Aldern Foxglove

Sanstree's page

669 posts. Alias of Freddy Honeycutt.


Full Name

Sanstree

Race

Human

Classes/Levels

Druid 3 / Wizard (Foresight School) 3 / Mystic Theurge 2

Gender

Male

Size

M

Age

18

Special Abilities

Wild Empathy, Woodland stride, trackless step

Alignment

N. E.

Location

BTs Citadel by the sea

Languages

Common, Sylvan, Druidic, Goblin, Draconic, Abyssal

Occupation

Profession 1 rank sailor

Strength 7
Dexterity 8
Constitution 13
Intelligence 19
Wisdom 19
Charisma 7

About Sanstree

Sanstree has begun his studies of both druidic and arcane magic.
Allustan is his mentor in the wizardly arts.

Nature Bond is the Weather Domain

Spoiler:

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

Spoiler:

Current Druidic spells...
Orisons
1. Detect Magic
2. Read Magic
3. Light
4. Create Water

1st level Spells
1. Faerie Fire
2. Shillelagh
3. Burning Disarm
4. Entangle
...Domain spell Obscuring Mist

2nd level spell
1. chill metal
2. flaming sphere
3. endure elements communal
...Domain Spell fog cloud

3rd level spells
1.Mad monkeys
b.

Current Arcane Spells
Orisons (4)
Daze
Ghost Sound
Open/close
....

1st level spells
1. grease
2. grease
3. feather fall
4. sleep (bonus)
5. True strike (school)

2nd level spells
1.glitterdust
2.glitterdust
3.see invisibility (school)
4. mirror image

3rd level spells
1. Call the void
b.
S. Arcane sight

Spontaneous

Spoiler:

Summon Nature's Ally I

School conjuration (summoning); Level druid 1

CASTING
Casting Time 1 round
Components V, S, DF

EFFECTRange close (25 ft. + 5 ft./2 levels)
Effect one summoned creature
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no

DESCRIPTION
This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability.

Critters available
Dire rat
Dolphin
Eagle
Centipede, Giant
Beetle, Fire
Mite
Frog, Poison
Horse. pony
Dog
Stirge
Snake, Venomous

Equipment

Spoiler:

Area Map

skeleton key

backpack
sunrod (3)
Healer kit (10 applications)
Flint & steel
Holy symbol (wooden)
Scroll case
Winter blanket
Waterskin (empty)
Fish hooks (10)
Canvas (dark green 5 yards)
Rations (3 days)
Spell book (detailed below)
Spell component pouch (full)
Vial of ink (full)
Inkpen (quill)
Whetstone
Whistle
3 CP
3 SP
5 GP

Skills add 6 points

Spoiler:

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

Spoiler:

BAB +2
CMB -1
CMD -2

HP 52
AC 17

Club MW (ensorcelled)
[dice]1d20+4[/dice]
Damage [dice]2d6+1[/dice]

Initiative +2

Fort 6
Reflex 2
Will 9

Experience

Spoiler:

135+125+167+300+333+133+83+100+120
=1,496

Quotes

Spoiler:

"Seems a waste ta kell somethin an naught ta be eatin it!"
"Tha doenot seem natural"

Hero Points +5

Wizard

Spoiler:

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
Foresight School
Replacement Powers: The following school powers replace the diviner's fortune and scrying adept powers of the divination school.

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
Familiar

Greensting Scorpion
N Tiny vermin
Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4

DEFENSE AC 20 touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
hp 8
Fort +2
Ref +3
Will +0

Immune mind-affecting effects
OFFENSE
Speed 50 ft.
Melee 2 claws -2 (1d2-4 plus grab), sting +6 (1d2-4 plus poison)
Space 2 1/2 ft.; Reach 0 ft.
Special Attacks constrict (1d2-4)
STATISTICS
Str 3
Dex 16
Con 10
Int 6
Wis 10
Cha 2
Base Atk +0; CMB -6 (-2 grapple); CMD 7 (19 vs. trip)
Skills Climb -1, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth

SPECIAL ABILITIES

Poison (Ex)
Sting—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 save. The save DC is Constitutuion-based and includes a +2 racial bonus.

Share Spells
Empathic link

Master gains +2 initiative

Spellbook

Spoiler:

all 0th level spells
(minus necromancy & evocation)

0-Level Sorcerer/Wizard Spells (Cantrips)
Abjuration
Resistance: Subject gains +1 on saving throws.

Conjuration
Acid Splash: Orb deals 1d3 acid damage.

Divination
Detect Magic: Detects all spells and magic items within 60 ft.

Detect Poison: Detects poison in one creature or small object.

Read Magic: Read scrolls and spellbooks.

Enchantment
Daze: A single humanoid creature with 4 HD or less loses its next action.

Evocation
Dancing Lights: Creates torches or other lights.

Illusion
Ghost Sound: Figment sounds.

Necromancy

Transmutation
Mage Hand: 5-pound telekinesis.

Mending: Makes minor repairs on an object.

Message: Whisper conversation at distance.

Open/Close: Opens or closes small or light things.

Universal
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).

Prestidigitation: Performs minor tricks.

First Level Spells

1. Grease
2. Sleep
3. Mount
4. Color Spray
5. Silent Image
6. Protection from Chaos/Evil/Good/Law
7. True Strike-school spell

Second level spells
1. minor image
2.Glitterdust
3. locate object
4. see invisibility

Third level spells
1.
2.
3.

Feats

Spoiler:

Spell focus (conjuration)
Augment Summoning
Scribe scroll

Vermin Heart
You have a special bond with things that creep, crawl, skitter, and sting.

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
This +1 slick leather armor is made of shining, slippery eelskin that allows the wearer to move with deadly grace and sudden swiftness, especially underwater. When immersed in water, enchanted eelskin gains the shadow property and grants the wearer a swim speed of 30 feet and the ability to breathe water. In addition, during a surprise round the wearer can act as if she had a full round of actions, rather than a single standard action, as long as those actions do not require leaving the water. If she does leave the water, her surprise round turn immediately ends.

Ring of Maniacal Devices
Aura faint transmutation; CL 3rd
Slot ring; Price 5,000 gp; Weight —
Description This elaborately decorated ring is crafted with the design of a fierce dragon wrapped greedily around a shining gemstone. It grants the wearer a +5 competence bonus on all Craft (traps) and Disable Device checks. Even if he has no ranks in these skills, the wearer may make Craft (traps) and Disable Device checks as if he were trained in them.

Ring of Sacred Mistletoe
Aura faint transmutation; CL 1st
Slot ring; Price 6,000 gp; Weight —
Description This tiny ring of living mistletoe coils about the wearer’s finger of its own accord. The wearer gains a +2 competence bonus on Handle Animal, Knowledge (nature), and wild empathy checks, and a wearer with the woodland stride ability can move effortlessly, without harm or impediment, even through magically created or manipulated plants. This does not allow the wearer to move through solid objects or creatures. Furthermore, the wearer can use shillelagh once per day.

Workgloves, Engineer’s

Aura faint divination; CL 5th
Slot hands; Price 3,000 gp; Weight —

DESCRIPTION
These durable canvas and leather gloves imbue the wearer with an instinctive knowledge of mechanical devices.

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)
Calm animals, charm animals, detect plant/animal
Delay poison, delay disease, restoration (lesser)

Protection from evil
Protection from evil, communal
knock

potions/oils (on hand)
oil shillelagh (10)

Key, skeleton
Source Adventurer's Armory 8

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.