Wing Clipper

Roan Corran's page

47 posts. Organized Play character for ScorchedOne.


Full Name

Roan Corran

Race

| HP 51/51| AC 18 T 12 FF 17 | CMB +5, CMD 18 | F: +9, R: +8, W: +15 | Init: +2 | Perc: +15

Classes/Levels

| Speed 30ft | Acid Dart: 5/5, Fire Bolt: 7/7 | Active conditions: Mage Armor

Gender

Male N Human Druid 4 / Conjurer 3

About Roan Corran

Roan Corran
Male human druid 4/mystic theurge 1/conjurer 3
N Medium humanoid (human)
Init +2; Senses Perception +15
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Defense
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AC 14, touch 12, flat-footed 13 (+1 deflection, +1 Dex, +2 natural)
hp 51 (8 HD; 4d6+4d8+12)
Fort +9, Ref +8, Will +15; +4 vs. fey and plant-targeted effects
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Offense
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Speed 0 ft.
Melee +1 adamantine spear +7 (1d8+4/×3)
Special Attacks wild shape 1/day
Arcane School Spell-Like Abilities (CL 4th; concentration +6)
. . 5/day—acid dart (1d6+1 acid)
Domain Spell-Like Abilities (CL 5th; concentration +9)
. . 7/day—fire bolt (1d6+2 fire)
Conjurer Spells Prepared (CL 4th; concentration +6)
. . 2nd—acid arrow (2), glitterdust (DC 16), glitterdust (DC 16)
. . 1st—endure elements, grease, mage armor, protection from evil (2)
. . 0 (at will)—acid splash, dancing lights, mage hand, mending
. . Opposition Schools Divination, Illusion
Druid Spells Prepared (CL 7th; concentration +11)
. . 3rd—cure moderate wounds, fireball[D] (DC 17), summon nature's ally III
. . 2nd—flaming sphere (DC 16), produce flame[D], resist energy, lesser restoration
. . 1st—burning hands[D] (DC 15), cure light wounds (2), faerie fire, summon nature's ally I
. . 0 (at will)—create water, detect poison, know direction, stabilize
. . D Domain spell; Domain Fire domain
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Statistics
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Str 14, Dex 14, Con 12, Int 14, Wis 18, Cha 12
Base Atk +4; CMB +6; CMD 19
Feats Augment Summoning, Combat Casting, Greater Spell Focus (conjuration), Point-Blank Shot, Precise Shot, Spell Focus (conjuration)
Traits deft dodger, magical knack
Skills Appraise +6, Climb +0, Handle Animal +7, Heal +8, Knowledge (arcana) +9, Knowledge (nature) +12, Knowledge (religion) +8, Linguistics +6, Perception +15, Profession (barrister) +15, Spellcraft +13, Survival +13, Swim +0
Languages Common, Druidic, Elven, Sylvan, Thassilonian
SQ arcane bond (ring of protection +1), combined spells, nature bond (Fire domain), nature sense, summoner's charm (1 round), trackless step, wild empathy +5, woodland stride
Combat Gear scroll of daylight (x2), wand of cure light wounds; Other Gear +1 adamantine spear, amulet of natural armor +2, cloak of resistance +3, handy haversack, headband of inspired wisdom +2, ring of protection +1, wizard starting spellbook, 8,673 gp
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Special Abilities
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Acid Dart (1d6+1 acid, 5/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Arcane Bond (Ring of protection +1) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Combat Casting +4 to Concentration checks to cast while on the defensive.
combined spells (1st) (Su) You can prepare the spells of one spellcasting class using another classes' slots.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Divination You must spend 2 slots to cast spells from the Divination school.
Druid Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Fire Bolt 1d6+2 fire (7/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Greater Spell Focus (Conjuration) +1 to the Save DC of spells from one school.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (4 hours, 1/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.