed 4
Sling +0, 1d4+1 sm 1d6+1 l, speed 6, Short range 40, Medium Range 80, Long Range 160
Special Abilities
Spells: Karin can cast Priest spells from the following Spheres: All, Animal, Elemental, Healing, Plant, and Weather (major) and Divination (minor).
Karin gets a +2 bonus on saves vs fire and electric attacks.
Karin can identify plants and animals with perfect accuracy.
Karin can pass through overgrown areas without leaving a trail and at her normal movement rate.
Karin can heal flowers or cause them to bloom by touching them with her gloves. If it is a plant creature, this is treated as Cure Light Wounds and may be used 1/day.
Karin's gloves also allow her to use Plant Growth 1/day
OR
Karin's gloves also allow her to call upon local vegetation for assistance(whether they be seeds or fully grown plants), 1/day. Results may vary, may not function in totally artificial/blighted areas.
Proficiencies and languages:
Karin speaks Common, Druidic, and Kobold, Sylvan, Treant, Sprite, and Pixie.
Karin is proficient in the use of Clubs, Slings, and Staves.
Karin has skill in Healing (WIS -2), Herbalism** (INT), and Survival (INT).
Spells prepared:
level 1 - 5; level 2 - 5; level 3 - 3
Cure Light Wounds, Locate Animal or Plant, Puffball, Create Water, Speak to Animals; Barkskin, Goodberry x2, Heat Metal, Trip; Summon Insects, Call Lightning, Spike Growth.
Goodberry is cast at some point during the day each day (assuming she finds fresh berries to cast it on)
Equipment:
She carries no equipment, but has a bag full of Goodberries: 0 (…) and whatever herbs she may need for her spells or healing injuries. Her gloves grant her some abilities, and these are listed under Special Abilities. She also carries a vial of Sweet Water, a memento from her grove. Fire Extinguisher. +1 ioun stone.
325g