Male human (Oeridian) druid 1
CG Medium humanoid (human)
Init +2; Senses Perception +15

AC 17, touch 12, flat-footed 15 ( +5 armor, +2 Dex)
hp 11 (1d8 +3)
Fort +4, Ref +2, Will +5

Speed 30 ft. (20 ft. in armor)
Melee scimitar +0 (1d6/18-20)
Ranged sling +2 (1d4)
Domain Spell-Like Abilities (CL 1st; concentration +4)
6/day—_storm burst_ (1d6 nonlethal)
Druid Spells Prepared (CL 1st; concentration +4)
1st—entangle (DC 14), obscuring mist[D], shillelagh (DC 14)
0 (at will)—detect magic, guidance, light
D Domain spell; Domain Weather

Str 10, Dex 14, Con 14, Int 12, Wis 17, Cha 11
Base Atk +0; CMB +0; CMD 12
Traits Raised on the Selintan, Sacred Touch, Suspicious
Feats Augment SummoningB, Spell Focus (Conjuration)
Skills Acrobatics +2 (-2 to jump), Heal +9, Knowledge (nature) +7, Perception +7, Sense Motive +8, Spellcraft +5, Survival +9
Languages Common, Druidic, Sylvan
SQ nature bond (Weather domain), nature sense, wild empathy +1
Gear potion of cure light wounds (2), healer’s kit; Other Gear lamellar (horn) armor[UC], scimitar, sling, belt pouch, blanket[APG], fishhook (2), flint and steel, hip flask[UE], holly and mistletoe, masterwork backpack[APG], pot, sewing needle, signal whistle, soap, thread (50 ft.), torch (3), trail rations (5), vial, waterskin, 5 gp, 5 sp, 3 cp

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.
Raised on the Selintan
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 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.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.



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