Beni lvl4
Beni lvl4
     STR                    10                           0
    STRENGTH
     DEX                    16                         +3
    DEXTERITY
    CON                     12                         +1
  CONSTITUTION
      INT                   12                         +1
  INTELLIGENCE
     WIS                    20                         +5
     WISDOM
     CHA                    10                           0
    CHARISMA
 FORTITUDE           +5 =         +4         +1
  (CONSTITUTION)
                    Resist Nature's Lure: +4 vs. fey and plant-targeted effects,
                    Blight-Burned: +2 trait bonus vs. Disease
   REFLEX            +5 =         +1         +3                     +1
   (DEXTERITY)
                    Resist Nature's Lure: +4 vs. fey and plant-targeted effects,
                    Blight-Burned: +2 trait bonus vs. Disease                                    Skill Name                           Total           Ability   Ranks   Temp
     WILL                                                                                         Acrobatics                           -3        DEX (3)          -
    (WISDOM)
                     +9 =         +4         +5
                                                                                                         Speed greater/less than 30 ft.: -4 to jump
                    Resist Nature's Lure: +4 vs. fey and plant-targeted effects,
                    Blight-Burned: +2 trait bonus vs. Disease                                    Appraise                             +4          INT (1)        3
                                                                                                         Merchant's scale: +2 circumstance bonus on items valued by weight
            Total     Armor Shield Dex            Size    Natur Deflec Dodge Misc                        when using scales
  AC         20 = 10 +5          +2     +3                                                       Bluff                               +0          CHA (0)         -
 Touch AC           13           Flat-Footed AC                      17                           Climb                               -6         STR (0)         -
                                      BAB         Strength          Size             Misc        Craft (alchemy)                     +6           INT (1)        2
 CM Bonus            +3      =        +3              +0             -                -          Diplomacy                           +0          CHA (0)         -
                                                                                                 Disguise                            +0          CHA (0)         -
                                           BAB           Strength        Dexterity        Size
                                                                                                  Escape Artist                       -3         DEX (3)         -
 CM Defense          16      = 10           +3             +0              +3               -
                                                                                                  Fly                                 -3         DEX (3)         -
    Hero Points                                                     HP                31         Handle Animal                       +7          CHA (0)         4
                                                                                                 Heal                                +11         WIS (5)         3
    Base Attack                         +3                       Damage / Current HP
                                                                                                 Intimidate                          +0          CHA (0)         -
                                                                                                 Knowledge (nature)                  +5           INT (1)        1
       Initiative                       +3
                                                                                                 Linguistics                         +13          INT (1)        4
                                                                                                 Perception                          +12         WIS (5)         2
         Speed                      30 / 20 ft
                                                                                                  Ride                                -3         DEX (3)         -
                     Bite (Natural Weapon)                                                       Sense Motive                        +12         WIS (5)         3
Main hand: -2, 1d3                                                              Crit: ×2         Spellcraft                          +5           INT (1)        1
                                                                            Light, B/P/S          Stealth                             -1         DEX (3)         -
                                    Dagger                                                       Survival                            +11         WIS (5)         2
                                                                         Crit: 19-20/×2           Swim                                -6         STR (0)         -
Main hand: +3, 1d4
                                                                                Rng: 10'
Ranged: +6, 1d4                                                               Light, P/S
                                                                                                          Activated Abilities & Adjustments
                                                                                                 Skill Points: +1
                                                                                                 Traits Allowed: +1
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                             Feats                                                                         Experience & Wealth
Armor Proficiency (Light)                                                           Experience Points: 0/15,000
Armor Proficiency (Medium)                                                          Current Cash: 4 gp
Combat Casting
Druid Weapon Proficiencies                                                                                  Tracked Resources
Eldritch Aid
Shield Proficiency                                                                    Dagger
                                                                                      Druidic Herbalism (5/day) (Ex)
                             Traits                                                   Place Magic (8/day) (Su)
Blight-Burned (Disease)
                                                                                      Wild Shape (4 hours, 1/day) (Su)
Deft Dodger
Outcast's Intuition
                                                                                                                    Languages
Weathered Emissary
                                                                                                   Aquan                                 First Speech
                        Drawbacks                                                                  Auran                                    Goblin
Avarice                                                                                           Common                                    Sylvan
                                                                                                   Druidic                                  Tengu
                              Sling
                                                                                                  Dwarven                                   Terran
Ranged: +6, 1d4                                                    Crit: ×2                        Elven                                Undercommon
                                                                  Rng: 50'
Ranged, both hands: +6, 1d4
                                                                 1-hand, B                                     Spells & Powers
                 Heavy wooden shield                                                Druid (Menhir Savant) spells memorized (CL 4th;
                                                                                    concentration +9)
                                     Max Dex: -, Armor Check: -2
          +2                              Spell Fail: 15%, Shield
                                                                                    Melee Touch +3 Ranged Touch +6
                                                                                    2nd—fire sneeze (DC 17), lesser restoration, wilderness
                                                                                    soldiersUC
                                                                                    1st—cure light wounds, entangle (DC 16), snowballUW ,
                 Lamellar (horn) armor
                                                                                    thunderstompACG, windy escapeARG
                                  Max Dex: +3, Armor Check: -4
          +5                     Spell Fail: 25%, Medium, Slows
                                                                                    0th (at will)—flare (DC 15), grasp, guidance, light
                              Gear
Total Weight Carried: 54.1/100 lbs, Medium Load
(Light: 33 lbs, Medium: 66 lbs, Heavy: 100 lbs)
Alchemy crafting kit                                                   5 lbs
Artisan's outfit (Free)                                                    -
Dagger                                                                  1 lb
Heavy shield bash                                                          -
Heavy wooden shield                                                   10 lbs
Lamellar (horn) armor                                                 30 lbs
Leeching kit                                                           5 lbs
Merchant's scale                                                        1 lb
Money                                                               0.08 lbs
Sling                                                                      -
Spell component pouch                                                  2 lbs
                   Special Abilities
Druidic Herbalism (5/day) (Ex)
Hero Points
Low-Light Vision
Place Magic (8/day) (Su)
Resist Nature's Lure (Ex)
Spirit Sense (Sp)
Spontaneous Casting
Wild Shape (4 hours, 1/day) (Su)
Wild Shape (Beast Shape I: Small - Medium animal)
                   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
                        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
 Hero Points                                                     Unknown                 Druidic Herbalism (5/day) (Ex)                         Class Ability (Druid)
Hero points can be spent at any time and do not require an action to                    A druid who chooses to learn druidic herbalism can use combinations
use (although the actions they modify consume part of your character’s                  of nuts, berries, dried herbs, and other natural ingredients along with
turn as normal). You cannot spend more than 1 hero point during a                       appropriate containers to create herbal concoctions or magic
single round of combat. Whenever a hero point is spent, it can have                     consumables that function like potions. This acts like the Brew Potion
any one of the following effects.                                                       feat, but only for spells on the druid spell list. Herbal concoctions are
                                                                                        typically thick and sludgy, and their creation time, caster level, spell
Act Out of Turn: You can spend a hero point to take your turn                           duplication capabilities, and all other variables and properties are
immediately. Treat this as a readied action, moving your initiative to                  identical to those of potions created using Brew Potion. Herbal
just before the currently acting creature. You may only take a move or                  concoctions created with herbs that cause special effects when
a standard action on this turn.                                                         ingested (see page 10 of Pathfinder Player Companion: Heroes of the
                                                                                        Wild) retain those effects as well as the appropriate spell effect.
Bonus: If used before a roll is made, a hero point grants you a +8 luck
bonus to any one d20 roll. If used after a roll is made, this bonus is                  A druid can create a number of free herbal concoctions per day equal
reduced to +4. You can use a hero point to grant this bonus to another                  to her Wisdom modifier. Additional concoctions cost the same as
character, as long as you are in the same location and your character                   creating an equivalent potion using Brew Potion. Druids can sell their
can reasonably affect the outcome of the roll (such as distracting a                    herbal concoctions just as if they were potions (though NPCs unfamiliar
monster, shouting words of encouragement, or otherwise aiding                           with druidic herbalism may need some convincing before purchasing
another with the check). Hero points spent to aid another character                     these wares).
grant only half the listed bonus (+4 before the roll, +2 after the roll).
                                                                                        At 4th level, a druid’s increasing skill with herbalism means that she
Extra Action: You can spend a hero point on your turn to gain an                        can disguise the effects of her herbal concoctions. When a creature
additional standard or move action this turn.                                           attempts a Perception or Spellcraft check to identify one of the druid’s
                                                                                        concoctions, the concoction appears to be a different herbal concoction
Inspiration: If you feel stuck at one point in the adventure, you can                   of the druid’s choice unless the creature exceeds the identification DC
spend a hero point and petition the GM for a hint about what to do next.                by 5 or more. The druid must designate this false result when creating
If the GM feels that there is no information to be gained, the hero point               the concoction. If a creature exceeds the identification DC by 5 or
is not spent.                                                                           more, it correctly identifies the concoction, though not that the druid
                                                                                        tried to fool it.
Recall: You can spend a hero point to recall a spell you have already
cast or to gain another use of a special ability that is otherwise limited.             Additionally, at 4th level, when the druid creates additional concoctions,
This should only be used on spells and abilities possessed by your                      she need pay only half the normal cost to create them. It takes her only
character that recharge on a daily basis.                                               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
Reroll: You may spend a hero point to reroll any one d20 roll you just                  spell.
made. You must take the results of the second roll, even if it is worse.
                                                                                        At 7th level, when the druid creates concoctions with potential false
Special: You can petition the GM to allow a hero point to be used to                    identification results, a creature attempting to identify the concoction
attempt nearly anything that would normally be almost impossible.                       must exceed the identification DC by 10 or more to determine the
Such uses are not guaranteed and should be considered carefully by                      concoction’s true identity.
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              Additionally, at 7th level, a druid can create any herbal concoction in 1
spellcaster), making an attack that blinds a foe or bypasses its damage                 minute. She can also create a special concoction of any spell higher
reduction entirely, or attempting to use Diplomacy to convince a raging                 than 3rd level that she can cast, but to do so, she must expend a spell
dragon to give up its attack. Regardless of the desired action, the                     slot of the same level. These special concoctions do not cost her
attempt should be accompanied by a difficult check or penalty on the                    anything to create and function like extracts created by an alchemist
attack roll. No additional hero points may be spent on such an attempt,                 with the infusion discovery.
either by the character or her allies.
                                                                                        Appears In: Healer's Handbook
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,               Place Magic (8/day) (Su)                               Class Ability (Druid)
with negative hit points but stable. For example, a character is about to               At 2nd level, a menhir savant learns to identify and tap into ley lines in
be slain by a critical hit from an arrow. If the character spends 2 hero                different types of terrain.
points, the GM decides that the arrow pierced the character’s holy
symbol, reducing the damage enough to prevent him from being killed,                    As a free action, she can tap into the magic of a nearby ley line and
and that he made his stabilization roll at the end of his turn. Cheating                increase her caster level by +1 for 1 round. She can use this ability a
death is the only way for a character to spend more than 1 hero point in                number of times per day equal to 3 + her Wisdom bonus. This ability
a turn. The character can spend hero points in this way to prevent the                  replaces woodland stride and trackless step.
death of a familiar, animal companion, eidolon, or special mount, but
not another character or NPC.                                                            Resist Nature's Lure (Ex)                              Class Ability (Druid)
                                                                                        Starting at 4th level, a druid gains a +4 bonus on saving throws against
Note: Hero points gained must be added manually.
                                                                                        the spell-like and supernatural abilities of fey. This bonus also applies
                                                                                        to spells and effects that target plants, such as blight, entangle, spike
Appears In: Advanced Player's Guide Hero Points
                                                                                        growth, and warp wood.
 Low-Light Vision                               Racial Ability,Senses                    Spirit Sense (Sp)                                      Class Ability (Druid)
A creature with low-light vision can see twice as far as a human in
                                                                                        At 1st level, a menhir savant can detect the presence of undead; fey;
starlight, moonlight, torchlight, and similar conditions of dim light. It
                                                                                        outsiders; and astral, ethereal, or incorporeal creatures. This ability
retains the ability to distinguish color and detail under these conditions.
                                                                                        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.
                        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
A druid loses her ability to speak while in animal form because she is
limited to the sounds that a normal, untrained animal can make, but
she can communicate normally with other animals of the same general
grouping as her new form. (The normal sound a wild parrot makes is a
squawk, so changing to this form does not permit speech.)
A druid can use this ability an additional time per day at 6th level and
every two levels thereafter, for a total of eight times at 18th level. At
20th level, a druid can use wild shape at will. As a druid gains in levels,
this ability allows the druid to take on the form of larger and smaller
animals, elementals, and plants. Each form expends one daily usage of
this ability, regardless of the form taken.
At 6th level, a druid can use wild shape to change into a Large or Tiny
animal or a Small elemental. When taking the form of an animal, a
druid's wild shape now functions as beast shape II. When taking the
form of an elemental, the druid's wild shape functions as elemental
body I.
At 8th level, a druid can use wild shape to change into a Huge or
Diminutive animal, a Medium elemental, or a Small or Medium plant
creature. When taking the form of animals, a druid's wild shape now
functions as beast shape III. When taking the form of an elemental, the
druid's wild shape now functions as elemental body II. When taking the
form of a plant creature, the druid's wild shape functions as plant shape
I.
At 10th level, a druid can use wild shape to change into a Large
elemental or a Large plant creature. When taking the form of an
elemental, the druid's wild shape now functions as elemental body III.
When taking the form of a plant, the druid's wild shape now functions
as plant shape II.
At 12th level, a druid can use wild shape to change into a Huge
elemental or a Huge plant creature. When taking the form of an
elemental, the druid's wild shape now functions as elemental body IV.
When taking the form of a plant, the druid's wild shape now functions
as plant shape III.
                        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.
                Sourcebooks Used
• Advanced Class Guide - Sickening Entanglement (spell);
   Thunderstomp (spell)
• Advanced Class Origins - Eldritch Aid (feat)
• Advanced Player's Guide - Stone Call (spell)
• Advanced Player's Guide / Bestiary 2 - Hydraulic Push
   (spell)
• Advanced Player's Guide / Ultimate Equipment -
   Alchemy crafting kit (equipment); Leeching kit
   (equipment)
• Advanced Player's Guide Hero Points - Hero Points
   (equipment)
• Advanced Player's Guide Traits / Character Traits Web
   Enhancement - Deft Dodger (trait)
• Advanced Race Guide - Claw Attack (alternate racial
   trait); Fury of the Sun (spell); Windy Escape (spell)
• Advanced Race Guide / Bestiary / Inner Sea Races -
   Tengu (race)
• Champions of Purity - Burst of Radiance (spell)
• Cheliax, Empire of Devils - Burning Disarm (spell)
• Goblins of Golarion - Fire Sneeze (spell)
• Healer's Handbook - Druidic Herbalism (special ability)
• Heroes of the Darklands - Grasp (spell); Rock Whip
   (spell)
• Ironfang Invasion - Blight-Burned (trait)
• People of the North / Reign of Winter - Flurry of
   Snowballs (spell)
• People of the North / Reign of Winter / Ultimate
   Wilderness - Snowball (spell)
• People of the North / Ultimate Wilderness - Winter
   Grasp (spell)
• The First World, Realm of the Fey - First Speech
   (language)
• Ultimate Campaign - Avarice (???); Outcast's Intuition
   (trait); Weathered Emissary (trait)
• Ultimate Combat - Wilderness Soldiers (spell)
• Ultimate Combat / Ultimate Equipment - Lamellar
   (horn) armor (armor)
• Ultimate Magic - Menhir Savant (archetype)
                  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.