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Beni lvl4

Beni is a 4th-level male tengu druid with a chaotic neutral alignment, possessing strong wisdom and dexterity. He has various abilities, including spellcasting, wild shape, and herbalism, along with a range of skills and traits that enhance his capabilities in nature and combat. His current experience points are 0 out of 15,000, and he carries a variety of gear, including a dagger and a heavy wooden shield.

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0% found this document useful (0 votes)
34 views7 pages

Beni lvl4

Beni is a 4th-level male tengu druid with a chaotic neutral alignment, possessing strong wisdom and dexterity. He has various abilities, including spellcasting, wild shape, and herbalism, along with a range of skills and traits that enhance his capabilities in nature and combat. His current experience points are 0 out of 15,000, and he carries a variety of gear, including a dagger and a heavy wooden shield.

Uploaded by

Ethan Georc
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Beni

Male tengu druid (menhir savant) 4 - CR 3


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 20 +5
WISDOM

CHA 10 0
CHARISMA

Saving Throw Total Base Ability Resist Misc Temp Notes

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

Combat Casting Feat Weathered Emissary Trait


You are adept at spellcasting when threatened or distracted. Your travels in the wildlands gave you insight into how to survive their
dangers and communicate with their inhabitants. You gain a +1 trait
Benefit: You get a +4 bonus on concentration checks made to cast a bonus on all Linguistics and Survival checks, and Linguistics is always
spell or use a spell-like ability when casting on the defensive or while a class skill for you.
grappled.
Appears In: Ultimate Campaign
Eldritch Aid Feat
You have been trained to expend your own spell energy to boost the
effects of an ally’s spell.

Prerequisite: Caster level 1st.

Benefit: As a standard action, you can expend a 1st-level or higher


prepared spell or spell slot to grant additional magic energy to an allied
spellcaster within close range (25 feet + 5 feet/2 levels). If that ally
casts an instantaneous spell of an equal or lower level before the
beginning of your next turn, all level-dependent calculations and caster
level checks the spell requires are made as if the ally’s caster level
were 2 higher. If the prepared spell or spell slot you expended is at
least twice the level of the spell your ally casts, your ally’s caster level
is treated as 4 higher instead. If your ally is able to cast more than one
spell before the beginning of your next turn, only the first spell cast
gains this bonus.

Special: An arcanist can select this feat as an exploit. A wizard can


select this feat as a bonus feat.

Appears In: Advanced Class Origins

Blight-Burned (Disease) Trait


You were raised deep in the Fangwood Forest, but in your childhood
the Darkblight overtook your community, and blighted fey attacked your
friends and family. Even after escaping, you barely survived infection
by the otherworldly fungal disease and still bear a terrible scar from
your ordeal. You gain a +2 trait bonus on Fortitude saving throws
against disease or poison (your choice), and your scar now throbs
painfully in the presence of unnatural creatures, immediately alerting
you to their presence. This sixth sense alerts you to the presence of
aberrations, oozes, and all creatures with the blighted fey and fungal
creature templates within 30 feet (though it doesn’t indicate their exact
location). You can always act during the surprise round against such
creatures, and you aren’t considered flat-footed against such creatures
in the first round of combat.

Appears In: Ironfang Invasion

Deft Dodger Trait


Growing up in a rough neighborhood or a dangerous environment has
honed your senses. You gain a +1 trait bonus on Reflex saves.

Appears In: Character Traits Web Enhancement, Advanced Player's


Guide Traits

Outcast's Intuition Trait


You are able to sense the motives of others and use that sense to
bolster your magic against dispelling. You gain a +1 trait bonus on
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
purposes of any attempts to dispel your magic.

Appears In: Ultimate Campaign

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

Spontaneous Casting Class Ability (Druid) Merchant's scale Gear


A druid can channel stored spell energy into summoning spells that she A merchant's scale is a simple lever on a fulcrum, from which two trays
hasn't prepared ahead of time. She can "lose" a prepared spell in order hang. It grants a +2 circumstance bonus on Appraise checks involving
to cast any summon nature's ally spell of the same level or lower. items that are valued by weight, including anything made of precious
metals.
Wild Shape (4 hours, 1/day) (Su) Class Ability (Druid)
At 4th level, a druid gains the ability to turn herself into any Small or
Medium animal and back again once per day. Her options for new
forms include all creatures with the animal type. This ability functions
like the beast shape I spell, except as noted here. The effect lasts for 1
hour per druid level, or until she changes back. Changing form (to
animal or back) is a standard action and doesn't provoke an attack of
opportunity. The form chosen must be that of an animal the druid is
familiar with.

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.

Wild Shape (Beast Shape I: Small - Medium animal)


Class Ability (Druid)
You may use your Wild Shape ability to become an animal.

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.
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.

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