Beni
Male tengu druid (menhir savant) 1 - CR 1/2
Chaotic Neutral Humanoid (Tengu); Age: 18; Height: 4' 5";
Weight: 76 lb.
Ability Score Modifier Temporary
STR 10 0
STRENGTH
DEX 16 +3
DEXTERITY
CON 12 +1
CONSTITUTION
INT 12 +1
INTELLIGENCE
WIS 19 +4
WISDOM
CHA 10 0
CHARISMA
Saving Throw Total Base Ability Resist Misc Temp Notes
FORTITUDE +3 = +2 +1
(CONSTITUTION)
Blight-Burned: +2 trait bonus vs. Disease
REFLEX +4 = +3 +1
(DEXTERITY)
Blight-Burned: +2 trait bonus vs. Disease
WILL +6 = +2 +4 Skill Name Total Ability Ranks Temp
(WISDOM)
Blight-Burned: +2 trait bonus vs. Disease Acrobatics -3 DEX (3) -
Speed greater/less than 30 ft.: -4 to jump
Total Armor Shield Dex Size Natur Deflec Dodge Misc
Appraise +1 INT (1) -
AC 20 = 10 +5 +2 +3 Merchant's scale: +2 circumstance bonus on items valued by weight
when using scales
Touch AC 13 Flat-Footed AC 17
BAB Strength Size Misc
Bluff +0 CHA (0) -
Climb -6 STR (0) -
CM Bonus +0 = - +0 - -
Craft (alchemy) +1 INT (1) -
BAB Strength Dexterity Size
Diplomacy +0 CHA (0) -
CM Defense 13 = 10 - +0 +3 - Disguise +0 CHA (0) -
Escape Artist -3 DEX (3) -
Hero Points HP 9
Fly -3 DEX (3) -
Base Attack +0 Damage / Current HP
Handle Animal +4 CHA (0) 1
Heal +8 WIS (4) 1
Initiative +3 Intimidate +0 CHA (0) -
Knowledge (geography) +5 INT (1) 1
Speed 30 / 20 ft Knowledge (nature) +5 INT (1) 1
Bite (Natural Weapon) Perception +10 WIS (4) 1
Ride -3 DEX (3) -
Main hand: +0, 1d3 Crit: ×2
Light, B/P/S Sense Motive +9 WIS (4) 1
Stealth -1 DEX (3) -
Claw (Claw Attack)
Survival +5 WIS (4) -
Main hand: +0, 1d3 Crit: ×2
Swim -6 STR (0) -
Light, B/S
Dagger Activated Abilities & Adjustments
Crit: 19-20/×2 Traits Allowed: +1
Main hand: +0, 1d4
Rng: 10'
Ranged: +3, 1d4 Feats
Light, P/S
Armor Proficiency (Light)
Armor Proficiency (Medium)
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Feats Experience & Wealth
Combat Casting Experience Points: 0/2,000
Druid Weapon Proficiencies Current Cash: 4 gp
Shield Proficiency
Traits Spells & Powers
Blight-Burned (Disease) Druid (Menhir Savant) spells memorized (CL 1st;
Deft Dodger concentration +5)
Outcast's Intuition Melee Touch +0 Ranged Touch +3
Weathered Emissary 1st—entangle (DC 15), windy escapeARG
0th (at will)—grasp, guidance, light
Drawbacks
Avarice Sourcebooks Used
Heavy wooden shield • Advanced Player's Guide / Ultimate Equipment -
Alchemy crafting kit (equipment); Leeching kit
Max Dex: -, Armor Check: -2
+2 Spell Fail: 15%, Shield
(equipment)
• Advanced Player's Guide Hero Points - Hero Points
(equipment)
Lamellar (horn) armor • Advanced Player's Guide Traits / Character Traits
Web Enhancement - Deft Dodger (trait)
Max Dex: +3, Armor Check: -4
+5 Spell Fail: 25%, Medium, Slows
• Advanced Race Guide - Claw Attack (alternate racial
trait); Windy Escape (spell)
• Advanced Race Guide / Bestiary / Inner Sea Races -
Tengu (race)
Gear • Healer's Handbook - Druidic Herbalism (special ability)
• Heroes of the Darklands - Grasp (spell)
Total Weight Carried: 54.1/100 lbs, Medium Load
• Ironfang Invasion - Blight-Burned (trait)
(Light: 33 lbs, Medium: 66 lbs, Heavy: 100 lbs) • The First World, Realm of the Fey - First Speech
Alchemy crafting kit 5 lbs (language)
Artisan's outfit (Free) - • Ultimate Campaign - Avarice (???); Outcast's Intuition
Dagger 1 lb (trait); Weathered Emissary (trait)
Heavy shield bash -
• Ultimate Combat / Ultimate Equipment - Lamellar
Heavy wooden shield 10 lbs
(horn) armor (armor)
Lamellar (horn) armor 30 lbs
• Ultimate Magic - Menhir Savant (archetype)
Leeching kit 5 lbs
Merchant's scale 1 lb
Money 0.08 lbs
Spell component pouch 2 lbs
Special Abilities
Druidic Herbalism (4/day) (Ex)
Hero Points
Low-Light Vision
Spirit Sense (Sp)
Spontaneous Casting
Tracked Resources
Dagger
Druidic Herbalism (4/day) (Ex)
Languages
Common First Speech
Druidic Tengu
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Beni – Abilities & Gear
Combat Casting Feat Hero Points Unknown
You are adept at spellcasting when threatened or distracted. Hero points can be spent at any time and do not require an action to
use (although the actions they modify consume part of your character’s
Benefit: You get a +4 bonus on concentration checks made to cast a turn as normal). You cannot spend more than 1 hero point during a
spell or use a spell-like ability when casting on the defensive or while single round of combat. Whenever a hero point is spent, it can have
grappled. any one of the following effects.
Act Out of Turn: You can spend a hero point to take your turn
Blight-Burned (Disease) Trait immediately. Treat this as a readied action, moving your initiative to
You were raised deep in the Fangwood Forest, but in your childhood just before the currently acting creature. You may only take a move or
the Darkblight overtook your community, and blighted fey attacked your a standard action on this turn.
friends and family. Even after escaping, you barely survived infection
by the otherworldly fungal disease and still bear a terrible scar from Bonus: If used before a roll is made, a hero point grants you a +8 luck
your ordeal. You gain a +2 trait bonus on Fortitude saving throws bonus to any one d20 roll. If used after a roll is made, this bonus is
against disease or poison (your choice), and your scar now throbs reduced to +4. You can use a hero point to grant this bonus to another
painfully in the presence of unnatural creatures, immediately alerting character, as long as you are in the same location and your character
you to their presence. This sixth sense alerts you to the presence of can reasonably affect the outcome of the roll (such as distracting a
aberrations, oozes, and all creatures with the blighted fey and fungal monster, shouting words of encouragement, or otherwise aiding
creature templates within 30 feet (though it doesn’t indicate their exact another with the check). Hero points spent to aid another character
location). You can always act during the surprise round against such grant only half the listed bonus (+4 before the roll, +2 after the roll).
creatures, and you aren’t considered flat-footed against such creatures
in the first round of combat. Extra Action: You can spend a hero point on your turn to gain an
additional standard or move action this turn.
Appears In: Ironfang Invasion
Inspiration: If you feel stuck at one point in the adventure, you can
spend a hero point and petition the GM for a hint about what to do next.
Deft Dodger Trait If the GM feels that there is no information to be gained, the hero point
Growing up in a rough neighborhood or a dangerous environment has is not spent.
honed your senses. You gain a +1 trait bonus on Reflex saves.
Recall: You can spend a hero point to recall a spell you have already
Appears In: Character Traits Web Enhancement, Advanced Player's cast or to gain another use of a special ability that is otherwise limited.
Guide Traits This should only be used on spells and abilities possessed by your
character that recharge on a daily basis.
Outcast's Intuition Trait
You are able to sense the motives of others and use that sense to Reroll: You may spend a hero point to reroll any one d20 roll you just
bolster your magic against dispelling. You gain a +1 trait bonus on made. You must take the results of the second roll, even if it is worse.
Sense Motive checks, and Sense Motive is always a class skill for you.
In addition, your caster level is treated as 1 level higher for the Special: You can petition the GM to allow a hero point to be used to
purposes of any attempts to dispel your magic. attempt nearly anything that would normally be almost impossible.
Such uses are not guaranteed and should be considered carefully by
Appears In: Ultimate Campaign the GM. Possibilities include casting a single spell that is one level
higher than you could normally cast (or a 1st-level spell if you are not a
Weathered Emissary Trait spellcaster), making an attack that blinds a foe or bypasses its damage
Your travels in the wildlands gave you insight into how to survive their reduction entirely, or attempting to use Diplomacy to convince a raging
dangers and communicate with their inhabitants. You gain a +1 trait dragon to give up its attack. Regardless of the desired action, the
bonus on all Linguistics and Survival checks, and Linguistics is always attempt should be accompanied by a difficult check or penalty on the
a class skill for you. attack roll. No additional hero points may be spent on such an attempt,
either by the character or her allies.
Appears In: Ultimate Campaign
Cheat Death: A character can spend 2 hero points to cheat death. How
this plays out is up to the GM, but generally the character is left alive,
with negative hit points but stable. For example, a character is about to
be slain by a critical hit from an arrow. If the character spends 2 hero
points, the GM decides that the arrow pierced the character’s holy
symbol, reducing the damage enough to prevent him from being killed,
and that he made his stabilization roll at the end of his turn. Cheating
death is the only way for a character to spend more than 1 hero point in
a turn. The character can spend hero points in this way to prevent the
death of a familiar, animal companion, eidolon, or special mount, but
not another character or NPC.
Note: Hero points gained must be added manually.
Appears In: Advanced Player's Guide Hero Points
Low-Light Vision Racial Ability,Senses
A creature with low-light vision can see twice as far as a human in
starlight, moonlight, torchlight, and similar conditions of dim light. It
retains the ability to distinguish color and detail under these conditions.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Beni – Abilities & Gear
Druidic Herbalism (4/day) (Ex) Class Ability (Druid) Merchant's scale Gear
A druid who chooses to learn druidic herbalism can use combinations A merchant's scale is a simple lever on a fulcrum, from which two trays
of nuts, berries, dried herbs, and other natural ingredients along with hang. It grants a +2 circumstance bonus on Appraise checks involving
appropriate containers to create herbal concoctions or magic items that are valued by weight, including anything made of precious
consumables that function like potions. This acts like the Brew Potion metals.
feat, but only for spells on the druid spell list. Herbal concoctions are
typically thick and sludgy, and their creation time, caster level, spell
duplication capabilities, and all other variables and properties are
identical to those of potions created using Brew Potion. Herbal
concoctions created with herbs that cause special effects when
ingested (see page 10 of Pathfinder Player Companion: Heroes of the
Wild) retain those effects as well as the appropriate spell effect.
A druid can create a number of free herbal concoctions per day equal
to her Wisdom modifier. Additional concoctions cost the same as
creating an equivalent potion using Brew Potion. Druids can sell their
herbal concoctions just as if they were potions (though NPCs unfamiliar
with druidic herbalism may need some convincing before purchasing
these wares).
At 4th level, a druid’s increasing skill with herbalism means that she
can disguise the effects of her herbal concoctions. When a creature
attempts a Perception or Spellcraft check to identify one of the druid’s
concoctions, the concoction appears to be a different herbal concoction
of the druid’s choice unless the creature exceeds the identification DC
by 5 or more. The druid must designate this false result when creating
the concoction. If a creature exceeds the identification DC by 5 or
more, it correctly identifies the concoction, though not that the druid
tried to fool it.
Additionally, at 4th level, when the druid creates additional concoctions,
she need pay only half the normal cost to create them. It takes her only
half the normal time to create her concoctions, and she can create
concoctions of spells from any spell list, as long as she can cast the
spell.
At 7th level, when the druid creates concoctions with potential false
identification results, a creature attempting to identify the concoction
must exceed the identification DC by 10 or more to determine the
concoction’s true identity.
Additionally, at 7th level, a druid can create any herbal concoction in 1
minute. She can also create a special concoction of any spell higher
than 3rd level that she can cast, but to do so, she must expend a spell
slot of the same level. These special concoctions do not cost her
anything to create and function like extracts created by an alchemist
with the infusion discovery.
Appears In: Healer's Handbook
Spirit Sense (Sp) Class Ability (Druid)
At 1st level, a menhir savant can detect the presence of undead; fey;
outsiders; and astral, ethereal, or incorporeal creatures. This ability
functions like detect undead, and the druid detects all of these
creatures rather than trying to detect one kind. This ability replaces
nature sense and wild empathy.
Spontaneous Casting Class Ability (Druid)
A druid can channel stored spell energy into summoning spells that she
hasn't prepared ahead of time. She can "lose" a prepared spell in order
to cast any summon nature's ally spell of the same level or lower.
Leeching kit Gear
This sturdy ceramic jar has a heavy lid with a few tiny holes to let air in.
It is normally half-filled with water and contains four adult leeches, each
about 6 inches long. A leeching kit grants a +2 circumstance bonus on
Heal checks to treat poison. Used for medicinal bloodletting, a leech
can survive for 6 months between feedings.
Appears In: Advanced Player's Guide, Ultimate Equipment
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Title - Beni (Adventure Journal)
Date (game world): 0000/00/00; Date (real world): 2024/10/01
XP Reward: 0 XP; Net Cash:
- no notes -
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.