Masks of the Living God
Male Human (Kellid) Druid 1
NG Medium humanoid (human)
Init +2; Senses Perception +8
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 11 (1d8+3)
Fort +4, Ref +2, Will +6
Speed 20 ft.
Melee quarterstaff +1 (1d6+1)
Ranged sling +2 (1d4+1)
Domain Spell-Like Abilities (CL 1st; concentration +7)
7/day—storm burst (1d6+0 nonlethal damage)
Druid Spells Prepared (CL 1st; concentration +7):
1st—cure light wounds (x2), obscuring mist [D]
0 (at will)—create water, detect magic, light
[D] Domain spell; Domain Weather
Str 13, Dex 15, Con 14, Int 13, Wis 18, Cha 14
Base Atk +0; CMB +1; CMD 13
Feats Augment Summoning, Spell Focus (conjuration)
Traits focused mind, sacred touch
Skills Handle Animal +6, Heal +8, Knowledge (nature) +7, Perception +8, Survival +10, Swim +3
Languages Common, Druidic, Hallit, Sylvan
SQ nature bonds (druid domain [weather] domain), wild empathy +3
Combat Gear potion of barkskin +2; Other Gear wooden armor, quarterstaff, sling, backpack, blanket, winter, – custom gear -, bullseye lantern, tent, small, torch, trail rations (5), waterskin, 30 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+0) (7/day) (Sp) 30’ Ranged touch attack deals 1d6+0 nonlethal damage and inflicts a -2 to hit penalty for 1 rd.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.