Race: Dryad (Squirrel)
Speed: Climb/Ground 40 ft.
Class: 2 Monk/9 Druid
AC: 10+3+1+2+6+2+3 = 27
STR: 4 (- 3)
DEX: 26 (+ 8)
INT: 14 (+ 2)
WIS: 23 (+ 6)
CON: 14 (+ 0)
CHA: 20 (+ 5)
Comeliness: 22 (ABSOLUTELY ADORABLE)
Base Attack Bonus: +7 / +2
( +15/ +10) Bite – 1d3 damage
( +16/ +11) Small Masterwork Corrosive Longbow of Undead bane
1d6 Pierce + 1d6 Acid Crit: 20/x3
+2 Enhancement bonus and + 2d6 damage versus undead
Fortitude: 8+2+1+2 = 13
Reflex: 5+8+1+2 = 16
Will: 8+6+1+2 = 17
Balance + 10 (+ 13)
Bluff + 8 + 2 (+ 15)
Concentration + 10 (+ 12)
Diplomacy + 9 + 2 (+ 16)
Escape Artist + 4 (+ 12)
Gather Information + 1 + 2 (+ 8)
Handle Animal + 6 + 2 (+ 13)
Heal + 3 + 2 (+ 13)
Hide + 3 + 8 + 5 (+ 24)
Knowledge (Nature) + 9 + 2 (+ 13)
Move Silently + 4 + 3 (+ 20)
Open Lock + 5 (+ 13)
Perception + 14 + 2 (+ 22)
Sense Motive + 8 (+ 14)
Sleight of Hand + 7 (+ 15)
Spellcraft + 5 (+ 7)
Survival + 6 + 2 (+ 14)
Tumble + 1 (+ 9)
Use Rope + 1 (+ 9)
Languages Known: Common, Sylvan, Druidic, Elven, Saris
- Nature Sense
- Wild Empathy
- Woodland Stride
- Trackless Step
- Resist Nature’s Lure
- Spontaneous Casting (Summon Nature’s Ally spells only)
- Wild Shape 3/day (Small, Medium, Large)
- Venom (natural poisons only) immunity
Esserine and Orrime
Size/Type: Tiny Magical Beast
Hit Dice: 6d10+4 (48 hp)
Initiative: + 7
Speed: 40 ft. (8 squares), climb 20 ft., swim 20 ft.
Armor Class: 20 (+2 size, +3 Dex, +5 natural), touch 17, flat-footed 14
Base Attack/Grapple: +4/-4
Attack: Bite +7 melee (1d4) Full Attack: Bite +7 melee (1d4)
Space/Reach: 0 ft./0 ft.
Special Attacks: Stunning shock, lethal shock
Special Qualities: Darkvision 60 ft., electricity sense, immunity to electricity, low-light vision
Saves: Fort +6, Ref +8, Will +2
Abilities: Str 12, Dex 16, Con 13, Int 2, Wis 12, Cha 6
Skills: Climb +13, Hide +12, Jump +9, Perception +8, Swim +10
Feats: Improved Initiative, Athletic, Evasion, Link, Share Spells
Tricks: Fetch, Perform, Come, Seek, Heel, Guard, Down
1/day—lesser confusion (DC 16), dancing lights, detect thoughts (DC 17), dispel magic, entangle (DC 16), permanent image (DC 21; visual and auditory elements only) (CL 8th)
Improved Unarmed Strike
Point Blank Shot
Spells per day:
Level = Number
0 = 6
1 = 4 + 2
2 = 4 + 1
3 = 3 + 1
4 = 2 + 1
5 = 1 + 1
Spells prepared (DC 16 + Spell level)
Healing Belt – +2 Competence Bonus to Heal Checks, and 3 charges/day can channel positive energy to heal wounds.
Use: 1 charge: 2d8 , 2 charges: 3d8, 3 charges: 4d8
Ring of Protection +2
Cloak of Resistance +2
Bracers of Armor +3
Periapt of Wisdom +2
(500 lbs/70 cu ft.)
Flint and Steel
Carved-wood eating utensil set on a ring
Other maybe stuffs not thought of
9x Cure Moderate Wounds Potion (2d8+3)
Unconsciousness Poison x1
Dexterity Poison x1 (1d6 – 1d6)
Potion of Cat’s Grace x2
Ring of Lockpicking
Overarmor – +2 Shield bonus to AC
Hat of Disguise (Disguise self at will)
Stash of nuts and seed… In a box. Locked.
Nephew to the likable if a bit dotty “Ted” Killingham, this little Dryad is on a mission to enjoy life, see the road and perhaps acquire a shiny item or two, as well as avoid his repressive harridan of a mother (Ted’s sister) who would have him be a proper sombre and studious son. Her attempts to control him began young…er in attempting to send him to learn with the Saris, to pick up discipline and perhaps a bit of the martial arts after countless efforts herself to get him to toe the line.
It’s not to say he didn’t apply himself to the teachings, only that he didn’t apply himself fully to them, and was more likely to be found ‘practicing’ flipping Sand Beetles on their backs to watch them flutter futilely and roll to try and get back on their feet than at his books or more approved methods of learning combat. While the good Saris were tolerant of his numerous, though small pranks for the most part, and of his varied attempts to keep ‘pets’ (which were of course not allowed and generally caused some sort of mayhem before they were found out and expulsed) it rather came to a head when he loosed a swarm of tiny sand beetles at practice. On the sandy ground, the beetles were quite difficult to see, and given all the feet stomping about, riled enough to snap at them. The resulting bites were exceedingly minor and presented not a challenge even for the least experienced of the students (once they’d been noticed) but he was expelled from the schooling he honestly hadn’t been desiring in the first place, and accepted the banishment with the pleasure had he been awarded high honor.
Perhaps it was, in a way, being one of very few to try the Saris’ patience so much. His mother was understandably furious, but it was made quite clear that the decision was rather permanent. Options were considered of alternative replacements, but in Sslanis, Dralk, Chiconis, and even Kirasanct, she surmised (And probably properly) that there was more mischief to be had or made in any of the places, with none of the other races (save perhaps the Sslik) likely to show anywhere near the sort of patience the Saris had. About at wit’s end with him, who tended to spend most of his time out wandering and ‘exploring’ playing at adventuring, she at last delegated the responsibility of ‘civilizing’ Hathril to her brother, who while very un-Dryadlike at least could manage a shop! And perhaps since he was an adventurer before opening his location in Bristugo, he would listen better to his eccentric uncle…
Not so the case, for the most part, however seeing as Hathril found Uncle Ted to be far preferable to his mother, he still makes enough effort to be helpful to not give his uncle reason to send him back to her, since the majority of the time he’s left to his own devices. Perhaps it is because the elder Dryad has as little idea of what to do with him as his mother did, or perhaps he thinks it’s a phase. Perhaps he’s just too busy. One really never knows with the bookkeeper and artifact collector.
He currently resides with his uncle, doing the rare job he’s directed to that he feels like (Trusting to Ted to forget most of those he doesn’t) and generally treating the benevolent and in his opinion slightly senile elder with loving disrespect, still more than he regards his mother with. The rest of the time he’s usually out and about Bristugo, and it was on one of these travels that he finally (with a few expertly handled tiny beetles and a
lot of dodging… wonder where that experience came from) managed to find his current companions a pair of shocker lizards which he has named Esserine and Orrime.
The two tiny blue-grey lizards are usually found on his shoulders stand on their hind legs, using their barbed looking (it’s not) tail for balance, though they tend to drop to all fours to run or climb. A pair of long ‘horns’ help focus the shock for which the little beasts are known.
They make, he thinks, a fine match for his own generally green coloring, wings a pattern of darker and pale greens, with a touch of gold proudly accenting the constantly fluttering appendages, in pattern that if you ask him is one of the finest around. As a dryad and a young one especially his stature is … rather not, and he doesn’t mind going tunic-less which displays the rather uniform bronzing of skin set with a darker brown some sort of hide, that of a Humongous Dire Ruxus that he slew alone with his bare fists, again according to him. The story of how he received the scar that is barely noticeable on his left cheek, trailing vertically down towards his jaw tends to vary, each of them probably as questionable as the one concerning his pants.
True to the stereotype, as one would expect, his hair is a reddish-orange, giving merit to stories of children born with such turning out to be trouble everywhere if one believes in such, and after a long enough time spent in his company, maybe even non-believers could be converted.
One little Dryad.
How much trouble could he really be?