Arboreal's page

140 posts. Organized Play character for Merisal The Risen.

Full Name

Arboreal Transposer


Half elf AC 12, touch 12, flat-footed 10 (+2 Dex) hp 36


Earth Elemental:
AC17 T10 FF17 Fort+6 Ref -1 Will+3 Hp 17
Conjurer 2 Druid 3


Init +2; Senses low-light vision; Perception +12 (storm burst 0/6 Acid Darts 0/6, clw wand 0/50)



About Arboreal

Half-elf druid 3/conjurer 2
N Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +13
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 36 (5 HD; 2d6+3d8+10)
Fort +5, Ref +4, Will +10; +2 vs. enchantments
Immune sleep
Speed 30 ft.
Melee club +3 (1d6) or
dagger +3 (1d4/19-20) or
longsword -1 (1d8/19-20) or
quarterstaff +3 (1d6)
Ranged longbow +1 (1d8/×3)
Arcane School Spell-Like Abilities (CL 2nd; concentration +5)
6/day—acid dart (1d6+1 acid)
Domain Spell-Like Abilities (CL 3rd; concentration +6)
6/day—storm burst (1d6+1 nonlethal)
Conjurer Spells Prepared (CL 4th; concentration +7)
1st—burning hands (DC 14), grease, Summon monster 1, magic missile
0 (at will)—detect magic, mage hand, prestidigitation, read magic
Opposition Schools Illusion, Necromancy
Druid Spells Prepared (CL 3rd; concentration +6)
2nd—barkskin, fog cloud[D], resist energy
1st—entangle (DC 14), magic stone, obscuring mist[D], produce flame
0 (at will)—create water, guidance, mending, stabilize
D Domain spell; Domain Weather domain
Str 10, Dex 14, Con 12, Int 16, Wis 17, Cha 8
Base Atk +3; CMB +3; CMD 15
Feats Augment Summoning, Combat Casting, Improved Initiative, Skill Focus (Spellcraft), Spell Focus (conjuration)
Traits magical knack, master of pentacles
Skills Appraise +7, Handle Animal +3, Heal +7, Knowledge (arcana) +11, Knowledge (dungeoneering) +7, Knowledge (geography) +7, Knowledge (nature) +11, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +8, Perception +13, Spellcraft +14, Survival +11, Swim +4; Racial Modifiers +2 Perception
Languages Auran, Common, Druidic, Elven, Gnoll, Gnome, Sylvan, Terran
SQ arcane bond (danny boy, hawk), elf blood, nature bond (Weather domain), nature sense, summoner's charm (1 round), trackless step, wild empathy +2, woodland stride
Combat Gear pearl of power (1st level), pearl of power (2nd level), potion of cure moderate wounds, scroll of lesser restoration, lesser restoration, wand of cure light wounds (50 charges), wand of endure elements (22 charges), wand of mage armor (44 charges), wand of pox pustules (13 charges), acid (4), holy water (4); Other Gear arrows (40), club, dagger, longbow, longsword, quarterstaff, cloak of resistance +1, elixir of vision, first leaves, 1,410 gp
Special Abilities
Acid Dart (1d6+1 acid, 6/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Druid Domain (Weather) Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to sight-based Perception checks in bright light You gain the Alertness feat while your familiar is within arm's reach.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Storm Burst 1d6+1 nonlethal (6/day) (Sp) As a standard action, ranged touch attack deals 1d6+1 nonlethal dam to foe in 30 ft. & inflicts a -2 to att for 1 rd.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.