Strength |
14 |
Dexterity |
16 |
Constitution |
14 |
Intelligence |
10 |
Wisdom |
22 |
Charisma |
8 |
About Jorian The Masked
Jorian
Male Aasimar Druid (Halcyon)
NG Medium Outsider (Native)
Init +3, Perception +18
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DEFENSE
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AC 23, Touch 17, Flat footed 19 (+6 armor, +3 dex, +1 deflection, +1 natural, +2 attuned)
Celestial Resistance: Resist Acid, Cold Electricity 5
hp 75
Fort +10, Ref +9, Will +14
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OFFENSE
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Speed 20 ft.
Special Attacks:
BAB +6/+1
Quarterstaff (Masterwork) Attuned +11/+6 (1d6 + 5)
Club (Masterwork) +9/+4 (1d6 + 2)
Alchemical Silver Sickle +9/+4 (1d6 +1)
Ranged Touch +9
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STATISTICS
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Str 14, Dex 16, Con 14, Int 10, Wis 22, Cha 8
Base Atk +6/+1 CMB +8; CMD 22
Feats: Empower Spell, Intensififed Spell, Mage’s Tattoo (Evocation), Spell Focus: Evocation, Spell Penetration
Traits: Deft Dodger, Magical Lineage (Snowball)
Alternative Racial Traits: Crusading Magic, Heritage: Garuda-Blooded
Languages Common, Celestial
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Skills
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Climb +6
Diplomacy +13
Handle Animal +3
Heal +12
Know (Arcana) +4
Know (Geography) +4
Know (Local) +9
Know (Nature) +5
Know (Planes) +6
Know (Religion) +4
Perception +18
Sense Motive +8
Spellcraft +6
Survival +11
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Magic
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6/6/4/3/2 + Bonded Mask
5th Level Spells: DC 21 (DC 22 Evocation)
Fire Snake
Lightning Bolt (Empower Spell)
4th Level Spells: DC 20 (DC 21 Evocation)
Air Walk
Burning Arc (Empower Spell)
Flame Strike
3rd Level Spells: DC 19 (DC 20 Evocation)
Lightning Bolt
Mad Monkeys
Snowball (Intensified, Empowered)
Spiked Pit
2nd Level Spells: DC 18 (DC 19 Evocation)
Barkskin
Burning Arc (2)
Mirror Image
Restoration, Lesser
Sickening Enganglement
1st Level Spells: DC 17 (DC 18 Evocation)
Endure Elements
Liberating Command
Magic Missile
Snowball (Intensified) (3)
Cantrips: DC 16 (DC 17 Evocation)
Detect Magic
Guidance
Know Direction
Purify Food and Drink
Wizard Spells Known:
Magic Missile
Shocking Grasp
Burning Arc
Mirror Image
Lightning Bolt
Spiked Pit
Crusading Magic:
Many aasimars feel obligated to train to defend the world against fiends. These aasimars gain a +2 racial bonus on caster level checks to overcome spell resistance and on Knowledge (planes) checks. This racial trait replaces the skilled and spell-like ability racial traits
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GEAR
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Weapons:
Masterwork Club
Alchemical Silver Sickle
Spark Staff (Attuned)
Armor:
- Dragonhide Breastplate (Masterwork, Attuned)
Consumables:
Wand of Cure Light Wounds
Magic Gear:
Handy Haversack
Elemental Metamagic Rod, Lesser
Cyclops Helm (Bonded Mask)
Other Gear:
Outfit, Traveler’s
Druid Kit
Gold: 749 Silver: 6 Copper: 5
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SPECIAL ABILITIES
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Bonded Mask (Su)
A halcyon druid forms a powerful bond with a mask, which functions identically to a wizard’s bonded object except that it can be used to cast druid spells (including those gained from class abilities) instead of wizard spells. A bonded mask must be worn to have an effect, and it occupies the head slot. A halcyon druid can enhance her mask with abilities appropriate for a head slot item, and can designate an existing head slot item as her bonded mask (but only if it covers her face).
This ability replaces nature bond.
Well-Trained (Ex)
A halcyon druid adds Diplomacy and all Knowledge skills to her list of class skills.
This ability replaces nature sense and alters the druid’s class skills.
Peacekeeper (Ex)
A halcyon druid adds half her class level (minimum 1) to Diplomacy and Knowledge (local) checks.
This ability replaces wild empathy.
Spontaneous Casting
A halcyon druid adds all spells from the Good cleric domain to her druid spell list, and she can focus stored spell energy into spells from the Good domain that she hasn’t prepared ahead of time. She can lose a prepared spell to cast any spell of the same level or lower from the Good domain.
This ability replaces spontaneous casting.
Natural Arcana (Su)
At 4th level and every 2 levels thereafter, a halcyon druid chooses two spells from the wizard/sorcerer spell list and adds them to her druid spell list. The chosen spells must be at least 1 level lower than the highest level spell she can currently cast. At 20th level, the halcyon druid can choose wizard/sorcerer spells of any level.
This ability replaces wild shape.
Resist Fiendish Influence (Ex)
At 4th level, a halcyon druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of outsiders with the evil subtype and spells with the evil descriptor.
This ability replaces resist nature’s lure.