Rise of the Runelords
Male Human (Kellid) Druid 4
NG Medium humanoid (human)
Init +6; Senses Perception +11
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 40 (4d8+11)
Fort +6, Ref +3, Will +8; +4 vs. fey and plant-targeted effects
Speed 30 ft.
Melee quarterstaff +4 (1d6+1)
Ranged sling +5 (1d4+1)
Special Attacks wild shape 1/day
Domain Spell-Like Abilities (CL 4th; concentration +10)
7/day—storm burst (1d6+2 nonlethal damage)
Druid Spells Prepared (CL 4th; concentration +10):
2nd—chill metal (DC 16), flaming sphere (DC 16), fog cloud [D], soften earth and stone
1st—cure light wounds (x2), faerie fire, longstrider, obscuring mist [D]
0 (at will)—create water, detect magic, flare (DC 14), light
[D] Domain spell; Domain Weather
Str 13, Dex 15, Con 14, Int 13, Wis 19, Cha 14
Base Atk +3; CMB +4; CMD 16
Feats Augment Summoning, Improved Initiative, Spell Focus (conjuration)
Traits focused mind, sacred touch
Skills Climb +4, Fly +6, Handle Animal +9, Heal +11, Knowledge (nature) +10, Perception +11, Survival +13, Swim +6
Languages Common, Druidic, Hallit, Sylvan
SQ nature bonds (druid domain [weather] domain), trackless step, wild empathy +6, woodland stride
Combat Gear potion of barkskin +2, Healer’s kit (10/10 uses remaining); Other Gear wooden armor, quarterstaff, sling, ale (per mug), backpack, powder, waterskin, 3 GP
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Druid 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
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Storm Burst (1d6+2) (7/day) (Sp) 30’ Ranged touch attack deals 1d6+2 nonlethal damage and inflicts a -2 to hit penalty for 1 rd.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (1/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.