Helena Mond
Helena Mond
Helena Mond
Score
STR
Modifier
18
STRENGTH
13
+1
CON
12
+1
INT
-1
WIS
16
+3
CONSTITUTION
INTELLIGENCE
WISDOM
CHA
CHARISMA
Saving Throw
Total
FORTITUDE
+6 =
(CONSTITUTION)
+2 =
(DEXTERITY)
+1
Misc
Temp
Notes
+1
+1
+1
WILL
+7 =
(WISDOM)
+3
+4
Total
17
+4
Resist
REFLEX
AC
Ability
Touch AC
CM Bonus
CM Defense
+6
Size
+1
11
Flat-Footed AC
+7
18
16
BAB
Strength
Size
Misc
+3
+4
=
= 10
Base Attack
Strength
Dexterity
Size
+3
+4
+1
HP
38
Damage / Current HP
Initiative
+1
Speed
30 / 20 ft
Crit: 3
2-hand, S
Crit: 2
Light, B/P/S
Shortspear
Appraise
Bluff
Climb
Diplomacy
Disguise
Escape Artist
Fly
Handle Animal
Heal
Intimidate
Knowledge (nature)
Perception
Ride
Sense Motive
Spellcraft
Stealth
-1
-1
+5
-1
-1
-2
-2
+6
+3
+3
+6
+7
-2
+3
+4
+4
INT (-1)
CHA (-1)
STR (4)
CHA (-1)
CHA (-1)
DEX (1)
DEX (1)
CHA (-1)
WIS (3)
CHA (-1)
INT (-1)
WIS (3)
DEX (1)
WIS (3)
INT (-1)
DEX (1)
Crit: 2
Rng: 20'
1-hand, P
Temp
1
4
2
1
2
2
Survival
Swim
+10
+5
WIS (3)
STR (4)
2
1
Traits
Special Abilities
Bite (Tusked)
Ranks
DEX (1)
+1 greataxe
Ability
-2
Feats
BAB
+3
Total
-1
Base
Skill Name
Acrobatics
+4
DEX
DEXTERITY
Temporary
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Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license.
+6
Companions
Gear
Total Weight Carried: 49/300 lbs, Light Load
(Light: 100 lbs, Medium: 200 lbs, Heavy: 300 lbs)
+1 greataxe
12 lbs
+1 lamellar (horn) armor
30 lbs
Antiplague x2
Artisan's outfit (Free)
Backpack (25 @ 71.5 lbs) <In: Dropped to ground (1 @ 2 lbs
Belt pouch (empty) <In: Backpack (25 @ 71.5 lbs)> 0.5 lbs
Blanket <In: Backpack (25 @ 71.5 lbs)>
1 lb
Feed (per day) x5 <In: Backpack (25 @ 71.5 lbs)>
10 lbs
Flint and steel <In: Backpack (25 @ 71.5 lbs)>
Holly and mistletoe
Mess kit <In: Backpack (25 @ 71.5 lbs)>
1 lb
Shortspear
3 lbs
Soap
0.5 lbs
Spell component pouch
2 lbs
Torch x10 <In: Backpack (25 @ 71.5 lbs)>
1 lb
Trail rations x5 <In: Backpack (25 @ 71.5 lbs)>
1 lb
Waterskin <In: Backpack (25 @ 71.5 lbs)>
4 lbs
Tracked Resources
Antiplague
Feed (per day)
Orc Ferocity (1/day)
Shortspear
Torch
Trail rations
Wild Shape (4 hours, 1/day) (Su)
Languages
Common
Druidic
Orc
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Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license.
Feat
Feat
Benefit: You gain 6 hit points. In addition, you gain another benefit,
depending on which Mammoth Lords following you belong to.
Bearpelt: You gain a +1 bonus on Fortitude saves and a +2 bonus on
Intimidate checks.
Greattusk: You gain a +2 bonus on combat maneuver checks to make
bull rush or overrun maneuvers and a +2 bonus on Ride checks.
Ice Chasm: You gain a +1 bonus on Reflex saves and a +2 bonus on
Climb checks.
Night Hunt: You gain a +2 bonus on Perception and Survival checks.
Raptorscale: Your base land speed increases by 5 feet, and you gain a
+2 bonus on Acrobatics checks.
Slothjaw: You gain a +1 bonus on Will saves and a +2 bonus on Handle
Animal checks
Appears In: People of the North
Trait
You were born and raised in rugged badlands or hills, and youve
become something of an expert at evading the predators, monsters,
and worse that haunt the highlands. You gain a +1 trait bonus on
Stealth checks, and Stealth is always a class skill for you. This trait
bonus increases to +2 in hilly or rocky areas.
Appears In: Advanced Player's Guide Traits, Ultimate Campaign
Tusked
Trait
Huge, sharp tusks bulge from your mouth, and you receive a bite attack
(1d4 damage for Medium characters). If used as part of a full attack
action, the bite attack is made at your full base attack bonus -5.
The druid may cast a spell with a target of "You" on her animal
companion (as a spell with a range of touch) instead of on herself. A
druid may cast spells on her animal companion even if the spells
normally do not affect creatures of the companion's type (animal).
Spells cast in this way must come from a class that grants an animal
companion. This ability does not allow the animal to share abilities that
are not spells, even if they function like spells.
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 any summon nature's ally spell of the same level or lower.
You can see in the dark (black and white vision only).
Orc Blood
Half-orcs count as both humans and orcs for any effect related to race.
1/day, when brought below 0 HP but not killed, you can fight on for 1
more round as if disabled. The next round, unless brought to at least 0
HP, you immediately fall unconscious and begin dying.
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Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license.
Ability (Druid)
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Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license.
Druid 0
Guidance
Druid 0
This spell generates wholesome, drinkable water, just like clean rain
water. Water can be created in an area as small as will actually contain
the liquid, or in an area three times as large - possibly creating a
downpour or filling many small receptacles. This water disappears after 1
day if not consumed.
This spell imbues the subject with a touch of divine guidance. The
creature gets a +1 competence bonus on a single attack roll, saving throw,
or skill check. It must choose to use the bonus before making the roll to
which it applies.
Detect Magic
Druid 0
School: Divination
Components: V, S
Casting Time: 1 action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Save: None
Resistance: No
You detect magical auras. The amount of information revealed depends
on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the
most potent aura.
3rd Round: The strength and location of each aura. If the items or
creatures bearing the auras are in line of sight, you can make Knowledge
(arcana) skill checks to determine the school of magic involved in each.
(Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for
a nonspell effect.) If the aura eminates from a magic item, you can attempt
to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical
emanations may distort or conceal weaker auras.
Aura Strength: An aura's power depends on a spell's functioning spell
level or an item's caster level; see the accompanying table. If an aura falls
into more than one category, detect magic indicates the stronger of the
two.
Lingering Aura: A magical aura lingers after its original source
dissipates (in the case of a spell) or is destroyed (in the case of a magic
item). If detect magic is cast and directed at such a location, the spell
indicates an aura strength of dim (even weaker than a faint aura). How
long the aura lingers at this dim level depends on its original power:
Light
Druid 0
Druid 1
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Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license.
Druid 1
Magic Fang
Druid 1
School: Transmutation
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: 1 min./level
Save: Will negates (harmless)
Resistance: Yes (harmless)
Magic fang gives one natural weapon or unarmed strike of the subject a
+1 enhancement bonus on attack and damage rolls. The spell can affect a
slam attack, fist, bite, or other natural weapon. The spell does not change
an unarmed strike's damage from nonlethal damage to lethal damage.
Druid 2
Snowball
Druid 2
Druid 1
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license.