Pamela "Ivy" Isley's page

4 posts. Alias of GrinningJest3r.

Full Name

Pamela "Ivy" Isley




Jungle Druid [HP: 20, Init: +2, Perc: +9, AC: 18, Tch: 12, Flt: 16, Fort: 5, Ref: 2, Will: 7] [Melee club +1 (1d6/×2), Melee heavy shield bash -3 (1d4/×2)]



Special Abilities

At will—tree shape, Brachiation (2 rounds/day) (Ex), Jungle Guardian (+1) (Ex), Spell Focus (Conjuration), Spontaneous Casting, Wild Empathy +2 (Ex)


Common, Druidic

Strength 10
Dexterity 15
Constitution 14
Intelligence 10
Wisdom 19
Charisma 10

About Pamela "Ivy" Isley

Human Druid (Jungle Druid) 2
CN Medium humanoid (human)
Init +2; Senses Perception +9
AC 18, touch 12, flat-footed 16 (+4 armor, +2 shield, +2 Dex)
hp 20 (2d8+4)
Fort +5, Ref +2, Will +7
Speed 20 ft.
Melee heavy shield bash -3 (1d4/×2) and
club +1 (1d6/×2)
Spell-Like Abilities
At will—tree shape
Druid (Jungle Druid) Spells Prepared (CL 2nd; concentration +6):
1st (3/day)—remove sickness (DC 16), entangle (DC 15), cure light wounds, glide
0 (at will)—resistance, know direction, purify food and drink (DC 14), detect poison
Str 10, Dex 15, Con 14, Int 10, Wis 19, Cha 10
Base Atk +1; CMB +1; CMD 13
Feats Augment Summoning, Spell Focus (conjuration)
Skills Climb +0 (+1 in jungle terrain), Fly +2, Heal +9, Perception +9 (+10 in jungle terrain), Survival +11 (+12 in jungle terrain), Swim +0
Languages Common, Druidic
SQ brachiation, jungle guardian, nature bond abilities (jungle), spontaneous casting, wild empathy
Combat Gear Oil of shillelagh (10), Potion of cure light wounds (5); Other Gear Hide armor, Heavy wooden shield, Club, Backpack, masterwork (6 @ 85.06 lbs), Collapsible plank, Druid's kit, Folding ladder, Folding pole, Hooded lantern, waterproof, 149 GP, 4 SP
Special Abilities
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Brachiation (2 rounds/day) (Ex) Free, gain climb speed and a bonus to Acrobatics.
Druid (Jungle Druid) Domain (Jungle) Granted Powers: The spirits of the jungle, both of natural guardians and lost civilizations, whisper in your heart.
Domain Spells: 1st - glide**, 2nd - tar ball*, 3rd - venomous bolt**, 4th - arboreal hammer{/
Jungle Guardian (+1) (Ex) Initiative checks and Climb, Knowledge (geography), Perception, Stealth, and Survival checks in jungle terrain.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.