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Stat Increases: Racial: +2 CON, -2 CHA LVL 4: +1 CHA LVL 8: +1 CON LVL 12: +1 CON
Statistic Block
Magic Items: [Weapons] - Bowstaff: By activating a Bowstaff (Swift Action) you can change this +1/masterwork quarterstaff into a +1 longbow or back again. Each version performs like a regular magic weapon of its kind. - Deathspike: A death spike allows you to draw the life energy out of a dying target, granting you temporary vitality. It functions as a +1 Cold Iron spear, but whenever you reduce a living creature to - 1 or fewer hit points on a melee attack with the spear, you can activate it to gain 1d8 temporary hit points and a +2 morale bonus on damage rolls. These benefits last for 1 hour; multiple uses of the spear don't stack. The spear can be activated 3/day (Free Action). If you also wear a magic item that grants a bonus to your CHA score, you can add the item's bonus to the temporary hit points granted by the spear. - Quarterstaff of Battle: While wielding this +1/+1 Quarterstaff you can attempt to disarm opponents as if you had the Improved Disarm feat. In addition, a Quarterstaff of Battle has three abilities you can use when you activate the weapon (Swift Action). 1. For the next 2 rounds, the staff automatically deflects all ranged attacks from Medium or smaller attackers, as well as all ranged attacks created by spells of 2nd level or lower, that target you or any ally adjacent to you. This ability functions 3/day. 2. Both ends of the staff gain the speed weapon property (DMG 225) for 5 rounds. This ability functions 1/day. 3. Your next attack with the Quarterstaff of Battle on this turn is a battlestrike. If the battlestrike hits, the Quarterstaff deals an extra 2d6 points of damage, and the target is knocked prone and stunned for 1 round (Fort DC 22 negates the stun and prone effects). This ability functions 1/day. [Armor] - Barricade Buckler: By speaking the command word [Swift Action], you can transform this +1 buckler into a 5-foot-by-5- foot vertical wall of force. The wall persists for 1 minute or until you speak a second command word to return the buckler to its normal condition. The wall of force ability functions 3/day. - Hawkfeather Armor (Styptic, Wild): While wearing this +3 studded leather armor, you gain a continuous +5 competence bonus on Spot checks. In addition, the armor has two other special abilities. 1/day (Swift Action), you can activate the armor to gain a +4 enhancement bonus to your Charisma for 9 minutes. 3/day, you can cause the armor to sprout wings (Swift Action), allowing you to fly at a speed of 60 feet (good maneuver ability) for 5 rounds. The special properties of a suit of Hawkfeather armor function normally while you are in wild shape (although it does not grant its armor bonus to AC). This armor includes no metal parts, and thus druids are not prohibited from wearing it. - Wild: The wearer of a suit of armor or a shield with this ability preserves his armor bonus (and any enhancement bonus) while in a wild shape. Armor and shields with this ability usually appear to be made covered in leaf patterns. While the wearer is in a wild shape, the armor cannot be seen. - Styptic: While wearing armor that has this prop erty, you do not suffer ongoing blood loss for any reason. Regardless of their source, bleeding wounds automatically close. You sustain no further hit point loss and stabilize if you are dying. In addition, you have a 25% chance to be unaffected by any blood-draining attack that depletes CON, such as a vampire's or stirge's blood drain ability, or the property of a wounding weapon. [Rings] - Ring of Arming: When you activate a ring of arming (Standard Action), any armor or weapons that you are currently wearing disappear and are stored magically within the ring, and any armor or weapons that are currently stored within the ring appear in the appropriate places on your body (items that must be held appear at your feet if you don't have free hands). - Ring of Darkhidden: You are invisible to Darkvision, although you are fully visible in normal light. [Wondrous Items] [Head] Angelhelm: An angelhelm allows a good-aligned wearer to emulate certain traits of celestial beings. Your melee attacks are treated as good-aligned weapons for the purpose of overcoming damage reduction. This is a continuous effect and requires no activation. In addition, your angelhelm allows you to use cure critical wounds, dispel evil (DC 17), and resist energy (acid or cold only) as spell-like abilities each 1/day. The helm grants no benefit to nongood wearers. [Face] Pearl of Speech: These items were originally created by drow and used to command their slaves without stooping to learn their foul languages. The secret of creating pearls of speech long ago became known to bards and others who rely on languages. When you place a pearl of speech upon your tongue (a standard action), it is absorbed into your mouth until you speak the proper command word to release it. While absorbed, the pearl grants you the ability to speak and understand a specific language, such as Dwarven or Draconic. Each pearl is created for a specific language, and you can have only one pearl of speech active at a time. In addition, while the pearl is active, it can be activated to produce a command effect 1/day (Will DC 11 negates). [Throat] Chasuble of Fell Power, Greater: While wearing a Chasuble of fell power, your Eldritch Blasts or spells you cast that have the chaotic descriptor deal an extra 2d6 points of damage. Only a chaotic spell that deals hit point damage can benefit from this effect. [Torso] Tunic of Steady Spellcasting: Grants a +5 competence bonus on all Concentration checks, even those unrelated to spellcasting. [Arms] Bracers of Lightning: A set of bracers of lightning allows you to charge your melee and ranged weapon attacks with electricity. When you acti vate the bracers, they visibly crackle with electricity for 1 round. During this time, your melee and ranged attacks gain the shock property. Even your melee touch attacks deal this extra electricity damage. A druid can activate this item while in wild shape. [NOT WORN] Armband of Elusive Action: 1/day as an Immediate action, the Armband of Elusive Action allows you to protect yourself from the hazards of battlefield chaos. When it is activated, the band allows you to avoid provoking a single attack of opportunity that your actions would otherwise incur. [Hands] Gauntlets of Eldritch Thunder: Gauntlets of eldritch energy let you imbue your Eldritch Blasts with a particular type of energy. When you activate these gauntlets, the next eldritch blast you use before the end of your turn deals energy damage (the type of energy depends on the type of gauntlets) instead of its normal damage type. You can't apply the gauntlets' effect to any blast already affected by an Eldritch Essence Invocation. Four varieties of these gauntlets exist. Each applies a different type of energy damage to your Eldritch Blast: Gauntlets of Eldritch Frost (cold), Gauntlets of Eldritch Lightning (electricity), Gauntlets of Eldritch Fire (fire), and Gauntlets of Eldritch Thunder (sonic). [Waist] Belt of the Wide Earth: While wearing a belt of the wide earth, your carrying capacity is doubled. This is a continuous effect and requires no activation. In addition, 2/ day you can activate the belt and sacrifice a prepared spell or spell slot of 5th level or higher to use teleport (as the spell), using your own caster level or that of the belt, whichever is higher. [Feet] Anklet of Translocation: An anklet of translocation allows you to make short dimensional hops. When it is activated, you can instantly teleport (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. You can't use the anklet to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the anklet's activation is wasted. You can bring along objects weigh ing up to your maximum load, but you can't bring another creature with you. An anklet of translocation functions 2/day. - Wilding Clasp: A wilding clasp can be attached to any item worn on the body. When so worn, a clasp prevents the worn item from melding into your new form when you use wild shape (as long as the item could reasonably be worn by the new form). Thus, the item remains fully functional and can be used normally in your new form. - Thorn Pouch: A thorn pouch allows you to bring forth several types of magical plant effects for offensive and defensive purposes. A pouch has 5 charges, which are renewed each day at dawn. Spending 1 or more charges when you place your hand within the bag allows you to draw forth a single thorn that has one of the following effects (each as the spell of the same name, but with a dura tion of 9 rounds): - 1 charge: Entangle. - 3 charges: Spike growth. - 5 charges: Wall of thorns. To use a thorn after drawing it forth, you drop it into your own space or any adjacent square (a free action). After 1 round, the thorn produces the desired effect. If you don't drop a thorn within 1 round after drawing it, it disappears with no effect. [Rods] - Rod of Bodily Restoration: A rod of bodily restoration allows you to heal physical ability damage. To use the rod, you must touch the target to be affected (or merely hold the rod, if affecting yourself). The rod has 3 charges, which are renewed each day at dawn. Spending 1 or more charges heals damage to one or more of the target's physical ability scores. (1 charge: Heal 4 points of STR, DEX, or CON damage (your choice), or 2 points of damage to all three ability scores. 2 charges: Heal 6 points of STR, DEX, or CON damage [your choice], or 3 points of damage to all three ability scores. 3 charges: Heal 8 points of STR, DEX, or CON damage [your choice], or 4 points of damage to all three ability scores.)
Condition and Effects
Additional Information
LVL 1 - Augment Healing: Add +2 points per spell level to the amount of damage healed by any Conjuration [Healing] spell that you cast. For example, a 1st-level cleric with this feat casting cure light wounds would restore 1d8+3 hp. An 8th-level cleric with the Healing domain and this feat casting cure moderate wounds would restore 2d8+13 hp (9 for his caster level including the +1 caster level bonus for the Healing domain, + 4 for the feat). A 13th-level druid casting heal would restore 144 hp (130 for her caster level + 14 for the feat, since heal is a 7th-level druid spell). LVL 3 - Magic of the Land: When in a natural setting, you can draw on the power of the land to imbue your spells with healing power. For the purpose of this feat, a natural setting is defined as any location not within a community and not a constructed area. "Natural setting" includes unworked caverns, but not crafted dungeons and the like. To use the feat, you must succeed on a Knowledge (nature) check (DC 15 + spell level), made as a free action while casting a spell. You can't take 10 on this check. If you succeed, each target of your spell is healed of 2 points of damage per spell level, in addition to the spell's normal effects. If the spell doesn't have a target entry, this feat has no effect. This healing power is positive energy, so an undead creature instead takes 2 points of damage per spell level. An unwilling creature can attempt a Will save (at the spell's normal save DC) to negate this effect. If the skill check fails, the prepared spell or spell slot is lost. You cannot use this feat on any spell with an alignment descriptor, nor with any necromancy spell. The natural world favors balance in all things, and thus does not support specific alignment-based magic, nor can its life-giving power be used to enhance the magic of death. [Bonus] Reach Spell: You may cast a spell that normally has a range of touch at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed on a ranged touch attack to bestow the spell upon the recipient. A reach spell uses up a spell slot two levels higher than the spell's actual level. LVL 9, Exalted Companion: When choosing an animal companion, you may choose a magical beast as shown on the table below. You must choose a companion whose alignment is the same as yours, so only a ranger can have a blink dog, pegasus, or unicorn as a companion. Even though your companion is a magical beast, you can cast spells on it as though it were an animal. The exalted companion has all the normal abilities of a typical creature of its kind, as well as the characteristics of an animal companion determined by the druid or ranger's level. Companion Alignment Druid Level (1, 2). Celestial animal(3) - Any good Blink dog (4) ------------ Lawful good 4th (-3). Asperi(5) ----------- Neutral good 7th (-6). Giant eagle --------- Neutral good 7th (-6). Giant owl ----------- Neutral good 7th (-6). Pegasus ------------ Chaotic good 7th (-6). Unicorn ------------- Chaotic good 7th (-6). 1. A ranger's effective druid level, for purposes of this feat, is half his ranger level. 2. Subtract the number in parentheses from the druid's level (or the ranger's effective druid level) for purposes of determining the companion's characteristics and special abilities as shown on page 36 of the Player's Handbook. 4 Subtract an extra -1 from the druid's level (or the ranger's effective druid level) for purposes of determining the companion's characteristics and special abilities. 5 Monster detailed in the Monster Manual II. LVL 12, Natural Spell: You complete the verbal and somatic components of spells while in a wild shape. For example, while in the form of a hawk, you could substitute screeches and gestures with your talons for the normal verbal and somatic components of a spell. You can use any material components or focuses that you can hold with an appendage of your current form, but you cannot make use of any such items that are melded within that form. This feat does not permit the use of magic items while in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape. LV LVL 15, Exalted Wild Shape: You can use your wild shape ability to turn yourself into a blink dog, giant eagle, giant owl, pegasus, or unicorn. You can also turn into a celestial version of any animal you could normally transform into. (At the DM's discretion, other magical beast forms might be available to you. In general, only creatures of CR 3 or lower are possible.) You gain the extraordinary and supernatural abilities of the creature. This ability counts as a use of your wild shape ability and functions the same way.
Tyr (Blink Dog Animal Companion): Size/Type: Medium Magical Beast Hit Dice: 44 (8d10) Initiative: +5 Speed: 40 ft. Armor Class: 22 (+5 Dex, +7 natural), touch 15, flat-footed 17 Base Attack/Grapple: +6/+1//+7 Attack: Bite +11 Melee (1d6+1) Full Attack: Bite +11 Melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: - Special Qualities: Darkvision 60 ft., Scent, Low-light Vision, Devotion, Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master Spell-like Abilities: Constant - Blink (A blink dog can use blink as the spell [CL 8], and can evoke or end the effect as a free action.); At Will - Quickened Dimension Door (Self Only) Saves: Fort +6, Ref +11, Will +5 Abilities: STR 12, Dex 20, Con 10, Int 10, Wis 13, Cha 11 Skills: Hide +7, Listen +8, Sense Motive +6, Spot +8, Survival +7, Move Silently: +8 Feats: Iron Will, Run, Track, Weapon Finesse Tricks: Fetch, Track, Come, Down, Heel, Seek, Attack
Other Notes
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Dwarven Racial Traits: +2 CON, -2 CHA - Medium Size - Base Land Speed of 20 ft., but Dwarves may move at that speed even when wearing medium or heavy armor or carrying a medium or heavy load. - Darkvision to 60 ft. - Stone Cunning: This ability grants a Dwarf a Racial +2 bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings and the like. something that isn't stone, but is disguised as stone also counts as unusual stonework. A Dwarf who merely comes within 10 ft. of unusual stonework can make a Search check as if they were actually searching, and a Dwarf can use the Search skill to find stonework traps as a rogue can. A Dwarf can also intuit depth, sensing their approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. - Weapon Failiarity: Dwarves may treat Dwarven Waraxes and Dwarven Urgoshes as martial weans rather than exotic weapons. - Stability: Dwarves are exceptionally stable on their feet. A Dwarf gains a +4 bonus on ability checks made to resist being Bull Rushed or Tripped when standing on the ground (but not when climbing, flying, riding or otherwise not standing firmly on the ground). - +2 Racial bonus on Saving Throws against Poison. - +2 Racial bonus on Saving Throws against Spells and Spell-Like effects. - +1 Racial bonus on Attack Rolls against Orcs (inculding Half-Orcs) and Goblinoids (including Goblins, Hobgoblins and Bugbears). - +4 Dodge Bonus to AC against monsters of the Giant Type (such as Ogres, Trolls or Hill Giants). - +2 Racial Bonus on Appraise Checks that are related to Stone or Metal items. - +2 Racial Bonus on Craft Checks that are related to Stone or Metal. Half-Fey Template: - Fey Type - Low-light Vision - Immunity to Enchantment Spells/Effects - Wings: A half-fey grows insectlike wings (usually similar to those of a butterfly) and may use them to fly at up to twice her base land speed with good maneuverability. - Spell-like Abilities: - At-Will: Charm Person - 3/day: Detect Law, Protection from Law, - 1/day: Glitterdust, Hypnotism, Eyebite, Mass Invisibility, Enthrall, Confusion, Hold Person, Mass Suggestion Druid Class Abilities: Proficiencies: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter. - Spontaneous Rejuvenation: You can transform the stored energy of a spell you have prepared to invigorate you and your allies. To use spontaneous rejuvenation, you must spend a standard action and sacrifice a prepared spell. All allies within 30 feet of you (including yourself) gain fast healing for 3 rounds. The fast healing amount is equal to the Spell's level. For example, if you sacrifice Remove Disease, a 3rd-level spell, each ally gains fast healing 3 for 3 rounds. The fast healing granted by this class feature doesn’t stack with itself or with fast healing from other sources. - Animal Companion: A druid may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind. A 1st-level druid’s companion is completely typical for its kind except as noted below. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished. A druid of 4th level or higher may select from alternative lists of animals. Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s druid level and compare the result with the druid level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the druid’s effective level to 0 or lower, she can’t have that animal as a companion.) - Nature Sense: A druid gains a +2 bonus on Knowledge (nature) and Survival checks. - Wild Empathy: A Spirit Shaman can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Spirit Shaman rolls 1d20 and adds her druid level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Spirit Shaman and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A Spirit Shaman can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check. A Spirit Shaman cannot use this ability to influence a magical beast. - Woodland Stride: Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her. - Trackless Step: Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. - Resist Nature's Lure: Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey. - Wild Shape 3/day: At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night. Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet. The form chosen must be that of an animal the druid is familiar with. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level. The new form’s Hit Dice can’t exceed the character’s druid level. At 12th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A druid can’t use this ability to take the form of a plant that isn’t a creature.) At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type. At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a druid may use this wild shape ability to change into a Huge elemental. Warlock Class Features: - Weapon and Armor Proficiencies: Warlocks are proficient with all simple weapons. They are proficient with light armor but not with shields. Because the somatic components required for warlock invocations are relatively simple, a warlock can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a warlock wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all invocations, including eldritch blast, have a somatic compo- nent). A multiclass warlock still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes. - Invocations: A warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows at will, with the following qualifications: A warlock’s invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A warlock is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A warlock can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A warlock’s invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A warlock’s caster level with his invocations is equal to his warlock level. The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the warlock’s CHA modifier. Since spell-like abilities are not actually spells, a warlock cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability. The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A warlock begins with knowledge of one invocation, which must be of the lowest grade (least). As a warlock gains levels, he learns new invocations, as summarized. At any level when a warlock learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a warlock can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a warlock can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a warlock can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark). Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. - Eldritch Blast +3d6: The first ability a warlock learns is eldritch blast. A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level. An eldritch blast is the equivalent of a spell whose level is equal to one-half the warlock’s class level (round down), with a minimum spell level of 1st and a maximum of 9th when a warlock reaches 18th level or higher. An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a warlock’s eldritch blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (eldritch blast) increases the DC for all saving throws (if any) associated with a warlock’s eldritch blast by 2. - Detect Magic: Beginning at 2nd level, a warlock can use detect magic as the spell at will. His caster level equals his class level. - Damage Reduction 1/Cold Iron: Fortified by the supernatural power flowing in his body, a warlock becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron. At 7th level and every four levels thereafter, a warlock’s damage reduction improves. - Deceive Item: At 4th level and higher, a warlock has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened. Arcane Hierophant Class Features: -Weapon and Armor Proficiencies: You gain no proficiency in any weapons or armor. You abide by the same armor restric- tions that druids do, and you lose your divine spellcasting ability and supernatural or spell-like class abilities if you wear prohibited armor or carry a prohibited shield. - Companion Familiar: Upon becoming an arcane hierophant, you must dismiss your familiar, if you have one. (You do not risk losing XP for doing so.) You may retain any one animal companion you already possess. You add your arcane hierophant class level to your druid or ranger level for purposes of determining your animal companion’s bonus Hit Dice, natural armor adjustment, and Strength/Dexterity adjustment (see the sidebar The Druid’s Animal Companion, page 36 of the Player’s Handbook). For example, a character who is a 4th-level druid/3rd-level wizard/4th-level arcane hierophant has the animal companion of an 8th-level druid (+4 bonus HD, +4 natural armor, and +2 Strength/Dexterity adjustment, or an animal companion chosen from the 4th- level or 7th-level lists). In addition, your animal companion (if any) gains many of the abilities that a familiar would normally possess. You add your arcane hierophant class level to your arcane spellcasting class level, and determine the Intelligence bonus and special abilities of your animal companion accordingly (see the sidebar Familiars, page 53 of the Player’s Handbook). For example, a 4th-level druid/3rd-level wizard/4th-level arcane hierophant has a familiar compa ion equal to that of a 7th-level wizard and 8th-level druid (Intelligence 9, alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, devotion). The Hit Dice, hit points, attack bonus, saving throws, feats, and skills of the familiar companion are determined as normal for an animal companion. Due to the familiar companion’s unusual Intelligence score, it may very well have more skill points than other animals of its kind. The familiar companion is a magical beast (augmented animal), but you can bestow harmless spells on your familiar companion as if it were an animal instead of a magical beast. If your familiar companion is killed or dismissed, you do not lose XP. You can summon a new familiar companion by performing a ceremony requiring 24 hours of uninterrupted prayer. - Ignore Arcane Spell Failure: When casting an arcane spell, you ignore the arcane spell failure chance for any nonmetallic light or medium armor (padded, leather, or hide armor). You learn to cast arcane spells while wearing the types of armor that druids favor. - Wild Shape: If you do not already possess the ability, you gain no new ability to wild shape. However, you add your arcane hierophant level to your druid level and gain the wild shape ability of a druid of the resulting level. For example, a character who is a 3rd-level wizard/3rd-level druid/4th-level arcane hierophant has the wild shape ability of a 7th-level druid. If you are not a druid, (for example, if you entered the class as a wizard/ranger), you do not gain the ability to wild shape.