The Rake

Jarl Purrun's page

66 posts. Alias of hustonj.


Full Name

Jarl Purrun

Race

M Human (Varisian)

Classes/Levels

Gestalt {Druid (Urushiol) 8/Green Faith Acolyte 3 - Back to Druid @ 16 is the plan}/Ranger (Nirmathi Irregular) 11/Mythic Hierophant 3

Gender

Male

Size

Medium (5' 10", 160#)

Age

28

Languages

Taldane, Druidic; Varisian; Sylvan, Goblin, Giant

Strength 18
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 26
Charisma 11

About Jarl Purrun

Minimilist Background:
Growing up in war-ravaged Nirmathas, Jarl Purrun did what most of his able-bodied friends did, and joined the war effort. Jarl quickly learned the basics from the Nirmathi Irregulars. He was assigned as a minor escort to Crishan Vasile, the regional Archdruid, instead of harrssing the enemy. This ended up reshaping his perspective on the world. Crishan decided to keep Jarl close at hand and educate him. This process sparked an unexpected benefit for the young Varisian, as his expanded training manifested as a gestalt of the two capabilities, instead of the normal splitting of attention between them. The Archdruid indicated that he had expected this, and that was why he had pulled Jarl from more normal duties and started dragging him away from home and across Varisia. One perspective that shocked Jarl when he gained it was that the Nirmathi citizenry had become as abusive to nature as their enemies in order to wage their defensive war. Jarl could no longer see himself joining that fight. His lessons had taken him too far from who he was as a child.

Eventually, Crishan declared that it was past time for Jarl to strike out on his own, to build his own path and discover more about the world and how he fit within it. Now wandering around on his own, he heard about Aergoreth, the Resplendent, and that he had started trying to tame the evils of the at least part fo the Kodar mountains, making them safer for both man and beast. Jarl decided to go see what this about and if he could alter Aergoreth's behavior in order to protect as much of the natural order as possible.


Combat:
Init +4+[Dex+2+Aspect of the Beast: Wild Instinct+2(+Focused Terrain: Forest+4)]
Move 20' (30' w/o armor)

Human Form
BAB+11, Melee+15, Ranged+13, CMB+15 (Weapon Attuenment (Natural Attacks))
Archery +14/+9/+4 for 1d8+4 @ x3 over 110' P - 50 durable arrows, 10 durable adamantine arrows
Unarmed +16/+11/+6 for 1d3+4 @ x2 B - Nonlethal, provokes, magic, silver, mythic

Archery Improved Vital Strike +14 for 3d8+4 @ (5d8+12) over 110' P
Unarmed Improved Vital Strike +16 for 3d3+4 @ (4d3+8) B

Toxic Secretions 4/Day; 1/round for 2 rounds, 1d3 Str damage, 1 Fort DC 22 negates. Standard to coat a weapon/natural weapon. 2 doses creates contact poison on 1 limb - touch attack to deliver can be same action as coating.

AC21, Touch14, Flat-footed19, CMD18 (Dex+2, Armor+4, Armor Attunement+2, Deflection+2, Toughening+1, Str+4)

Toxic Secretions: Can release 1 dose into attacker if it bites ro swallows me as immediate action

HP144 (10x11+Con+1x11+Mythic+4x3+FavoredClass+1x11)

Fort+11 (Base+7, Con+1, Resistance +3)
Ref+13 (Base+7, Dex+2, Heart of the Fey+1, Resistance+3)
Will+19 (Base+7, Wis+8, Heart of the Fey+1, Resistance+3)

Venom Immunity

Small Air Elemental Form
S18, D16, C12, I12, W26, H11
Fly 40' (Perfect) (60' (Perfect) w/o armor)
Darkvision 60'

BAB+11, Melee+16, Ranged+15, CMB+14 (Size +1/-1, Weapon Attuenment (Natural Attacks))
Slam +17 for 1d4+4 @ x2 B - magic, silver, mythic
Whirlwind 5' at base, 10~20' tall, DC22 Ref, affect size Tiny and smaller only

Slam Improved Vital Strike +17 for 3d4+4 @ (4d4+8) B

AC24, T16, F21, CMD18 (Dex+3, Armor+4, Armor Attunement+2, Deflection+2, Tougheneing+1, Natural Armor+1, Size+1/-1, Str+4)

HP144 (nothing changes)

Fort+11 (nothing changes)
Ref+14 (Dex imporved by 1)
Will+19 (nothing changes)

+1 to Dex-based skills
+2 size to Fly
+4 size to Stealth

Large Dire Tiger Form
S22, D12, C12, I12, W26, H11
Move 30' (40' w/o armor)
Low-Light Vision
Scent

BAB+11, Melee+16, Ranged+11, CMB+18 (Size-1/+1, Weapon Attuenment (Natural Attacks))
Bite +17 for 2d6+6 @ 19+ BPS GRAB (+23) - magic, silver, mythic
Claw (x2) +17 for 2d4+6 @ x2 BPS GRAB (+23) - magic, silver, mythic
Rake (x2) +17 for 2d4+6 @ x2 BPS - magic, silver, mythic

Bite Improved Vital Strike for 6d6+6 @ 19+ (8d6+12) BPS GRAB (+23)

Pounce, Rake

AC23, T12, F22, CMD20 (Dex+1, Armor+4 Armor Attunement+2, Deflection+2, Toughening+1, Natural Armor+4, Size-1/+1, Str+6)

HP144 (nothing changes)

Fort+11 (nothing changes)
Ref+12 (Dex reduced by 1)
Will+19 (nothing changes)

+2 to Str-based skills
-1 to Dex-based skills
-4 size to Stealth


Animal Companion (Tawny):
Base: Cat, Small (Cougar); Druid level 10 equivalent
Medium
Move 50'

BAB+6, Melee (Finesse) +13, CMB +10
Bite+14 for 1d8+6 @ x2 BPS, Trip (+14)
Claw (x2)+13 for 1d3+6 @ x2 BPS

AC24, T17, F17, CMD20 (Dex+7, Natural Armor+7, Str+3)

HP 90 (8x9+Con+2x9)

DR 5/Epic

Fort (Base+6, Con+2)
Ref (Base+6, Dex+7)
Will (Base+3, Wis+1)

Evasion
Devotion: +4 morale on Will vs Enchantments
Venom Immunity: immune to all poisons

Attributes S19, D24, C15, I2, W12, H6

Low-light vision
Scent
Sprint

9 Skill Points: Perception +1 (Wis+1); Stealth +16 (Dex+7+Ranks+6+Class Skill+3); Survival +4 (Track w/Scent) (Wis+1+Ranks+3)
5 Feats: Feral Grace; Improved Natural Attack: Bite; Multiattack (meaningless); Share Feature: Venom Immunity; Weapon Finesse; Weapon Focus (Bite)
4 Bonus Tricks (6 base): Attack (x2), Come, Defend, Down, Fetch, Guard, Heel, Seek, Track
Link
Share Spells


Magic:
Spells Prepared
Druid:
Orisons (DC 18):
1
2
3
4

Level 1 (DC 19):
1
2
3
4
5
6

Level 2 (DC 20):
1
2
3
4
5
6

Level 3 (DC 21):
1
2
3
4
5
6

Level 4 (DC 22):
1
2
3
4
5

Level 5 (DC 23):
1
2
3

Level 6 (DC 24):
1
2

Ranger (Share Spell eligible)
Level 1 (DC 19):
1
2
3
4
5

Level 2 (DC 20):
1
2
3
4

Level 3 (DC 21):
1
2
3
4

Wild Shape 5/Day at up to 11 hours each; unlimited count of Wild Shape specifically as Small Air Elemental


Feats & Traits:
** Feats **
1 Aspect of the Beast: Wild Instinct
1h Combat Casting
2c Aspect of the Beast: Night Senses
3 Natural Spell
3r Endurance
5 Green Faith Acolyte
6c Eldritch Claws?
7 Self-Sufficient?
7m Natural Spell (Mythic)
9 Shaping Focus
10c Improved Vital Strike?
11 Alertness?
11m Aspect of the Beast: Mythic Senses (Mythic)?

** Traits **
Region: Enchanted by Giants: You gain a +1 trait bonus on Survival checks and Spellcraft checks. You can always take 10 on Spellcraft checks to identify spell-like abilities.
Religion: Eyes of the Wild: Having spent much time immersed in the wilderness, you’re now attuned to its ways. You gain a +2 trait bonus on Perception checks in natural settings.


Skills:
Gestalt+8+Int+1=9 Adventuring & 2 Background skills per character level
Bonus Skill Attribute+Ranks+Class+Specified(+Circumstantial)
+ 2-Acrobatics 2+0+0(-Encumbrance)
+ 1 Appraise 1+0+0
+ 0 Bluff 0+0+0
+18-Climb 4+11+3(-Encumbrance)
+ 1 Craft 1+0+0
+ 0 Diplomacy 0+0+0
+ 0 Disguise 0+0+0
+ 2-Escape Artist 2+0+0(-Encumbrance)
+13-Fly 2+8+3(-Encumbrance)
+14+Handle Animal - Background 0+11+3(+Link w/ Animal Companion+4)
+33+Heal 8+11+3+Self-Sufficient+4+Vest of Surgery+2+Healer's Gloves+5(+Healer's Satchel additional +2 on treat poisons or first Aid)
+ 0 Intimidate 0+0+0
+15+Knowledge (Geography) - Background 1+11+3(+Focused Terrain (Forest)+4)
+17 Knowledge (Nature) 1+11+3+Nature Sense+2
+ 4 Linguistics 1+3+0
+31+Perception 8+11+3+Lenses of Detection+5+Alertness+4(+Eyes of the Wild (Natural Settings)+2)(+vs Humans+6)(+Forest Ghost (in Forest)+5)(+Focused Terrain (Forest)+4)
+ 0 Perform 0+0+0
+ 2-Ride 2+0+0(-Encumbrance)
+10 Sense Motive 8+0+0+Alertness+2
+16 Spellcraft 1+11+3+Enchanted by Giants+1
+16~Stealth 2+11+3(-Encumbrance)(+Focused Terrain (Forest)+4)
+31+Survival 8+11+3+Enchanted by Giants+1+Nature Sense+2+Aspect of the Beast: Wild Instinct+2+Self-Sufficient+4(+Lenses of Detection for Tracking+5)(+Tracking+5)(+vs Humans+6)(+Forest Ghost (in Forest)+5)(+Focused Terrain (Forest)+4)
+18-Swim 4+11+3(-Encumbrance)

Spellcraft to identify spell-like abilities: May always take 10

+11 Wild Empathy (Bonus +4 w/ Animal Companion)

Encumbrance: -0

Languages Known: Taldane, Druidic; Varisian; Sylvan, Goblin, Giant


Gear:
41,000 Budget, ABP limitations
10,515 Wild Darkleaf Cloth Hide Armor (Armor, +4/+6/-0/10%/20'/12.5#)
x3,750 Druid's Vestment (Body, -) Add 1 Wild Shape use/day
x3,000 Vest of Surgery (Chest, 4#) Always treated as using Healer's Kit when making Heal Checks
x3,500 Lenses of Detection (Eyes,1#) +5 comptenece on Perception & Survival to Track
x2,500 Healer's Gloves (Hands, -) +5 Competence on Heal checks
x9,000 Necklce of Adaptation (Neck, 1#)
x3,000 Healer's Satchel, Specialized: Treatment (None, 1#) 10 uses/24 hours; 2 uses for skill check as poison/disease save or add Wisdom bonus (or 2x Wisdom bonus) toTreat Deadly Wounds healing
xx,720 Campfire Bead (None, -) Fuel-less fire for 8 hours of every 24
x2,000 Handy Haversack (None, 5#)
x1,800 Efficient Quiver (None, 2#)
xx,950 Greenwood Composite Str (+4) Longbow (1d8/x3/110'/3#/P)
xx,x50 50 Durable Arrows (None, 7.5#)
xx,610 10 Durable Adamantine Arrows (None, 1.5#)

40,445 spent for 25.5# with equipment stowed


Human (ARG):
+2 to One Physical and One Mental Ability Score
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.
Heart of the Fey: Fey-touched humans enjoy senses and reactions superior to those of their kin. These humans receive low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Mythic Hierophant Tier 3:
Core
Tier Ability Feat Mythic Abilities
1st — 1st Hard to kill, mythic power, surge +1d6, Divine surge, path ability
2nd 1st — Amazing initiative, Path ability
3rd — 2nd Recuperation, Path ability
4th 2nd — Surge +1d8, Path ability
5th — 3rd Mythic saves, Path ability
6th 3rd — Force of will, Path ability
7th — 4th Surge +1d10, Path ability
8th 4th — Unstoppable, Path ability
9th — 5th Immortal, Path ability
10th 5th — Legendary hero, surge +1d12, Divine vessel, path ability
Ability Score Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers, another ability score of your choice permanently increases by 2; this can be an ability score you’ve already increased or a different ability score.
Mythic Feat Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally.
You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter.
Hard to Kill (Ex) Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su) Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su) You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Amazing Initiative (Ex) At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.
Recuperation (Ex) At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Mythic Saving Throws (Ex) At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn’t come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.
Force of Will (Ex)At 7th tier, you can exert your will to force events to unfold as you would like. As an immediate action, you can expend one use of mythic power to reroll a d20 roll you just made, or force any non-mythic creature to reroll a d20 roll it just made. You can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.
Unstoppable (Ex) At 8th tier, you can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting you: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. You can use this ability at the start of your turn even if a condition would prevent you from acting.
Immortal (Su) At 9th tier, if you are killed, you return to life 24 hours later, regardless of the condition of your body or the means by which you were killed. When you return to life, you aren’t treated as if you had rested, and don’t regain the use of abilities that recharge with rest until you next rest. This ability doesn’t apply if you’re killed by a coup de grace or critical hit performed by either a mythic creature (or creature of even greater power) or a non-mythic creature wielding a weapon capable of bypassing epic damage reduction. At 10th tier, you can be killed only by a coup de grace or critical hit made with an artifact.
Legendary Hero (Su) At 10th tier, you have reached the height of mortal power. You regain uses of your mythic power at the rate of one use per hour, in addition to completely refreshing your uses each day.

Path - Hierophant
Divine Surge Beast’s Fury (Su) As a swift action, you can expend one use of mythic power to imbue your animal companion, cohort, eidolon, familiar, or bonded mount with some of your mythic power. As an immediate action, that creature can move up to its speed and make an attack with one of its natural weapons. When making this attack, the creature rolls twice and takes the higher result. Any damage dealt by this attack bypasses all damage reduction. A creature affected by this ability can take these actions in addition to any other actions it takes during its turn.

Selected Path Abilities
Mythic Wild Shape (Su) Choose one form you can take using wild shape. [Small Air Elemental] Using wild shape to take this form doesn’t count against your daily uses of wild shape. You can select this ability multiple times. Each time you select it, choose another form to not count against your daily uses of wild shape. You must have the wild shape class feature to select this ability.
Tongue of the Land (Su) Animals, elementals, fey, and plants are magically able to understand you when you speak Druidic, as if you were using speak with animals or tongues. If speaking to creatures of different types at the same time, you can allow all of them to understand you or speak understandably to just one type at a time. For example, if speaking to a group of animals and fey, you can make yourself understandable to all of them, just to the animals, or just to the fey.
Blessed Companion (Su) Select one animal companion, eidolon, familiar, or bonded mount. It gains DR 5/epic.
This ability can be taken a second time at 6th tier or higher and a third time at 9th tier or higher. Each additional time it’s taken, the DR increases by 5.


Gestalt {Druid (Urushiol) 8/Green Faith Acolyte 3 - Back to Druid @ 16 is the plan}/Ranger (Nirmathi Irregular) 11:

Alignment: Any neutral.
Hit Die: d10.
Class Skills: Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Points at each Level: 8 + Int modifier.
Class Features
Level BAB Fort Ref Will Special
Spells Per Day 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +2 +2 +2 Nature sense, orisons, toxic secretions, wild empathy, focused enemy +2, forest ghost, track
Druid 3 1 - - - - - - - -
Ranger - - - - -
2nd +2 +3 +3 +3 Woodland stride, combat style feat
Druid 4 2 - - - - - - - -
Ranger - - - - -
3rd +3 +3 +3 +3 Trackless step, endurance, focused terrain +2
Druid 4 2 1 - - - - - - -
Ranger - - - - -
4th +4 +4 +4 +4 Venom immunity, wild shape (1/day), hunter's bond
Druid 4 3 2 - - - - - - -
Ranger - 1 - - -
5th +5 +4 +4 +4 Focused enemy +4
Druid 4 3 2 1 - - - - - -
Ranger - 2 - - -
6th +6/+1 +5 +5 +5 Wild shape (2/day), combat style feat
Druid 4 3 3 2 - - - - - -
Ranger - 2 - - -
7th +7/+2 +5 +5 +5 —
Druid 4 4 3 2 1 - - - - -
Ranger - 2 1 - -
8th +8/+3 +6 +6 +6 Wild shape (3/day), focused terrain +4, swift tracker
Druid 4 4 3 3 2 - - - - -
Ranger - 2 2 - -
9th GFA +9/+4 +6 +6 +6 Companion bond +1, GFA wild empathy, evasion
Druid 4 4 4 3 2 1 - - - -
Ranger - 3 2 - -
10th GFA +10/+5 +7 +7 +7 Wild link +1, [wild shape 4/Day], focused enemy +6, combat style feat
Druid 4 4 4 3 3 2 - - - -
Ranger - 3 2 1 -
11th GFA +11/+6/+1 +7 +7 +7 Companion bond +2, hibernate, quarry
Druid 4 4 4 4 3 2 1 - - -
Ranger - 3 2 2 -
12th GFA +12/+7/+2 +8 +8 +8 Power over nature, wild link +2, [wild shape (5/day)], camouflage
Druid 4 4 4 4 3 3 2 - - -
Ranger - 3 3 2 -
13th GFA +13/+8/+3 +8 +8 +8 Animal covenant, companion bond +3, focused terrain +6
Druid 4 4 4 4 4 3 2 1 - -
Ranger - 4 3 2 1
14th GFA +14/+9/+4 +9 +9 +9 Wild link +3, [wild shape (6/day)], combat style feat
Druid 4 4 4 4 4 3 3 2 - -
Ranger - 4 3 2 2
15th GFA +15/+10/+5 +9 +9 +9 Blighter of abominations, focused enemy +8
Druid 4 4 4 4 4 4 3 2 1 -
Ranger - 4 3 3 2
16th +16/+11/+6/+1 +10 +10 +10 [Wild shape (7/day)], improved evasion
Druid 4 4 4 4 4 4 3 3 2 -
Ranger - 4 4 3 2
17th +17/12/+7/+2 +10 +10 +10 Hide in plain sight
Druid 4 4 4 4 4 4 4 3 2 1
Ranger - 5 4 3 2
18th +18/+13/+8/+3 +11 +11 +11 [Wild shape (8/day)], focused terrain +6, combat style feat
Druid 4 4 4 4 4 4 4 3 3 2
Ranger - 5 4 3 3
19th +19/+14/+9/+4 +11 +11 +11 Improved quarry
Druid 4 4 4 4 4 4 4 4 3 3
Ranger - 5 4 4 3
20th +20/+15/+10/+5 +12 +12 +12 A thousand faces, [wild shape (at will)], focused enemy +10, master hunter
Druid 4 4 4 4 4 4 4 4 4 4
Ranger - 5 5 4 4
Note: "[]" indicates effective capability after both multiclass and feats. "GFA denotes levels of Green Faith Acolyte instead of Druid/
Weapon and Armor Proficiency: This Gestalt is proficient with all simple and martial weapons and all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). They are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. This Gestalt may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. They are proficient with shields (except tower shields) but must use only those crafted from wood.
Wearing prohibited armor or using a prohibited shield makes the Gestalt unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spells (Druid): A druid casts divine spells which are drawn from the druid spell list presented in Spell Lists. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.
To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.
Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
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.
Chaotic, Evil, Good, and Lawful Spells: A druid 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 chaos, evil, good, and law descriptors in their spell descriptions.
Orisons: Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.
Druidic has its own alphabet.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Toxic Secretions (Su): At 1st level, an urushiol’s body becomes capable of producing a single dose of poison per day. At 3rd level and every 2 druid levels thereafter, the number of daily doses increases by 1, to a maximum of 10 doses at 19th level. The urushiol’s daily doses are replenished when he regains his spells, but any of his weapons that are still poisoned with urushiol venom count against his daily limit. The urushiol is immune to his own poison and cannot accidentally poison himself when applying his own poison or attacking with a weapon coated with it. Regardless of the delivery method he chooses, his poison has the following base statistics.
Urushiol Venom: type poison (varies); save Fortitude negates; frequency 1/round for 2 rounds; effect 1d3 Strength damage; cure 1 save. The save DC is equal to 10 + 1/2 the urushiol’s level + his Wisdom modifier.
At 1st level, an urushiol can secrete this poison as a numbing injury poison on a natural weapon, unarmed strike, or manufactured weapon by spending 1 of his daily doses as a standard action. He must choose a natural weapon, unarmed strike, or manufactured weapon in his hand that deals piercing or slashing damage and that is not already poisoned or poisonous. The weapon remains poisoned until the urushiol scores a hit with it, the weapon leaves his possession for more than 1 round, or the poison is wiped away.
At 4th level, an urushiol’s body becomes so saturated with poison that even his flesh is poisonous. Whenever a creature damages the urushiol with a bite or swallow whole attack, the urushiol can release ingested poison into the creature by spending 1 of his daily doses as an immediate action.
At 7th level, an urushiol can spend 2 daily doses of his poison as a standard action to secrete a contact poison and coat one of his limbs with the secreted poison. The urushiol can deliver the poison by making a successful touch attack as a standard action, which can be part of the same standard action he used to secrete the poison. If the attack misses, the poison persists upon his limb throughout the subsequent rounds until he hits a target or touches something else with his poisoned limb.
At 11th level (18th Character level), an urushiol can spend 3 daily doses of his poison as a standard action to release a 20-foot-radius cloud of inhaled poison centered around him that lasts for 1 round.
At 14th level (21st Character level), an urushiol’s venom changes in frequency to 1/round for 4 rounds. In addition, when using his urushiol venom, an urushiol can spend an extra dose of his poison to change the damage type of the poison to Dexterity damage or Constitution damage. He can use this alteration in combination with any of the other abilities. For example, he could spend a total of 3 doses to create a cloud of inhaled poison that deals Constitution damage.
This ability replaces nature bond and resist nature’s lure.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
Focused Enemy (Ex): At 1st level, a Nirmathi irregular selects one favored enemy (usually “humanoid [human]”). He does not gain additional favored enemies at higher levels. He does get to increase his favored enemy bonus by +2 at 5th, 10th, 15th, and 20th level. This otherwise acts as and replaces the standard favored enemy ability.
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype.
Forest Ghost (Ex): At 1st level, a Nirmathi irregular adds a bonus equal to 1/2 his level on all Perception and Survival skill checks he makes while located in forest terrain. This ability replaces wild empathy.
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Combat Style Feat (Ex): At 2nd level, a ranger must select a combat style to pursue: (Natural Weapons). The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Natural Weapon: If the ranger selects natural weapon, he can choose from the following list whenever he gains a combat style feat: Aspect of the Beast, Improved Natural Attack, Rending Claws, and Weapon Focus. At 6th level, he adds Eldritch Claws and Vital Strike to the list. At 10th level, he adds Multiattack and Improved Vital Strike to the list.
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Focused Terrain (Ex): At 3rd level, a Nirmathi irregular selects one favored terrain (usually “forest”). He does not gain additional favored terrains at higher levels. He does get to increase his favored terrain bonus by +2 at 8th, 13th, and 18th level. This otherwise acts as and replaces the standard favored terrain ability.
At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Venom Immunity (Ex): An urushiol gains venom immunity at 4th level instead of 9th level. "At 9th level, a druid gains immunity to all poisons."
This ability alters venom immunity.
Wild Shape (Su): At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily use of this ability, regardless of the form taken.
At 6th level, a druid can also use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I.
At 8th level, a druid can also use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I.
At 10th level, a druid can also use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II.
At 12th level, a druid can also use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body IV. When taking the form of a plant, the druid's wild shape now functions as plant shape III.
Hunter's Bond (Ex): At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: Armorfish, Badger, Bird (Eagle/Hawk/Owl), Bustard, Camel, Capybara, Cat, Small (Cheetah, Leopard), Constrictor Snake, Dire Rat, Dog, Falcon, Hobbe Hound, Horse, Marsupial Devil, Pony, Reef Snake, Reef Snake, Reindeer, Shark, Spitting Cobra, Venomous Snake, Wolf, Wolfdog, Yak, Zebra. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose from this list instead: Armorfish, Reef Snake, Shark. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses.
This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level – 3.
Spells (Ranger): Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list presented in Spell Lists. A ranger must choose and prepare his spells in advance.
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier.
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
At 4th level, a Nirmathi irregular increases his number of spells per day by +1 for every spell level. This means the irregular gets at least 1 spell per day as soon as he gains access to a level of spells, even if Table 3–12: Ranger in the Core Rulebook lists 0 for spells per day.
A Nirmathi irregular also learns to draw upon druidic magic, perhaps from association with the druids of Crystalhurst or a natural connection to the magic of the Fangwood. Each day when the ranger prepares spells, he may choose one druid spell and prepare it as if it were on the ranger spell list as a ranger spell of its druid spell level.
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3.
Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Companion Bond (Ex): At the indicated levels, a Green Faith acolyte increases her effective druid level by 1 for determining the abilities of her animal companion. If she has no animal companion, she instead gains a druid animal companion, treating her effective druid level as 1/2 her class level (minimum 1).
GFA Wild Empathy (Ex): This ability is identical to the druid class ability. For the purpose of this ability, a Green Faith acolyte’s class level stacks with levels in any other class that grants the wild empathy ability.
Evasion (Ex): When he reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.
Wild Link (Su): At the indicated levels, a Green Faith acolyte increases her effective druid level by 1 for determining the powers and uses per day of her wild shape ability. If a Green Faith acolyte doesn’t have the wild shape class ability, she instead gains the wild shape ability of a 4th-level druid when she has a wild link bonus of +4, increasing her effective druid level by 1 for each iteration of this ability beyond +4.
Hibernate (Su): At 3rd level, a Green Faith acolyte can enter a state of suspended animation as a full-round action. This state is similar to the effect of sepia snake sigil, except that the Green Faith acolyte is aware of changes in her surroundings or harm to her body as if deeply asleep. She can end this state at any time as a full-round action. If she remains in hibernation for at least a week before emerging, her body is renewed as if by both a heal spell and a restoration spell. A Green Faith acolyte can remain in this state for up to 1 week per class level, after which she must wait 1 day for each week spent hibernating before entering hibernation again.
Quarry (Ex): At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature's type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.
Power over Nature (Su): At 4th level, when a Green Faith acolyte’s divine spell deals hit point damage to or heals hit point damage for a creature of the animal, fey, or plant type, it deals or heals additional hit point damage equal to the spell’s level.
Camouflage (Ex): A ranger of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment.
Animal Covenant (Su): At 5th level, when casting a divine spell with an area affect, a Green Faith acolyte can choose a number of animals within the spell’s area equal to her Wisdom or Charisma modifier, whichever is higher (minimum 1). These animals are excluded from the spell’s effects. If the spell has a duration longer than instantaneous, the animals are protected against the spell for only a number of rounds equal to the Green Faith acolyte’s class level.
Blighter of Abominations (Su): At 7th level, when a divine spell cast by the Green Faith acolyte affects a creature of the aberration type, she treats the spell as if it had been modified by the Sickening SpellAPG metamagic feat. When a divine spell cast by the Green Faith acolyte harms an undead creature, she treats the spell as if it had been modified by the Empower Spell metamagic feat. The spell affects other creature types normally. This ability doesn’t increase the spell’s casting time or spell level.
Improved Evasion (Ex): At 16th level, a ranger's evasion improves. This ability works like evasion, except that while the ranger still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion.
Hide in Plain Sight (Ex): While in any of his favored terrains, a ranger of 17th level or higher can use the Stealth skill even while being observed.
Improved Quarry (Ex): At 19th level, the ranger's ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed.
A Thousand Faces (Su): At 13th level, a druid gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.
Master Hunter (Ex): A ranger of 20th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the ranger's level + the ranger's Wisdom modifier. A ranger can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. A ranger can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.

Attributes:
25 Point Buy
Base Race Level Mythic ABP Current
x5 14 +2 16 +0 16 +0 16 +2 S 18 +4
x5 14 +0 14 +0 14 +0 14 +0 D 14 +2
x2 12 +0 12 +0 12 +0 12 +0 C 12 +1
x2 12 +0 12 +0 12 +0 12 +0 I 12 +1
10 16 +2 18 +2 20 +2 22 +4 W 26 +8
x1 11 +0 11 +0 11 +0 11 +0 H 11 +0