Member of the Esoteric Order of the Palatine Eye

Father Emil's page

544 posts. Alias of Clebsch73.


Full Name

Father Emil

Race

Human

Classes/Levels

Cleric of Erastil 5 | hp: 33/33 | Init +2 |AC 18 Touch 13 FF 16 CMD 17| F: +5 R: +3 W: +7 | Perc +4 | Channels: 3/6 SWA: 8/8

Gender

Portrait Male

About Father Emil

Background:
Emil Andreassen (known locally as Father Emil) is descended from Ulfen refugees fleeing a particularly oppressive queen in Irrisen centuries before. His parents lived in the region since birth. He has an older brother who got married and moved his family to a safer location. Emil is in his 50s. His parents and grandparents are no longer alive. He has some cousins in the area. He is not married and has no children. But he is far from alone, for he considers all the villagers to be family and he keeps a menagerie of animals at his modest farmstead near Fangwood forest, a few miles out of Phaendar.
Emil had a happy childhood learning the joys and dangers of nature from the locals and the specifics of farming and hunting from his father and mother. He bounced around from one craftsman to another, learning bits and pieces of crafts such as bowyer, carpentry, and smithing. He always loved animals and could always be counted on to bring home a stray animal or tend to an injured beast. He rarely is ever encountered without an animal or two tagging along.
Eventually, however, he took an interest in Erastil and became an acolyte of Father Noelan for a time. He learned how to use a longbow as part of his training, studied the Parables of Erastil, and learned practical healing skills.
When he was 21, Father Noelan sent him off to tour Nirmathas and perhaps beyond as part of his training. He was supposed to either start a new church in a community that was lacking a representative of Erastil or return with useful new ideas for farming and survival. Emil traveled toward the more populous parts of Nirmathas and to the capital, Tamran. While in the area, the armies of Nirmathas had to fight off an invasion attempt by neighbor Molthune. Emil joined a militia group to help as a healer and an archer. The group spent some time away from cities, surviving on the land as they scouted for enemies and raided when they found targets.
Emil learned useful survival skills from this experience, but he was generally appalled at the ravages of the war and the refugees it produced. While tending to a band of people displaced by the war, he met and fell in love with a human woman named Grace. She had lost her family and so she traveled with Emil as he continued his tour of the southern marches. They became engaged and set off for Phaendar to be married by Father Noelan. By the time they were halfway home, it became apparent that Grace would also become a parent. But tragedy took Grace away from Emil as they were beset upon by bandit adventurers and Grace was killed. Emil was left for dead but he recovered. When he saw Grace’s lifeless body, he wished he had not survived. He buried her, keeping a locket and a lock of her golden hair.
Emil returned to Phaendar totally disenchanted with the larger world. He retreated into himself and only gradually was revived by the beauties of nature and the love of his parents and community. He never took an interest in any other romantic opportunities, and became a bachelor farmer, helping his parents on their farm until they passed away as they got to advanced age. Since then Emil has remained in the community, keeping a modest farmstead near Fangwood where he tends a shrine to Erastil, looks after a pleasant grove of trees now generally referred to as Emilwood, and lives a contented life close to the land and the community. He helps the aging Father Noelan at festival times, increasingly taking over duties such as handfasting ceremonies, delivering babies, and serving on the village council when needed. He is also the local veterinarian and adopter of orphaned baby animals. He has a dog, a cat, a raven, an otter, and a hedgehog.
He takes a dim view of adventurers and has no interest in leaving the area.

Father Emil
Male Human Cleric (of Erastil) 5
LG Medium Humanoid (Human)
Init +2 Senses Perception +5

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DEFENSE
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AC 20, touch 13, flat-footed 18 (+5 armor, +2 dex, +2 shield, +1 Deflection)
or AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 Deflection) when not wearing shield.
or AC 20, touch 13, flat-footed 18 (+5 armor, +2 Dex, +1 Deflection, +2 Natural) with no shield and Barkskin
hp 33
Fort +5 Ref +3 Will +7

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OFFENSE
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Speed 20 ft.
Melee Smith Hammer +6 (1d8+2/x3 B) or +1 Farmer's Scythe +7 (2d4+4/x4 P or S) or unarmed (wooden fist) +6 (1d3 + 4 B)
[craft (weapons), craft (carpenter) and profession(farmer) tools used as weapons get +1 trait bonus to hit. Damage based on similar weapons but subject to GM's approval/modification]
Ranged +1 Longbow +6 (1d8 + 1/x3, 100 ft) or Composite Longbow (+2 Str) +5 (1d8 + 2)
Special Attacks channel positive energy 6/day (DC 13, 3d6), Wooden Fist (+1 damage, 6 rounds per day)

Dice-Bot Text:
[dice=+1 Scythe]1d20 + 7[/dice]
[dice=Damage]2d4 + 4[/dice]
[dice=Hammer]1d20 + 6[/dice]
[dice=Damage]1d8 + 2[/dice]
[dice=+1 longbow]1d20 + 6[/dice]
[dice=Damage]1d8 + 1[/dice]
[dice=Composite longbow (+2 Str)]1d20 + 5[/dice]
[dice=Damage]1d8 + 2[/dice]
[dice=Spiritual Weapon]1d20 + 7[/dice]
[dice=Force Damage]1d8 + 1[/dice]
[dice=Positive Energy Channel]3d6[/dice]

Cleric Spells prepared (CL 5th; concentration +8)
3rd (2 + 1 domain)(DC 17) ——Remove Blindness/Deafness, Summon Monster III, Domain: Dominate Animal
2nd (3 + 1 domain)(DC 16)——Delay Poison, Spiritual Weapon, Summon Monster II, Domain: Barkskin
1st (4 + 1 domain)(DC 15)——Command, Ferment, Goodberry, Liberating Command, Domain: Entangle
0 (at will)(DC 14) (4)——Create Water, Light, Stabilize, Vigor

Dice-bot text for spells:

[dice=CLW, Frontier Healer]1d8 + 5 + 1[/dice]
[dice=CMW, Frontier Healer]2d8 + 5 + 1[/dice]
[dice=CSW, Frontier Healer]3d8 + 5 + 1[/dice]

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STATISTICS
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Str 14 Dex 14 Con 12 Int 12 Wis 18 Cha 12
BAB +3 CMB +5 CMD 17
Traits Frontier Healer, Nirmathi Militia, Rough and Ready
Drawbacks Provincial
Feats Boon Companion, Command Animals, Craft Magic Arms and Armor, Extra Channel, Stealth Synergy
Skills: Craft (Bows) +6, Craft (blacksmith) +6, Craft (Weapons) +7, Diplomacy +7, Handle Animal +9 (+13 on animal companion), Heal +10, Knowledge (Geography) +2, Knowledge (Nature) +10, Knowledge (Religion) +9, Perception +5, Profession (Farmer) +8, Sense Motive +9, Spellcraft +5, Survival +11
Untrained Skills: Acrobatics +2*, Appraise +0, Bluff +1, Climb +2*, Disguise +1, Escape Artist +2*, Fly +2*, Intimidate +1, Perform +1, Ride +2*, Swim +2*
ACP -1 from +1 Armored Coat. ACP not factored into listed skill values *.
–2 penalty on Diplomacy checks and Sense Motive checks made against all creatures whose religion or alignment differs from your own.

Dicebot text:
[dice=Diplomacy]1d20 + 6[/dice]
[dice=Handle Animal]1d20 + 9[/dice]
[dice=Handle Animal, Pila]1d20 + 9 + 4[/dice]
[dice=Heal]1d20 + 910[/dice]
[dice=Knowledge (Geography)]1d20 + 2[/dice]
[dice=Knowledge (Nature)]1d20 + 10[/dice]
[dice=Knowledge (Religion)]1d20 + 9[/dice]
[dice=Perception]1d20 + 5[/dice]
[dice=Sense Motive]1d20 + 9[/dice]
[dice=Spellcraft]1d20 + 5[/dice]
[dice=Survival]1d20 + 11[/dice]

Languages Common, Sylvan
Gear +1 Armor Coat, MWK Hide Armor, +1 light steel shield, smith hammer, +1 farmer's scythe, +1 longbow, Composite Bow (+2 Str), arrows (20), +1 arrows (3), +1 Flame Arrow (6), Cold Iron Arrows (10), Alchemist's Fire, Antiplague (3), Artisan's Tools (bows), Artisan's Tools (MWK Smith), Bandages of Rapid Recovery, Bloodblock (5), Defoliant (2), Explorer's Outfit, Feather Token (Bird), Feather Token (Tree), Fire Ward Gel, Handy Haversack, Healer's Kit (9/10), Holy Symbols (2: wood, silver), Holy Water, Oil (2), Oil of Magic Weapon (3), Potion CLW (2 1), Potion CMW, Potion Guidance (2), Ring of Protection +1, Scrolls (Calm Animal, Charm Animal, CLW (2), Magic Stone, Protection from Evil), Smokestick, Stench-gas Bladder (2), Tanglefoot Bag (3), Thunderstone (2), wand CLW (21-7-1-1=12 charges), Wand Hold Person (9/50), Headband of Inspired Wisdom (+2), +1 merciful arrows (6).
Weight: 61.5 lb, medium encumbrance

Animal Companion, Pila, Lynx:

N Medium animal
Init +4; Senses low-light vision, scent; Perception +5

Defense
AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)
hp 32 (5d8+10)
Fort +6, Ref +9, Will +2
Special Defenses: Evasion

Offense
Speed 50 ft., climb 20 ft. Sprint
Melee bite +8 (1d6+4 plus grab), 2 claws +8 (1d3+4)
Special Attacks pounce, rake (2 claws +8, 1d3+4)

[dice=Bite]1d20 + 8[/dice]
[dice=Bite Damage]1d6 + 4[/dice]
[dice=Grab]1d20 + 11[/dice]

[dice=claw 1]1d20 + 8[/dice]
[dice=claw 1 Damage]1d3 + 4[/dice]

[dice=claw 2]1d20 + 8[/dice]
[dice=claw 2 Damage]1d3 + 4[/dice]

[dice=rake 1]1d20 + 8[/dice]
[dice=rake 1 Damage]1d3 + 4[/dice]

[dice=rake 2]1d20 + 8[/dice]
[dice=rake 2 Damage]1d3 + 4[/dice]

[dice=Grapple, Maintain]1d20 + 11 + 5[/dice]
[dice=Bite Damage]1d6 + 4[/dice]

Statistics
Str 18, Dex 20, Con 15, Int 2, Wis 13, Cha 6
Base Atk +3; CMB +7 (+11 grapple); CMD 22 (26 vs. trip)
Feats Combat Reflexes, Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +9, Climb +15, Perception +5, Stealth +13 (+15 in undergrowth);
Racial Modifiers +4 on Stealth in undergrowth
Special Abilities Link, Share Spells

Tricks
Attack: Date Achieved: Gozran 22
Down; Date Achieved: Gozran 29
Flee: Date Achieved: Desnus 13
Flank: Date Achieved: Desnus 20
Aid: Date Achieved: Desnus 27
Heel: Date Achieved: Sarenith 4
Come: Date Achieved: Sarenith 11
Hunt: Date Achieved: Sarenith 18

Evasion (Ex) If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Combat Reflexes
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.

Link (Ex) A cleric can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex) The cleric may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A cleric 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.

Sprint (Ex) Once per hour, a small cat can move at 10 times its normal speed (500 feet) when it makes a charge.

Pounce (Ex) When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).

Grab (Ex) If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature’s Special Attacks line. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).

Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.


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SPECIAL ABILITIES
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Race Traits, Traits, Feats:
Human Racial Traits
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Frontier Healer (Campaign trait)
You make your way in life by putting people back together after the rigors of the world take their toll—brewing herbal remedies, setting broken bones, and treating diseases. You gain a +1 trait bonus on all Heal and Knowledge (nature) checks, and one of these skills is always a class skill for you. Any time you restore hit points using the Heal skill or a cure spell (but not with channeled energy, lay on hands, or a magic device such as a potion or wand), you restore 1 additional hit point, plus 1 for every 2 class levels you have beyond 1st.

Nirmathi Militia (Regional trait)
Requirement(s) Nirmathas
You have served in one of the militia bands of Nirmathas, and have learned valuable skills. Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you. [skill chosen: Survival]

Rough and Ready (Equipment trait)
Benefit: When you use a tool of your trade (requiring at least 1 rank in the appropriate Craft or Profession skill) as a weapon, you do not take the improvised weapon penalty and instead receive a +1 trait bonus on your attack. This trait is commonly used with shovels, picks, blacksmith hammers, and other sturdy tools — lutes and brooms make terribly fragile weapons.

Provincial (flaw)
You have only one way of looking at things: the right way.
Effect(s) You take a –2 penalty on Diplomacy checks and Sense Motive checks made against all creatures whose religion or alignment differs from your own.

Command Animals (1st level feat, from Ultimate Wilderness)
You channel energy to get animals to do your bidding.
Prerequisites: Animal domain, channel energy class feature.
Benefit: As a standard action, you can use one of your daily uses of channel energy in an attempt to control animals within 30 feet. Animals can attempt a Will save (DC = 10 + half your class level + your Charisma modifier) to negate the effect. Animals that fail their saves fall under your control, obeying your commands to the best of their ability as if under the effects of a charm monster spell with a caster level equal to your class level. An affected animal can attempt a new saving throw each day to escape this effect. You can control any number of animals, so long as their total Hit Dice do not exceed your class level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an affected animal is controlled by or a companion of another creature, you must attempt an opposed Charisma check whenever your orders conflict.

[Charm Monster Spell Description: This charm makes an animal regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The spell does not enable you to control the charmed animal as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed animal breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.]

Extra Channel (Human bonus feat, from Core)
You can channel divine energy more often.
Prerequisite: Channel energy class feature.
Benefit: You can channel energy two additional times per day.

Boon Companion
Your bond with your animal companion or familiar is unusually close.
Benefit: The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you dismiss or lose an animal companion or familiar that has received this benefit, you can apply this feat to the replacement creature.

Stealth Synergy (teamwork)
Benefit: While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.

Craft Magic Arms and Armor (Item Creation)
You can create magic armor, shields, and weapons.
Prerequisites: Caster level 5th.
Benefit: You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price. See the magic item creation rules in Magic Items for more information.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.

Cleric Class Features:

Hit Die: d8.
Starting Wealth: 4d6 x 10 gp (average 140 gp).
Class Skills
Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at each Level: 2 + Int modifier.

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity (Longbow).

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Variant Spellcasting
Clerics, paladins, and rangers of Erastil may prepare goodberry as a 2nd-level spell, and druids can cast the spell on nuts or seeds as well as berries. Clerics and paladins may cast animal messenger as a 2nd-level spell, and all priests may use that spell on any non-hostile animal (including friendly guard animals and domesticated animals).

Customized Summon List (From Kingmaker 2, Rivers Run Red)
Erastil’s priests can use summon monster and summon nature’s ally spells to summon the following creatures in addition to the normal creatures listed in the spells.
Summon Monster II/Summon Nature’s Ally II
celestial elk (LG; see Pathfinder #32)
Summon Monster III/Summon Nature’s Ally III
celestial dire boar (LG)

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action.

Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting[/b]: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Domains:
Animal
Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.

Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.

Spell Description: You can ask questions of and receive answers from animals, but the spell doesn’t make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

Domain Spells: 1st—calm animals, 2nd—hold animal, 3rd—dominate animal, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—antilife shell, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.

Plant
Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants.

Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.

Bramble Armor (Su): At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells[/b]: 1st—entangle, 2nd—barkskin, 3rd—plant growth, 4th—command plants, 5th—wall of thorns, 6th—repel wood, 7th—animate plants, 8th—control plants, 9th—shambler.