Fargin I. Bastage


Class: Druid Age: 62 Sex: Male Alignment: Neutral Good Deity: Shelyn Height: 3’2” Weight: 40 lbs Size: Small Eyes: Gold Hair: Purple Skin: Light Brown Married?: No Children?: 7 Siblings?: 10


STR: 11 DEX: 16 CON: 17 INT: 16 WIS: 17 CHA: 17

Hit Points Base: 11; Spell Resistance: 0; Damage Reduction: 0

Armor Class Base: 19; Flat-footed: 14; Touch: 16

Free Ability Enhanced Insight – 1 use One re-roll at any point of your choosing. You may either re-roll your own dice, or make the DM re-roll one dice.

Armor Hide Armor, Light Wooden Shield

Magical Items None

Weapons Melee: Scimitar, Quarterstaff; Ranged: Sling, Dagger

Saves: Fortitude: 5 Reflex: 3 Will: 5

Languages: Common, Gnome, Druidic, Sylvan, Draconic, Goblin, Orc

Feats: Combat Casting

Skills The druid’s class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis) and Swim (Str). Skill Ranks Per Level: 4 + Int modifier.

Druid Class Features The following are class features of the druid.

Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bit and so forth) of any form they assume with wild shape. Druids with light and medium types of armor, but are prohibited from wearing metal armor; thus, they may wear only padded, leather or hide armor. A druid may alos wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood. A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of their supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells: A druid casts divine spells which are drawn from the druid spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, & Lawful Spells. A druid must choose and prepare her spells in advance.

To prepare or cast a spell, a druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 4–5. In addition, she receives bonus spells per day if she has a high Wisdom score.

Druids must spend 1 hour each day in a trance-like meditation on the mysteries of nature to to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Orisons (Sp): Druids can prepare a number of orisons, or 0-level spells, each day. They can cast these spells at will as a spell-like ability. The number of orisons a druid can prepare each day is noted in Table 4–5 under “Spells per day.” Orisons are treated like any other spell cast by the druid in terms of duration and other variables based on level.

Spontaneous Casting: 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 summon nature’s ally spell of the same level or lower.

Chaotic, Evil, Good, and Lawful Spells: A druid can’t cast spells of an alignment opposed to her own or her deity’s. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Bonus Languages: A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of race. A druid also knows Druidic, a s ecret language know only to druids, which she leearns upon becoming a 1st-Level druid. Druidic is a free language for a druid. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet.

Animal Companion: Dinosaur (Velociraptor) named Feng Shui Size: Small Speed: 60 Feet AC: +1 Natural Armor Attack: 2 talons (1d6), 1 bite (1d4) STR: 11 DEX: 17 CON: 17 INT: 2 WIS: 12 CHA: 14 Special Qualities: Low-light vision, Scent

Animal Companion Base Statistics Level: 1 HD: 2 Base Attack Bonus: +1 Fortitude: +3 Reflex: +3 Will: +0 Skills: 2 Feats: 1 Natural Armor Bonus: +0 STR/DEX Bonus: +0 Bonus Tricks: 1 Special: Link, Share Spells


Fargin Icehole Bastage is a wildly adventurous soul, living off the land and seeing where his natural curiosity takes him. Born the fifth of ten gnome children to Poshite and Lini Bastage, Fargin seemed destined to be a farmer just outside the city of Kassen. He tried that for a while growing up, but soon found himself venturing further and further outside the area, trying to learn more about the world of Aldenshore. So rich in history as well as the unknown, Aldenshore’s natural complexity beckoned Fargin to learn its secrets. During his travels, Fargin has picked up certain skills (alchemy and tanning, to be specific) and an animal companion – a velociraptor – as well as sired seven children from lonely & naive farmers’ daughters who were amazed by his vibrant personality and looks. His sense of humor leaves something to be desired or, at the very least, understood by others outside the gnomish culture. He is adept at engaging people in conversation and learning their customs & culture just enough to be dangerous, as well as how to get under people’s skin (especially dwarves, half-orcs and elves). You either love him or hate him, but you never forget Fargin I. Bastage. Fargin received word that one of his sisters was getting married soon to a halfling, so he needed to head back to Kassen to check out the situation. He likes halflings, but is somewhat protective of his siblings. As luck would have it, the word of an adventure consumed the land and Fargin felt the need to check out the details of such a quest.

Fargin I. Bastage

Nirmathas matt0729