TRAITS/FEATS
(Tr) Extremely Fashionable
(Tr) Altruistic Diplomat
(1) Least Dragonmark (Storm, Gust of Wind 1/day DC 14)
(3) Scribe Scroll
(5) Natural Spell
WIND DOMAIN:
Wind
Associated Domain: Air.
Granted Powers: You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.
Wind Blast (Su), 8/day: As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using your caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Electricity Resistance (Ex): At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.
Domain Spells: 1st—whispering wind, 2nd—wind wall, 3rd—gaseous form, 4th—air walk, 5th—control winds, 6th—wind walk, 7th—elemental body IV (air only), 8th—whirlwind, 9th—winds of vengeance.
STORM DRUID ARCHETYPE:
While most druids focus their attention upon the rich earth and the bounty of nature that springs forth from it, the storm druid's eyes have ever been cast to the skies and the endless expanse of blue, channeling the most raw and untamed aspects of nature.
Spontaneous Domain Casting: A storm druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower. This replaces spontaneous casting.
Nature Bond (Ex): A storm druid may not choose an animal companion. A storm druid must choose the Air or Weather domain, or the Cloud, Storm, or Wind subdomain.
Windwalker (Ex): At 2nd level, the penalties from natural or magical wind effects are treated as one step less severe for a storm druid. This ability replaces woodland stride.
Stormvoice (Ex): At 3rd level, a storm druid's voice can magically carry over howling winds and peals of thunder. Whenever a Perception check is needed to hear the druid's voice, the DC is reduced by an amount equal to the druid's level. This ability replaces trackless step.
Eyes of the Storm (Ex): At 4th level, a storm druid can see through 10 feet of magical fog, mist, gas, wind, rain, or similar inclement weather conditions, ignoring any concealment it might grant. This distance increases by 5 feet for every 4 levels beyond 4th. This ability replaces resist nature's lure.
Windlord: At 9th level, a storm druid can select another domain or subdomain from those available to her through her nature bond. This ability replaces venom immunity.
Storm Lord (Ex): At 13th level, a storm druid is unaffected by natural and magical wind effects. She also becomes immune to deafness and gains +2 bonus on saving throws against sonic effects. This ability replaces a thousand faces.
SPELLS PER DAY
0: 4
1: 5
2: 3
3: 2
SPELLS MEMORIZED
0: Create Water, Detect Magic, Guidance, Light
1: Entangle x2, Faerie Fire, Obscuring Mist, Produce Flame
2: Fog Cloud, Flaming Sphere, Soften Earth and Stone
3: Sleet Storm, Stone Shape
GEAR:
Headband of Inspired Wisdom +2
Glamerweave Noble's outfit and jewelry
Arcane signet ring
Targath House Lyrandar medallion
Spell component pouch
Wrist sheath: Wand of Cure Light Wounds
Wrist sheath: Wand of Obscuring Mist
Belt pouch
-ID Papers with portrait
-Traveling papers
-antiplague
-antitoxin
-smokestick x5
-thunderstone
-compass
-signal whistle
-mirror, small steel
Bandolier
-Scroll case 1: Speak with Animals x4
-Scroll case 2: Charm Animal x4
-Scroll case 3: Produce Flame x4
-Scroll case 4: Entangle x3, Resist Energy
-Scroll case 5: Fog Cloud x2, Flaming Sphere x2
-holly and mistletoe
OFFENSE:
Speed: 40'
Melee: bite +10 (2d6+7 plus grab), 2 claws +11 (2d6+7 plus grab)
Space: 10 ft.; Reach: 5 ft.
Special Attacks: pounce, rake (2 claws +11, 2d6+7)
STATISTICS:
Str 25, Dex 19, Con 19, Int 2, Wis 12, Chr 6
Base Atk: +4; CMB: +12 (+4 vs. grapple); CMD: 26 (+4 vs. trip)
Feats: Improved Initiative, Improved Natural Attack (Claw), Skill Focus (Perception), Weapon Focus (Claw)
Skills: Acrobatics +12, Perception +8, Stealth +9 (+4 in areas of tall grass), Swim +12; Racial Modifiers: +4 Acrobatics, +4 Stealth (+4 in tall grass)
SPECIAL ABILITIES:
Excellent Learner (Ex): Magebred tigers have all Handle Animal DCs reduced by 2 and can learn a maximum of eight tricks. Training a magebred animal for a purpose takes one week less than normal, to a minimum of one week.
Thick Skinned (Ex): The natural armor bonus for the magebred animal improved by an additional +2.
EQUIPMENT:
Training Harness: +2 to Handle Animal checks
DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 15 (2d12+2)
Fort +4, Ref +5, Will +4
Immune paralysis, sleep; SR 12
OFFENSE
Speed 15 ft., fly 60 ft. (good)
Melee sting +6 (1d3–2 plus poison), bite +6 (1d2–2)
Space 2-1/2 ft.; Reach 0 ft. (5 ft. with tail)
STATISTICS
Str 7, Dex 15, Con 13, Int 10, Wis 12, Cha 10
Base Atk +2; CMB +2; CMD 10 (14 vs. trip)
Feats Weapon Finesse
Skills Diplomacy +5, Fly +15, Perception +6, Sense Motive +6, Stealth +19 (+23 in forests), Survival +6; Racial Modifiers +4 Stealth (improves to +8 in forests)
[b]Languages Draconic; telepathy (60 ft.)
SPECIAL ABILITIES
Poison (Ex) Sting—injury; save Fort DC 14; frequency 1/minute for 10 minutes; effect sleep for 1 minute; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.