Deadly Druid Dragonlady



Hi, guys! I’m Magma, a Kobold Druid. One day I was minding my own business, hanging out with my fellow Ice Kobolds and living under the protection of Caydranth, a White Dragon who’s also a really great guy. I look up to him, he teaches us and takes care of us. Caydranth is basically like my Dad. Okay, I have a real Dad, too, but the idea of having two Dads is really appealing to me. It’s like Two-World Magic, but with Dads. Two-Dad Magic. I like that.

Anyway, we were just minding our own business in our cave, when suddenly this enormous floating ice fortress of death came by and started firebombing our territory! Huge technological monstrosities poured out of this floating fortress and overwhelmed us. They were simply too strong and powerful, even for a White Dragon. They captured Caydranth! And started slowly floating away!

Suffice to say, Ice Kobolds don’t like it when you blow them up with bombs and kidnap their Dragon Master, and we started freaking out. We rescued our injured, and came up with a plan on the fly. We summoned giant eagles, hopped on their backs, and pursued our attackers.

We split up, dividing our forces into squads and infiltrated the sky fortress. It was a slaughter.

Powerful Kobold mages and heroes were gruesomely ripped to shreds, slain, overwhelmed by the sky fortress’s defenses. They even murdered my boyfriend! We retreated deeper into the maze of tunnels and caverns, slipping on puddles of our comrades’ blood. I got separated from my squad. I don’t even know if any survived, it’s horrible!

Now I’m here, drenched in blood, alone, traumatized. I’m absolutely terrified. I know Caydranth is here somewhere, but rescue feels impossible at this point. I don’t know what to do, I’m lost. My boyfriend’s dead. My eyes start to sting. I’m so lost.

Someone, anyone. Help me, please.


Magma Dragonspur

STR 15 {+2} DEX 14 {+2} CON 14 {+2}
INT 10 {+0} WIS 14 {+2} CHA 12 {+1}

HP: 20 Climb: 20 ft
AC: 18 Speed: 40 ft Init: 2 (3 cold or ice)
Touch AC: 13 Flat-Foot AC: 15
Fort: 3 Reflex: 2 Will: 5 (6 if 30 ft near an Animal)
BAB: 1
CMB: +2
CMD: +14

Arcana +5
Geography +4
Engineering +1
Nature +4
Languages: Gazric, Draconic, Sylvan, Druidic

Scrolls: Lead Blades x 2, CLW x 4 (1d8+2)
Magic Fang x 2
Bull’s Strength x 1, Flaming Sphere x 1

Acrobatics +7 (-3 armor)
Bluff +11
Climb +10 (-3)
Handle Animal +5
Heal +6
Perception +8
Ride +6 (-3)
Survival +8
Stealth +6 (-3)
Use Magic Device +6
Knowledge (nature) +4
Knowledge (geography) +4
Knowledge (arcana) +5
Appraise +2
Craft (Blacksmithing) +0
Swim +2 (-3)
Profession(Sculptor) +2
Sense Motive +2
Sleight of Hand +2 (-3)
Diplomacy +1
Disable Device +3 (-3)
Disguise +1
Escape Artist +2 (-3)
Fly +2 (-3)
Intimidate +1
Knowledge (dungeoneering) +0
Knowledge (engineering) +1
Knowledge (history) +0
Knowledge (local) +0
Knowledge (nobility) +0
Knowledge (planes) +0
Knowledge (religion) +0
Linguistics +0
Perform(Bonecore Singer) +1
Spellcraft +0

Cantrips: Detect Magic, Read Magic, Create Water, Message, Animate Tools
1st Level: Entangle, Produce Flame, Snowball
Spells Per Day: 1st level: 3

Spontanious Casting: swap a spell with Summon Nature’s Ally
1/day: Dancing Lights, Prestidigitation, Flare, Produce Flame
Armor: Dragonscale Kikko Armor +5 AC, -3 Armor Penalty, 30g, 12 lb
SQ: Nature bond (Animal Companion), nature sense, wild empathy +0

Heavy Composite Crossbow, 50g, 5, 1d83, 19-20/x2, 120ft, P (Composite: add STR to DAM, but DEX to ATX)
Brutal Bola 15g, 5, 1d43, x2, B&P, 10 ft, can make a ranged trip attack
Falchion, 75g, 4, 2d43, 18-20/x2, S, 1H
Fauchard, 14g, 4, 1d82, 18-20/x2, S, reach, trip, 2H
Falcata, 18g, 4, 1d63, 19-20/x3, S, 1H
Earth Breaker, 40g, 4, 1d102, x3, B 2H
Nodachi, 60g, 4, 1d83, 18-20/x2, S or P, brace, 1H
Greatsword, 50g, 4, 1d10, 19-20/x2, S, 2H
Rhoka, 5g, +4, 1d6
3, 18-20/x2, S, 1H
Kobold Kurved Blade, 80g, 4, 1d83, 18-20/x2, S, 1H

Kobold Abilities:
Darkvision: Kobolds can see in the dark up to 60 feet.
Master Tinker: Kobolds gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Members of this race are also treated as proficient with any weapon they have personally crafted.
Scavenger: Kobolds gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.

Feats and Traits:
Feat: Additional Traits (Rescue Caydranth!, Lore Seeker)
Traits: 1) Rescue Caydranth!(Rescued): +1 on ATX vs foes that threaten Caydranth, +1 Acrobatics, it’s a class skill
2) Lore Seeker: +1 Know(Arcana), it’s a class skill, +1 CL & +1 save DC to Produce Flame, Flaming Sphere, & Summon Nature’s Ally
3) Dangerously Curious: +1 UMD, it’s a class skill
4) Song of the Snow Drake (Genie Caller): 1/day, cast 1 conjuration(summon) spell at +2 Caster Level
5) Accelerated Drinker: Drink Potion as Move Action, Draw w/Bandolier as a Free Action
Pyromaniac: Members of this race are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle’s flame mystery, and determining the damage of alchemist bombs that deal fire damage.
Climber: Climb speed of 20 feet, and a +8 racial bonus on Climb checks.
Fast: +10 ft to one movement type.

Jury Rig: Once per day, Kobolds can repair a broken item or uncharged magic item as a full round action for one immediate use.
If the item is a melee or low tech ranged weapon (such as a bow or crossbow), a suit of armor or a shield, it continues to function for 1 round per character level.
If the item is a tool needed for a skill, the item functions for the next skill check. For instance, if the item helps with a disguise check, it adds bonuses for the next check, or if the item is used to craft, it can be used to craft one item.
If the item is a wand or staff, it functions for one more charge.
If the item is high technology, it functions for one use. For instance, a Builder harpoon gun would work for one shot, or a generator would power one object.
If the item is vehicle, effects depend on the type and situation. A water or air vehicle that is already moving could be fixed long enough to reach the nearest land. A moving land vehicle could be repaired long enough to make a safe stop. A stationary vehicle of any kind could be repaired to make one continuous journey of no longer than 24 hours.
If the item does not fit into any of these categories, the effects of Jury Rig are decided by the GM.
After the emergency use, the player rolls percentile dice and determines what happens to the item.
100-90% – Item functions normally for one more use.
89-50% – Item returns to the broken condition and takes 1.5 times as long to repair.
49-01% – Item is destroyed. Artifacts or items that cannot be destroyed normally cannot be destroyed this way, but instead return to the broken state, take twice as long to be repaired, and may not be affected by the Jury Rig ability again.

An arctic druid watches over the stark landscape of the far frozen reaches of the world, tending the stunted and rugged life that ekes out its survival in the least habitable climes.

Arctic Native (Ex)
At 2nd level, an arctic druid gains a bonus on Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks equal to 1/2 her druid level in cold or icy terrain, and she cannot be tracked in cold or icy terrain.
This ability replaces woodland stride.

Icewalking (Ex)
At 3rd level, an arctic druid suffers no penalty to speed or on Acrobatics, Climb, or Stealth checks in snowy or icy terrain or weather conditions and can walk across snow crusts or thin ice without breaking through.
This ability replaces trackless step.

Arctic Endurance (Ex)
At 4th level, an arctic druid ignores the effects of a cold climate as if using endure elements. She is also immune to being dazzled.
This ability replaces resist nature’s lure.

Wild Shape (Su)
An arctic druid gains this ability at 6th level, except that her effective druid level for this ability is equal to her druid level – 2.

Snowcaster (Su)
At 9th level, an arctic druid can see normally in ice storm, sleet storm, or similar natural snowstorms. In addition, she can prepare any druid spell with the fire subtype1 as a cold spell, with an identical effect but inflicting cold damage instead of fire damage.
This ability replaces venom immunity.

Flurry Form (Ex)
At 13th level, an arctic druid can assume the form of a swirling column of snow equivalent to gaseous form at will. While in this form, she gains a circumstance bonus on Stealth checks made in cold terrain equal to her druid level.
This ability replaces a thousand faces.

Spells: Spell DC is a property of all spells, but usually only comes into play when the spell has a saving throw. You see saving throws mostly on spells that do not have an attack roll. These spells usually automatically hit, but give the target a chance to overcome some or all of the spells effects by making a saving throw. The DC of the spell is the target number for the saving throw.

To calculate the Spell DC:
10 + spell level + ability modifier (Druids use WIS)

Detect Magic (divination), Casting Time 1 standard action, Component: V, S
Range 60 ft., Area cone-shaped emanation, Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).

Read Magic (divination), Casting Time 1 standard action, Components V, S, F (a clear crystal or mineral prism)
Range personal, Target you, Duration 10 min./level
You can decipher magical inscriptions on objects – books, scrolls, weapons, and the like – that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Create Water (creation) [water], Casting Time 1 standard action, Components V, S
Range close (25 ft. + 5 ft./2 levels), Effect up to 2 gallons of water/level, Duration instantaneous
Saving Throw none; Spell Resistance no
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large — possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.
Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Message (transmutation) [language-dependent]; Casting Time 1 standard action, Components V, S, F (a piece of copper wire)
Range medium (100 ft. + 10 ft./level), Targets one creature/level, Duration 10 min./level
Saving Throw none; Spell Resistance no
You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn’t transcend language barriers. To speak a message, you must mouth the words and whisper.

Animate Tools: Tools automatically perform simple tasks.

Dancing Lights (evocation) [light] Casting Time 1 standard action, Components V, S
Range medium (100 ft. + 10 ft./level), Effect Up to four lights, all within a 10-ft.-radius area
Duration 1 minute (D)
Saving Throw none; Spell Resistance no
You create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range.
You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.

Flare: (evocation) [light] Casting Time 1 standard action, Components V, Range close (25 ft. + 5 ft./2 levels) Burst of light, Duration instantaneous
Saving Throw Fortitude DC 12 negates; Spell Resistance yes
This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare. (The creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks.)

Produce Flame: (evocation) [fire]; Casting Time 1 standard action, Components V, S, Range 0 ft. Effect: flame in your palm, Duration 3 min. (1/CL level), Saving Throw none; Spell Resistance yes
Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.
In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 3 (+1 per CL, maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.
This spell does not function underwater.

Snowball:(conjuration) (creation) [cold, water]; Casting Time 1 standard action, Components V, S
Range close (25 ft. + 5 ft./2 levels), Effect one ball of ice and snow, Duration instantaneous
Saving Throw Fortitude partial (DC 13); Spell Resistance no
You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. The snowball deals 1d6 points of cold damage per caster level (maximum 5d6) on a successful hit, and the target must make a successful Fortitude saving throw or be staggered for 1 round.

Entangle (transmutation); Casting Time 1 standard action
Components V, S, DF Range long (400 ft. + 40 ft./level), Area plants in a 40-ft.-radius spread
Duration 1 min./level (D)
Saving Throw Reflex DC 13 partial; see text; Spell Resistance no
This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.
If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.
Quick Summary
Area is Difficult Terrain (all squares count as 2 for movement).
Creatures in area make a Reflex save.
Fail = entangled
Success = may move as normal
Any who enter the area make Reflex save immediately.
Fail = entangled and movement ends.
Success = may move normally
Any who remain in the area at end of casters turn must save again.
Can attempt to break free as a move action by making Strength or Escape Artist check vs. DC of the spell.
Entangled Condition Summary
Move at half speed
Cannot run or charge
–2 penalty on all attack rolls
–4 penalty to Dexterity.
Must make a concentration check (DC 15 + spell level) to cast a spell (or lose the spell).

Prestidigitation (universal); Casting Time 1 standard action, Components V, S
Range 10 ft., Target, Effect, or Area see text, Duration 1 hour
Saving Throw see text (no); Spell Resistance no
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. Prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Fun With Prestidigitation

The prestidigitation spell gives you the ability to perform minor magical effects for 1 hour. You can slowly lift 1 pound of material. You can color, clean, or soil items in a 1-foot cube each round. You can chill, warm, or flavor 1 pound of nonliving material. You can create small objects, but they look crude and artificial, and they are fragile. Any actual change to an object (beyond moving, cleaning, or soiling it) persists only 1 hour.
So, what’s the use of prestidigitation? Actually, it’s one of the handiest cantrips around.
Change: You transform one object of Fine size or smaller into another object of roughly the same size. The object can weigh no more than 8 ounces.
The change must be within the same kingdom (animal, vegetable, or mineral). For example, you could change a piece of paper into scrap of linen, and then change that into a rose. Likewise, you could change a coin into a ring. You could not, however, turn a strip of leather into a piece of paper.
Chill: You reduce the temperature of an object by about 40° F, but never below freezing (32° F). After an hour the object’s temperature returns to normal.
Clean: You remove dirt, dust, and stains from floors, walls, dishes, windows, and the like, leaving these surfaces or objects spotless. You can clean an object with a volume of 1 cubic foot, or 1 square foot of the surface of a larger object, each round. The effect does not remove any foreign object of Fine size or larger. Dirt you remove is permanently gone, but objects you clean can get dirty again just like anything else.
Color: You bring color to an object. You can restore faded hues or give it a new color. If you add color, it must be from the visible spectrum (red, orange, yellow, green, blue, indigo, or violet). You cannot change an object’s pattern, such as adding or removing stripes or polka dots, but you can change the color in a pattern so that, for example, a blue garment with white stripes becomes green with yellow stripes.
Dampen: You leave an object damp to the touch for 1 hour. Damp objects have fire resistance 2 while the effect lasts.
Dirty: You soil, spot, and sully walls, floors, dishes, garments, or the like, leaving them dusty, filthy, or stained. You can dirty an object with a volume of 1 cubic foot, or 1 square foot of the surface of a larger object, each round. Dirt you add remains after the effect ends, but objects you soil can be cleaned again just like anything else.
Dry: You remove dampness and excess moisture from an object. Moisture you remove does not return after the effect ends, but the object can become wet again just like anything else.
Firefinger: You cause a jet of flame up to 1/2 foot long to shoot forth from your finger. The flame is hot and ignites combustible materials. Lighting a torch with this effect is a standard action (rather than a full-round action), but lighting any other fire with it takes at least a standard action (DM’s discretion).
Flavor: You give a substance a better, worse, or different flavor. You could, for example, make porridge taste like lobster bisque. You do not change the substance’s quality or wholesomeness. Spoiled food remains spoiled, a poisoned drink is still deadly, and inedible material provides no nourishment — you can make a twig taste like steak, but it remains a twig.
Gather: You neatly collect numerous objects. The objects you gather can be no larger than Fine size, no two items can be more than 10 feet apart, and their total weight cannot exceed 1 pound. You can place the gathered objects into a container you touch, or you can form a stack or pile that you touch.
You can gather selectively; for instance, you can pick up just the coins from an area.
Polish: You bring luster to a wood, metal, stone, leather, glass, or ceramic object. The object must be clean to start with. It remains shiny after the effect ends but can become dull again like anything else.
Sketch: You create a two-dimensional visual figment of whatever you desire. You can leave the image hanging in the air, in which case it is immobile, or place it on a mobile object, such as a shield. The image can be no more than 1-foot square, and it lasts a maximum of 1 hour.
Stitch: You magically sew seams in textiles or leather. You can create new stitching or repair old work. Unlike the mending cantrip, you cannot heal rips, holes, or tears (though you can patch or sew them together). If you have thread on hand, the stitches you make remain after the effect ends, but they are no stronger or weaker than normal stitching. You also can sew without thread, but then the seams last only an hour.
Tie: You magically tie a firm knot (as though taking 10 with the Use Rope skill) in a thread, string, cord, rope, or cable up to 10 feet long. You can knot together two such objects if they’re within 1 foot of each other.
Warm: You increase the temperature of an object by about 40° F, but never above 140° F. After an hour the object’s temperature returns to normal.

Summon Nature’s Ally I (conjuration) (summoning) Casting Time 1 round, Components V, S, DF
Range close (25 ft. + 5 ft./2 levels), Effect one summoned creature, Duration 3 rounds (1 round/CL)
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: Nature’s Ally. 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.

Eagle: Small celestial/fiendish animal
Init + 2; Senses darkvision 60 ft.; Perception 10; Fly +10
AC 14, touch 13, flat-footed 12 (
2 Dex, 1 natural, +1 size)
HP 9 Fort +3 [
5], Ref 4, Will +2 SR 5
Celestial – Resist Acid, Cold, and Electricity 5; Fiendish – Resist Cold and Fire 5
Speed 10ft., fly 80 ft. (average) Melee 2 talons +3 [
3] (1d4) [1d4+2], bite 3 [3] (1d4) [1d4+2]
Special Attacks Smite evil/good
Str 10 , Dex 15, Con 12 ,
Int 2, Wis 15, Cha 7
Base Atk 0; CMB -1; CMD 11
Feats Weapon Finesse
Smite evil/good 1/day as a swift action (adds CHA bonus (
0) to attack rolls and damage bonus equal to HD (+1) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).

Among the most majestic of raptors, these predatory birds pluck fish from streams and lakes, drop down on rodents and small mammals in alpine meadows, and have even been known to pull young mountain goats from the assumed safety of their cliffs.

These creatures, like all birds of prey, have powerful clawed talons and sharp, hooked beaks perfect for tearing flesh. Their enhanced eyesight allows them to spot prey from great distances, and they typically hunt in wide circling patterns high above the ground.

Eagles typically build their massive nests in the tops of tall trees or among the rocky crags of steep cliffs. During breeding season, an eagle lays two eggs, but only one chick normally survives, as the stronger of the two usually kills and eats the weaker.

Eagles generally weigh between 8 and 15 pounds, with a wingspan of up to 7 feet, depending on the species.

Animal Companion: Zanite the Crystalline Cheetah
(Cat, Small) Starting Statistics
Size Small; Speed 50 ft.; AC 1 natural armor; Attack bite (3, 1d4+1 plus trip), 2 claws (3 1d41);
Str 12, Dex 21, Con 13,
Int 2, Wis 12, Cha 6;
HP: 27 AC: 20 Touch AC:15 Flat-Foot AC: 14 BAB +2 Fort +4 Ref +8 Will +2
Special Qualities low-light vision, scent. Improved Natural attack x 2 (claws 1d4),
Leather Lamellar Armor: 60 gp, +4 AC, +3 Dex Bonus
4th-Level Advancement
Size Medium; Attack bite (1d6), 2 claws (1d3); Ability Scores Str +4, Dex –2, Con +2; Special Qualities sprint.
Sprint (Ex)
Once per hour, a small cat can move at 10 times its normal speed (500 feet) when it makes a charge.

A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Combat Training (DC 20) An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also “upgrade” an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal’s previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.

Battle Saddle: I can ride Zanite with ease!

Weapon Straps: No dropping weapons!

Mask of Stony Demeanor, Aura moderate, Slot head; Price 500 gp; Weight 4 lbs.
When worn, this mask transforms the wearer’s face into a stone statue and its voice into an emotionless monotone. Though it allows the wearer to speak, its facial expressions and voice betray little emotion, granting a +10 competence bonus on Bluff checks made to lie and a +5 competence bonus on Bluff checks made to feint, but also imposes a –5 penalty on Bluff checks made to pass a hidden message.

Backpack: Standard storage, obviously

Bedroll: Thing to sleep on is nice, you can also hide things and roll things up in a bedroll, or along with some assembled framework can be a makeshift stretcher. Alternately or additionally you could have a blanket which serves a similar purpose and you can use as a makeshift sack if needed or to throw over someone’s head in a Dirty Trick maneuver, etc.

Belt pouch More storage, useful especially if you need to drop your backpack but take any essentials with you like potions.

Bandolier: Belt pouch, but better. Draw an item as a free action.

Crowbar: The non-thieves’ lockpick. :) When someone’s failing that disable device check, can be a good way to bypass things especially if you’ve got a strong character. Makes a good improvised weapon. Useful for other tool needs as well.

Dagger: Good lightweight backup weapon, can be thrown if no other ranged weapons are at hand.

Flint and steel: Firestarter

Folding pole: This is a folding 10 foot pole—easy to carry and very useful. Good to find pit traps, poke at corpses to make sure they are not zombies, tie a string to for a makeshift fishing rod, Poke into murky pools to help test the depth, use as a measuring stick (the folding part would help with that as well), use as a lever (assuming the folding bits lock), and it does your taxes. Okay, maybe not the tax part, but you might be able to drive away the tax man with it.

Grooming kit: I like the flavor of having one, plus you can assume you have soap (useful for cleaning off stuff or marking things). Actually you could also assume there’s a small mirror in it and leave off the mirror off the list separately, which would make it 10 gp cheaper. Other implements could come in handy.

Hooded Lantern: I like the hooded lantern because you can control the direction of the light and hide the light in a pinch if you need to (say if you don’t want your light source giving away your position). If you have a character who can cast light they can cast it inside the lantern for a good source of light, which can then be hooded for the reasons noted above.

Mess kit: In addition to the camping flavor, this assumes you have a cup and small pot which may come in handy for other things, as well as a cooking knife which may make a good improvised weapon if you need it, or of course just to cut things.

Mirror: Good for seeing around corners, signaling for help, and making sure your hair’s not out of place before you meet the empress.

Rope: Should be fairly obvious. :)

Oil x 5: As noted before, and I’m glad it was convincing—in addition to being fuel for your lantern, it can be spread on the ground or used as a splash weapon in a pinch. This is especially handy if you encounter swarms, which can’t be hurt by normal weapons, but can be a common low level enemy. Pour it on the ground and light it, and they can’t cross that square, or throw it if you need distance. While you can attack with a torch as an improvised weapon to deal fire damage, you can’t get range. There is a chance of course that oil won’t light, and alchemist’s fire thus is better if you’ve got it, but it has its uses.
Waterskin x 5: To hold your requisite beverages, and you can refill it at that cool healing fountain you found.

Canvas: 6 × 11 feet of canvas. They’re multifunctional and pretty awesome for making all manner of shelters, sweat lodges, lining hot tubs heated with rocks or even making skin-on-frame boats. You can wrap up all manner of loose loot and strap it to a pack frame or travois, too.

Hand Drill: To drill holes., Flour: To find invisible creatures, Marbles: To Trip

Hammer and Pitons and Iron Spikes, Cross-Country Skis, Mukluks, Warm, Fluffy Parka

Caltrops: A caltrop is a four-pronged metal spike crafted so that one prong faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2-pound bag of caltrops covers an area 5 feet square.

Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it runs the risk of stepping on one. Make an attack roll for the caltrops (base attack bonus +0) against the creature. For this attack, the creature’s shield, armor, and deflection bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the attack succeeds, the creature has stepped on a caltrop. The caltrop deals 1 point of damage, and the creature’s speed is reduced by half because its foot is wounded. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.
Caltrops may not work against unusual opponents.

Caltrops, Vicious
These specially modified caltrops have clusters of needle-sharp spines that are slightly longer and more brittle than those on normal caltrops. Like standard caltrops, a 2-pound bag of vicious caltrops covers a 5-foot-square area. Vicious caltrops work just like normal caltrops, save that they have an attack bonus of +4, do 1d2 points of damage, and require a DC 20 Heal check to fully treat.


Peacock Sky Scrapophillia Tonylios