Perfectly Legitimate Adventuring Party
Botany aficionado, as yet unnamed
AC: 19 (1 Dex, 1 dodge, 2 shield, 5 armour)
Fort 4, Ref 2, Will 7; + 2 racial vs enchantment
Masterwork scimitar: attack + 4, 1d6 + 1 damage, crit 18-20/x2
MW club: attack + 4, 1d6 + 1, 20/x2; with Shillelagh does 2d6+2
MW sling: attack + 4, 1d4 + 1, 20/x2, range increment 50’.
Bonus spells: 1 each 1st-4th level
Half-elf: low-light vision, bonus feat (Skill Focus – Survival), counts as both elf and human for race-related effect, immune to magic sleep, +2 racial save bonus vs enchantment, +2 racial on Perception checks, two favored classes.
Languages: Common, Elven, Druidic, Sylvan.
Skills (at lvl + 3): Knowledge (nature) (2 bonus from half-elf), Survival (+2 bonus from druid and +3 from Skill Focus), Heal.
Druid: proficient with druid weapons, light-medium armour (no metal allowed). Spontaneous casting (Summon Nature’s Ally). Nature Bond (domain: Plant). Nature Sense: +2 Knowledge (Nature) & Survival. Wild Empathy: can improve attitude of animal. Woodland stride: can move through non-magical undergrowth without hindrance/damage. Trackless Step.
Spells/day: 4 × 0th (not expended when cast), 4 × 1st, 3 × 2nd level, + bonus 1st & 2nd from Plant domain.
Plant domain: can grow thorns (unarmed strikes, gives damage bonus = 1/2 level, 3 rounds + Wisdom modifier/day).
Feats: Skill Focus – Survival (bonus), Dodge, Spell Focus (transmutation: save DC +2)
Normal spell list:
lvl 0: Create Water, Detect Poison, Mending, Resistance
lvl 1: Detect Animals or Plants, Speak with Animals, Shillelagh, Obscuring Mist. Bonus: Entangle
lvl 2: Bull’s Strength, Heat Metal, Warp Wood. Bonus: Barkskin
Hide armour 5, ACP -2, 25 lbs)
MW heavy wooden shield (AC+2, ACP -1, 5 lbs)
MW club, scimitar, sling
Wand of Produce Flame (caster level 3, 10 charges)