About SanstreeSanstree has begun his studies of both druidic and arcane magic.
Nature Bond is the Weather Domain
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Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (7 per day) Spells
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Current Druidic spells...
1st level Spells
2nd level spell
3rd level spells
Current Arcane Spells
1st level spells
2nd level spells
3rd level spells
Spontaneous
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Summon Nature's Ally I School conjuration (summoning); Level druid 1 CASTING
EFFECTRange close (25 ft. + 5 ft./2 levels)
DESCRIPTION
Critters available
Equipment
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Area Map skeleton key backpack
Skills add 6 points
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Craft (traps) * Disable device * Handle Animal 8 Heal 8 Knowledge (engineering) Knowledge (geography) 8 Knowledge (nature) 12 Perception 14 Profession (sailor) 5 Sense Motive Spellcraft 9 Stealth 9 (11 ranks, -2 dex) Survival 7 Knowledge arcana 8 knowledge religion 8 knowledge planes 8 knowledge dungeoneering 8 Linguistics 8 combat
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BAB +2 CMB -1 CMD -2 HP 52
Club MW (ensorcelled)
Initiative +2 Fort 6
Experience
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135+125+167+300+333+133+83+100+120 =1,496 Quotes
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"Seems a waste ta kell somethin an naught ta be eatin it!" "Tha doenot seem natural" Hero Points +5 Wizard
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Arcane School Foresight Opposed schools (Necromancy & Evocation) Necromancy deals with created mockeries of life Evocation is indiscriminate damage/destruction without concern for the natural order. Diviners are masters of remote viewing, prophecies, and using magic to explore the world. Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20. From the APG alternative school powers
Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Foretell (Su): At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of the prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a -2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. Arcane Bond
Greensting Scorpion
DEFENSE AC 20 touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
Immune mind-affecting effects
SPECIAL ABILITIES Poison (Ex)
Share Spells
Master gains +2 initiative
Spellbook
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all 0th level spells (minus necromancy & evocation) 0-Level Sorcerer/Wizard Spells (Cantrips)
Conjuration
Divination
Detect Poison: Detects poison in one creature or small object. Read Magic: Read scrolls and spellbooks. Enchantment
Evocation
Illusion
Necromancy Transmutation
Mending: Makes minor repairs on an object. Message: Whisper conversation at distance. Open/Close: Opens or closes small or light things. Universal
Prestidigitation: Performs minor tricks. First Level Spells 1. Grease
Second level spells
Third level spells
Feats
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Spell focus (conjuration) Augment Summoning Scribe scroll Vermin Heart
Prerequisite: Wild empathy class feature. Benefit: You may target vermin with spells and special abilities that only affect animals (although they are still affected by spells targeting vermin as well). You may use wild empathy to influence vermin as easily as you influence animals. Area Map Source Adventurer's Armory 5 A geographically relevant map grants a user a +1 circumstance bonus on Survival checks made to navigate in the wilderness. It also can be used to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground. Cudgel, club, MW (2) Enchanted Eelskin Armor Aura faint transmutation; CL 5th; Weight 15 lbs.; Price 11,160 gp DESCRIPTION
Ring of Maniacal Devices
Ring of Sacred Mistletoe
Workgloves, Engineer’s Aura faint divination; CL 5th
DESCRIPTION
The wearer also gains a +5 competence bonus on Craft and Knowledge checks made to repair or understand mechanical devices. Once per day, the wearer may touch a device and instantly analyze it, learning its purpose and general method of operation, as well as diagnosing any acute malfunctions of the device, but not its magical powers or additional non-mechanical effects. For example, she could touch a pressure plate and understand that stepping on it would trigger a wall scythe trap attacking that square and that the trap resets automatically, but not that the trap includes a +1 flaming scythe coated in poison. Scrolls, scribed (on hand)
Protection from evil
potions/oils (on hand)
Key, skeleton
Many door locks have a similar design and thus can be unlocked by a similar key. A skeleton key may be tried on any standard door lock that uses a key, even if you don’t have the Disable Device skill. You use the key’s Disable Device bonus of +10 rather than your own total; you cannot take 10 when using a skeleton key. The key only gets one roll for any particular lock. If the roll fails, the key is unable to open or close that lock. Inferior skeleton keys may only have a +5 bonus. Manacles, Standard Manacles can bind a Medium creature. A manacled creature can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). Breaking the manacles requires a Strength check (DC 26, or DC 28 for masterwork manacles). Manacles have hardness 10 and 10 hit points. Most manacles have locks; add the cost of the lock you want to the cost of the manacles. Lock The DC to open a lock with the Disable Device skill depends on the lock's quality: average (DC 25). Caltrops 2 bags A caltrop is a four-pronged metal spike crafted so that one prong faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2-pound bag of caltrops covers an area 5 feet square. Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it runs the risk of stepping on one. Make an attack roll for the caltrops (base attack bonus +0) against the creature. For this attack, the creature's shield, armor, and deflection bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the attack succeeds, the creature has stepped on a caltrop. The caltrop deals 1 point of damage, and the creature's speed is reduced by half because its foot is wounded. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble. Caltrops may not work against unusual opponents. |