Jerrod Samson

8th Level Druid

XP 5850
Human Druid 8
NG Medium humanoid (human)
Init +2; Senses Perception +16
AC 22, touch 12, flat-footed 20 (+7 armor, +2 Dex, +3 shield)
hp 62 (1d8)(8,4,5)
Fort +8, Ref +5, Will +11; +1 Will vs. mind-affecting effects
Speed 30 ft. – 20 ft.(armor)
Melee club +6 (1d6/20)
or scythe +6 (2d4/×4)
or sickle +7 (1d6/20)(MW Cold Iron)
or spear +6 (1d8/20)
Domain Spell-Like Abilities (CL 1st, concentration +4)
6/day—__calming touch__
Druid Spells Prepared (CL 1st; concentration +4)
9th—__miracle__^D^, C, g
8th—__mass cure critical wounds__^D^, C, g
7th—__refuge__^D^, C, g
6th—__hero’s feast__^D^, C, g
5th—__telepathic bond__^D^, C, g
4th—__status__^D^, C, g
3rd—__prayer__^D^, C, g
2nd—__shield other__^D^, Flaming Sphere, Flame Blade
1st—__bless__^D^, Cure Light Wounds, goodberry, magic stone
0—Kno Direction, Light, Stabilize
D domain spell; Domain Community
Str 10, Dex 14, Con 11, Int 12, Wis 17, Cha 11
Base Atk +6; CMB +6; CMD 18
Feats Spell Focus (conjuration), Augment Summoning, Nimble Moves, Toughness, Leadership
Skills Diplomacy (wild empathy) +8, Handle Animal +8, Knowledge (Geography) +8, Knowledge (nature) +13, Perception +16, Profession (sailor) +9, Ride +3, Spellcraft +6, Survival +16, Swim +1; +12 Diplomacy (wild empathy) with canines
Traits Issian, Natural Born Leader
Languages Common, Druidic
SQ nature bond (domain), nature sense, wild empathy, woodland stride, totemic transformation, trackless step, resist nature’s lure, wild shape
Gear leather armor, heavy wooden shield, club, scythe, sickle, spear
Personal Gear ??, ?? gp
Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.


School enchantment (compulsion) [mind-affecting]; Level community 1
Casting Time 1 standard action
Components V, S, DF
Range 50 ft.
Area The caster and all allies within 50-ft. burst, centered on the caster
Duration 1 min./level
Saving Throw none; Spell Resistance yes (harmless)
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
Bless counters and dispels bane.
Endure Elements
School abjuration; Level druid 1
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 24 hours
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature’s equipment is likewise protected.
Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
School transmutation; Level druid 1
Casting Time 1 standard action
Components V, S, DF
Range touch
Targets 2d4 fresh berries touched
Duration 1 day/level
Saving Throw none; Spell Resistance yes
Casting goodberry makes 2d4 freshly picked berries magical. You (as well as any other druid of 3rd or higher level) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.
Summon Nature’s Ally I
School conjuration (summoning); Level druid 1
Casting Time 1 round
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Effect one summoned creature
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions as you command.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as wish).
The spell conjures one of the creatures from the 1st Level list on Table 10–2. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.
When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell’s type match your alignment.

Summon Nature’s Ally

1st Level Subtype
Dire rat
Frog, poison
Giant centipede
Fire beetle
Mite (gremlin)
Pony (horse)
Riding dog
Viper (snake)


Date of Birth: 17 Abadius 4678

Jerrod Samson

The Taming of the Stolen Lands Bishop