Volar Lorken
Human (Keleshite) druid (menhir savant) 1 (Pathfinder RPG Ultimate Magic 38)
NG Medium humanoid (human)
Init +1; Senses Perception +7
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 10 (1d8+2)
Fort +4, Ref +1, Will +5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee club +3 (1d6+3) or
spear +3 (1d8+4/×3)
Ranged sling +1 (1d4+3)
Domain Spell-Like Abilities (CL 1st; concentration +6)
6/day—storm burst (1d6 nonlethal)
Druid (Menhir Savant) Spells Prepared (CL 1st; concentration +6)
1st—cure light wounds, obscuring mist[D], shillelagh (DC 14)
0 (at will)—create water, detect magic, light
D Domain spell; Domain Weather domain
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 12, Wis 16, Cha 7
Base Atk +0; CMB +3; CMD 14
Feats Augment Summoning, Spell Focus (conjuration)
Traits focused mind, magic is life
Skills Acrobatics -2 (-6 to jump), Heal +7, Knowledge (geography) +5, Knowledge (nature) +5, Perception +7, Profession (Cartographer) +7, Spellcraft +5, Survival +7 (+9 to avoid becoming lost when using a Mapmaker's Kit as you travel, +9 to avoid becoming lost when using this)
Languages Common, Druidic, Kelish, Osiriani
SQ nature bond (Weather domain), spirit sense
Other Gear hide armor, club, sling, sling bullets (20), spear, backpack, bedroll, belt pouch, compass[APG], flint and steel, holly and mistletoe, mapmaker's kit[APG], mess kit[UE], silk rope (50 ft.), trail rations (5), waterskin, spell component pouch, cold weather gear, 81 gp, 7 sp, 6 cp
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Druid (Menhir Savant) Domain (Weather) Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Focused Mind +2 to Concentration checks
Magic is Life While under the effects of a spell, gain +2 to save vs. death effects, and automatically stabilize bleeding.
Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spirit Sense (Sp) As det. undead, also fey, outsider, astral/ethereal/incorporeal simultaneously.
Storm Burst 1d6 nonlethal (6/day) (Sp) As a standard action, ranged touch attack deals 1d6+0 nonlethal dam to foe in 30 ft. & inflicts a -2 to att for 1 rd.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.