Lini always had a way with wild creatures. More than once, her enclave was threatened by some great bear or razor-clawed cat, yet each time she soothed the beast and sent it on its way. In the years since her departure from the Lands of the Linnorm Kings, Lini has collected more than a dozen sticks—one from each forest she has visited. These sticks are a roadmap of her experiences, and each holds a wealth of memories for the gnome druid.
Female Gnome Druid 4
N Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +12
DEFENSE
AC 16, touch 13, flat-footed 15 (+3 armor, +1 deflection, +1 Dex, +0 natural, +1 size)
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
hp 35
Fort +8, Ref +3, Will +8; +2 vs. illusions, +4 vs. fey and plant-targeted effects
OFFENSE
Speed 20 ft.
Melee MW sickle +3 (1d4–2)
Ranged sling +5 (1d3–2)
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids
wild shape 1/day for 4 hours
Spell-Like Abilities (CL 4th; concentration +7)
1/day—dancing lights, ghost sound (DC 14), prestidigitation, speak with animals
Level 0
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Flare: Dazzles one creature (–1 penalty on attack rolls).
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 bonus on saving throws.
Stabilize: Cause a dying creature to stabilize.
Virtue: Subject gains 1 temporary hp.
Level I
Calm Animals: Calms 2d4 + level HD of animals.
Charm Animal: Makes one animal your friend.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold regions.
Entangle: Plants entangle everyone in 40-ft. radius.
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Hide from Animals: Animals can't perceive one subject/level.
Jump: Subject gets bonus on Acrobatics checks.
Longstrider: Your speed increases by 10 ft.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Obscuring Mist: Fog surrounds you.
Pass without Trace: One subject/level leaves no tracks.
Produce Flame: 1d6 damage + 1/level, touch or thrown.
Shillelagh: Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level.
Speak with Animals: You can communicate with animals.
Summon Nature's Ally I: Summons creature to fight.
Level 2
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Chill Metal: Cold metal damages those who touch it.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Fire TrapM: Opened object deals 1d4 + 1/level damage.
Flame Blade: Touch attack deals 1d8 + 1/two levels damage.
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
Fog Cloud: Fog obscures vision.
Gust of Wind: Blows away or knocks down smaller creatures.
Heat Metal: Makes metal so hot it damages those who touch it.
Hold Animal: Paralyzes one animal for 1 round/level.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Reduce Animal: Shrinks one willing animal.
Resist Energy: Ignores 10 or more points of damage per attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Soften Earth and Stone: Turns stone to clay, or dirt to sand or mud.
Spider Climb: Grants ability to walk on walls and ceilings.
Summon Nature's Ally II: Summons creature to fight.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Tree Shape: You look exactly like a tree for 1 hour/level.
Warp Wood: Bends wood.
Wood Shape: Reshapes wooden objects to suit you.
Level 3
Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Contagion: Infects subject with chosen disease.
Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
Daylight: 60-ft. radius of bright light.
Diminish Plants: Reduces size or blights the growth of normal plants.
Dominate Animal: One animal obeys your silent mental commands and orders.
Magic Fang, Greater: One natural weapon gets + 1/four levels (max +5).
Meld into Stone: You and your gear merge with stone.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth: Grows vegetation, improves crops.
Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.
Quench: Extinguishes fires.
Remove Disease: Cures all diseases affecting subject.
Sleet Storm: Hampers vision and movement.
Snare: Creates a magic booby trap.
Speak with Plants: You can talk to plants and plant creatures.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Stone Shape: Sculpts stone into any shape.
Summon Nature's Ally III: Summons creature to fight.
Water Breathing: Subjects can breathe underwater.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Level 4
Air Walk: Subject treads on air as if solid (climb or descend at 45-degree angle).
Antiplant Shell: Keeps animated plants at bay.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Command Plants: Sways the actions of plant creatures.
Control Water: Raises or lowers bodies of water.
Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
Dispel Magic: Cancels one magical spell or effect.
Flame Strike: Smites foes with divine fire (1d6/level damage).
Freedom of Movement: Subject moves normally despite impediments to movement.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Reincarnate: Brings dead subject back in a random body.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Rusting Grasp: Your touch corrodes iron and alloys.
ScryingF: Spies on subject from a distance.
Spike Stones: Creatures in area take 1d8 damage, may also be slowed.
Summon Nature's Ally IV: Summons creature to fight.
TACTICS
Before Combat Lini casts goodberry at the start of each day. Before combat, she casts barkskin on herself and bull's strength on her animal companion.
During Combat Lini avoids melee, sending in her animal companion.
Base Statistics
Str 6, Dex 12, Con 16, Int 12, Wis 16, Cha 16
Base Atk +3; CMB +9; CMD 12
Feats Natural Spell, Self-Sufficient
Traits Animal Friend, Devotee of the Green
SQ nature bond (animal companion, snow leopard named Droogami*), nature sense, trackless step, wild empathy +10, woodland stride
Gear
Consumables:
Goodberries (5),
scrolls of Barkskin, Owl'WisdomX2, Spider Climb
wand of cure Light wounds (30 charges),
wand of magic fang (7 charges),
wand of produce flame (20 charges),
acidX2
Antitoxin
Sunrods X2
trail rations (2),
trail rations (2),
Other Gear
+1 leather armor,
WM sickle,
sling with 20 bullets,
cloak of resistance +1,
druid's vestments,
ring of protection +1,
belt pouch, mistletoe,
spell component pouch,
stick collection,
8 gp
Beastshape form:
Beast Shape I: When you cast this spell, you can assume the form of any Small or Medium creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.
Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.
Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.
Eagle: Small Animal. Speed 10 / fly 30
AC 15
2 Talons and bite +6 for 1d4 each
CBM 0/CMD 13
Droogami:
Snow Leopard Animal Companion
N Medium animal
Init +6; Senses low-light vision, scent; Perception +5
DEFENSE
Current AC 18, touch 16, flat-footed 15 (4 Armor, +6 Dex,/+5 natural) (Mage Armor and Barkskin +3)
hp 26
Fort +6, Ref +9, Will +2; +4 on Will saves vs. enchantments
Defensive Abilities evasion
OFFENSE
Speed 50 ft.
Melee bite +8 (1d6+3 plus trip), 2 claws +8 (1d3+3)
STATISTICS
Current Str 17, Dex 21, Con 15, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +10; CMD 26 (30 vs. trip)
Feats Skill Focus (Stealth), Weapon Finesse,
Skills Acrobatics +9 (+17 when jumping), Climb +7, Perception +7, Stealth +12
SQ sprint, tricks (attack [all creatures], come, defend, down, fetch, guard, heel, stay)