About Orion Snow
Orion Snow (reincarnated Druid)
Gnome druid 9 (Pathfinder RPG Ultimate Magic 39)
NG Small humanoid (gnome)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +21
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Defense
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AC 22, touch 15, flat-footed 18 (+4 Dex, +1 size, +7 natural)
hp 50 (9d8+9)
Fort +10, Ref +10, Will +16; +2 vs. illusions, +4 vs. death, energy drain, necromancy
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); Resist cold 5, electricity 10, fire 4
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Offense
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Speed 20 ft., fly 60 ft. (average)
Melee unarmed strike +7/+2 (1d2 nonlethal)
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, wild shape 3/day
Gnome Spell-Like Abilities (CL 9th; concentration +10)
1/day—dancing lights, ghost sound (DC 12), prestidigitation, speak with animals
Druid Spells Prepared (CL 9th; concentration +16):
5th—call lightning storm (DC 22), control winds{super}D{/super} (DC 22), cure critical wounds
4th—air walk{super}D{/super}, ball lightning{super}APG{/super} (DC 21), river of wind{super}APG{/super} (DC 21), rusting grasp
3rd—cloak of winds{super}APG{/super} (DC 20), gaseous form{super}D{/super}, protection from energy, sheet lightning (DC 20), stone shape, wind wall
2nd—barkskin, flurry of snowballs (DC 19), flurry of snowballs (DC 19), lay of the land, lesser restoration, stone call{super}APG{/super}, wind wall{super}D{/super}
1st—magic stone, magic stone, obscuring mist, produce flame, stone shield{super}ARG{/super}, stone shield{super}ARG{/super}, whispering wind{super}D{/super}
0 (at will)—create water, detect magic, know direction, light
D Domain spell; Domains Air, Wind
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Statistics
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Str 10, Dex 18, Con 13, Int 10, Wis 24, Cha 12
Base Atk +6; CMB +5; CMD 19
Feats Augment Summoning, Natural Spell, Spell Focus (conjuration), Spell Penetration, Superior Summoning[UM], Wild Speech[UM]
Traits bandit (river kingdoms), reactionary
Skills Craft (carpentry) +8, Fly +10, Handle Animal +5, Heal +11, Knowledge (geography) +4, Knowledge (nature) +6, Perception +21, Ride +8, Spellcraft +12, Stealth +21, Survival +14; Racial Modifiers +2 Craft (carpentry), +2 Perception
Languages Common, Druidic, Gnome, Sylvan
SQ cheat death, many lives, mysterious stranger, nature bond (wind domain), resist death's touch, trackless step, wild empathy +10, wind blast
Combat Gear extend metamagic rod (lesser), wand of cure light wounds, wand of cure light wounds; Other Gear chime of opening, cloak of resistance +3, druid's vestment, headband of inspired wisdom +4, heavyload belt, pathfinder pouch, traveler's any-tool, 6,650 gp
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TRACKED RESOURCES
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Cheat Death (1/day) (Ex) - 0/1
Chime of opening (10 uses) - 0/10
Dancing Lights (1/day) - 0/1
Extend metamagic rod (lesser, 3/day) - 1/3
Ghost Sound (1/day) - 0/1
Prestidigitation (1/day) - 0/1
Speak with Animals (1/day) - 0/1
Wand of cure light wounds - 0/50
Wand of cure light wounds - 0/50
Wild Shape (3/day) (Su) - 0/3
Wind Blast (10/day) (Su) - 0/10
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Special Abilities
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Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bandit (River Kingdoms, Stealth) +1 to Stealth checks, Stealth is always a class skill for you.
Cheat Death (1/day) (Ex) Reroll save vs death, energy drain, or necromancy effect. Must take 2nd result.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Druid Domain (Wind)
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (4) You have the specified Energy Resistance against Fire attacks.
Extend metamagic rod (lesser, 3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).
The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.
Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Flight (60 feet, Average) You can fly!
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Heavyload belt This wide leather is held together with two strands of oxen skin threaded through holes on each end. The belt’s wearer is affected as though subject to a permanent ant haul spell (Advanced Player’s Guide).
Construction
Requirements Craft Wondrous Item, ant haul; Cost 1,000 gp
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Many Lives (Ex) When killed cannot be raised/resurrected, but auto reincarnate in 1 day.
Mysterious Stranger +4 (Ex) Add to the DC of Diplomacy, Knowledge, and Sense Motive to learn about you.
Natural Spell You can cast spells while in Wild Shape.
Pathfinder pouch (empty) This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials. Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume limit 2 cubic feet).
With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their nonmagical auras, these pouches sometimes hold secret treasures for generations without their owners realizing their nature.
Construction
Requirements Craft Wondrous Item, magic aura, secret chest; Cost 500 gp
Resist Death's Touch (Ex) +4 to saves vs death, energy drain, and necromancy effects.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Superior Summoning When summoning more than one creature, summon an extra one
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Traveler's any-tool Acts as masterwork tools for most Craft or Profession skills.
Wild Empathy +10 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (3/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Speech Speak while in wild shape
Wind Blast (10/day) (Su) Create a blast of air that can bull rush targets.
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