Rae Lighttouch
Half-elf druid 3/mystic theurge 10/wizard 4
N Medium humanoid (elf, human)
Init 3; Senses low-light vision; Perception +33
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Defense
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AC 14, touch 14, flat-footed 14 (+3 deflection, +1 insight)
hp 183 (17 HD; 14d6+3d8+109)
Fort 18, Ref 13, Will 24; +2 vs. enchantments
Defensive Abilities evasion; Immune sleep, fire
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Offense
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Speed 30 ft.
Melee locked gauntlet +9/+4 (1d3 B)
Domain Spell-Like Abilities (CL 13th; concentration +19)
. . 9/day—fire bolt (1d6+1 fire)
Druid Spells Prepared (CL 14th; concentration +20)
. . 2nd—produce flame[D]
. . 1st—burning hands[D] (DC 21)
. . D Domain spell; Domain Fire domain
Wizard Spells Prepared (CL 17th; concentration +24)
. . Opposition Schools Water
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Statistics
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Str 11, Dex 10, Con 20, Int 24, Wis 22, Cha 10
Base Atk +9; CMB 9; CMD 23
Feats Alertness, Elemental Focus (fire)[APG], Greater Elemental Focus[APG], Greater Spell Focus (evocation), Greater Spell Penetration, Lightning Reflexes, Reach Spell[APG], Scribe Scroll, Skill Focus (Survival), Spell Focus (evocation), Spell Penetration, Toughness
Traits magical knack, reactionary
Skills Acrobatics +4, Appraise +12, Bluff +1, Climb +5, Diplomacy +1, Disguise +1, Escape Artist +1, Fly +21, Handle Animal +21, Heal +11, Intimidate +1, Knowledge (arcana) +22, Knowledge (dungeoneering) +12, Knowledge (local) +28, Knowledge (nature) +23, Knowledge (planes) +17, Knowledge (religion) +22, Linguistics +12, Perception +33, Ride +1, Sense Motive +9, Spellcraft +21, Stealth +1, Survival +35, Swim +5; Racial Modifiers +2 Perception
Languages Abyssal, Common, Cyclops, Draconic, Druidic, Elven, Giant, Goblin, Ignan, Infernal, Sylvan
Combat Gear acid elemental metamagic rod[APG], cold elemental metamagic rod[APG], greater electricity elemental metamagic rod[APG], lesser acid elemental metamagic rod[APG], pearl of power (1st level), pearl of power (2nd level), pearl of power (3rd level), staff of fire; Other Gear locked gauntlet, amulet of spell mastery[UE], belt of mighty constitution +4, blessed book, cloak of resistance +5, dark blue rhomboid ioun stone, dusty rose prism ioun stone, handy haversack, headband of mental prowess +6 (Int, Wis), orange prism ioun stone, ring of evasion, ring of protection +3, stone of good luck (luckstone), wizard starting spellbook, 52,042 gp
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Special Abilities
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Arcane Bond (Amulet of spell mastery) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
combined spells (5th) (Su) You can prepare the spells of one spellcasting class using another classes' slots.
Druid Domain (Fire)
Elemental Focus (Fire) +1 DC to spells that deal damage of the chosen energy.
Elf Blood
Elven Immunities - Sleep
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fire Bolt 1d6+1 fire (9/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Fire Jet (1d6+2 fire damage, 10/day, DC 19) (Su) 20 ft line deals damage and sets targets on fire for 1 round (Ref part).
Fire Supremacy (Fire damage 2) As a swift action, pull fire from campfire (or larger) in 5 ft for 1 rd. Foes striking with a non-reach wep take fire dam.
Greater Elemental Focus (Fire) +1 DC to spells that deal damage of the chosen energy.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Immunity to Fire
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex)
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Synthesis (1/day) (Su) Cast two spells with +2 vs. SR and -2 to save if a foe is subject to both.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Water You must spend 2 slots to cast spells from the Water school.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.