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Carric Dendreu - Stats
Here is a paragraph describing Carric's appearance and personality.

Carric Dendreu CR 14
Male Sub-Aasimar Druid 14
NG Medium outsider (native)
Init +3; Senses darkvision 60'; Listen +10, Spot +24
Languages: Common, Regional, Druidic, Celestial, Sylvan, Elven
Height 6 ft. 0 in., weight 162 lb., age 18, XP 91,000 (0)

AC 25, touch 14, flat-footed 22
hp 80 (14 HD)
Immune all poison (venom immunity)
Resist +4 against spell-like abilities of fey, acid 5, cold 7, electricity 7, fire 7
Fort +13, Ref +10, Will +18
Speed 40 ft. (6 squares); woodland stride
Melee +1 scimitar +12/+7 (1d6+2/18-20) or
Ranged sling +13 (1d4+1/20)
Base Atk +10; Grp +11
Attack Options spells
Combat Gear gloves of the starry sky equipped with wilding clasp, goggles of the golden sun equipped with wilding clasp, periapt of the sullen sea equipped with wilding clasp, stormfire ring, summoner's totem, pearl of power (1st level spell), wand of cure light wounds (26 charges), dust of tracelessness, night extract, potion of magic fang, potion of protection from evil
Druid Spells Prepared (CL 14 (pen 16) or CL 15 (pen 17) for conjuration):
7th—fire storm (DC 23), heal
6th—energy immunity (2), greater dispel magic, superior resistance
5th—baleful polymorph (DC 21), call lightning storm, death ward (2)
4th—dispel magic, flame strike (DC 20) (2), giant vermin, ice storm (DC 20)
3rd—greater magic fang (2), mass resist energy, neutralize poison, remove disease
2nd—barkskin (2), bull's strength, kelpstrand, lesser restoration, splinterbolt (2)
1st—aspect of the wolf, entangle (DC 17) (2), magic fang (2), speak with animals (2), (recall 1/day via pearl of power)
0—cure minor wounds, detect magic (2), detect poison, tongue of elementals (2)
Spell-Like Abilities (CL 14):
1/day daylight (DC 17)
Abilities Str 12, Dex 14 (16), Con 12, Int 14, Wis 17 (23), Cha 16
SQ a thousand faces, animal companion, trackless step, wild empathy +19, wild shape (large, tiny, plant) 4/day
Feats Armor Proficiency (Light, Medium), Augment Summoning, Light to Daylight, Natural Spell, Shield Proficiency, Spell Focus (Conjuration), Spell Penetration, Spontaneous Healer, Track, Weapon Group (Basic, Druid). 2 2/3 General Feat Points available.
Skills Concentration +16, Craft (Stonemason) +3, Diplomacy +5, Handle Animal +8, Heal +9, Knowledge (Nature) +17, Knowledge (Religion) +6, Knowledge (The Planes) +3, Listen +9, Ride +6, Search +6, Spellcraft +15, Spot +24, Survival +24 (+26 tracking or above ground in natural places), Swim -2 (including ACP)
Possessions +1 scimitar (2,315) (4 lb.), +3 darkwood heavy shield (9,257) (5 lb.), shield crystal: greater energy protection: fire (3,000), sling (1), 10 cold iron sling bullets (1) (5 lb.), 10 alchemical silver sling bullets (20) (5 lb.), cold iron dagger (4) (1 lb.), alchemical silver dagger (22) (1 lb.) 3 darts (1.5) (3 lb.), oaken club (3 lb.), circlet of wisdom +6 (36,000) (head), goggles of the golden sun (4,000) (face), periapt of the sullen sea, (6,000) (throat) shirt of natural armor +1 (2,000) (torso), +1 wild green dragoncraft scale (22,200) (body) (30 lb.), lesser iron ward diamond (2,000), belt of the wide earth (8,000) (waist), cloak of resistance +3 (9,000) (shoulders) (1 lb.), bracers of dexterity +2 (4,000), gloves of the starry sky (1,100) hands), ring of protection +1 (2,000) (ring 1), stormfire ring (4,000) (ring 2), boots of striding and springing (5,500) (feet) (1 lb.), pearl of power: 1st level (1,000), potion of magic fang (50), potion of night extract (50), potion of protection from evil (50), dust of tracelessness (250), wand of cure light wounds (26 charges) (390), summoner's totem (3,100), wilding clasp (4,000) on goggles, wilding clasp (4,000) on periapt, wilding clasp (4,000) on gloves, wilding clasp (4,000) on belt, wilding clasp (4,000) on cloak, tome of worldly memory (1,500), Heward's handy haversack (2,000) (5 lb.), 382 gp.
Mundane Possessions (in handy haversack or worn): 10 healer's kit (50), traveler's outfit (1), bedroll (0), flint & steel (1), handaxe (6), 50' silk rope (10), 18 trail rations (9), 2 water skin (2), backpack (2).
A Thousand Faces (Su): Carric has the ability to change his appearance at will, as if using the disguise self spell, but only while in her normal form. This affects his body but not his possessions. It is not an illusory effect, but a minor physical alteration of the his appearance, within the limits described for the spell.

Animal companion: Carric has an eagle companion named Tan-kurun. He can handle Tan-kurun as a free action and push him as a move action. He gains a +4 circumstance bonus on all wild empathy and Handle Animal checks made regarding his animal companions.

Daylight (Sp): An aasimar can use daylight once per day as a sorcerer of his character level.

Nature Sense (Ex): Carric gains a +2 bonus on Knowledge (nature) and Survival checks.

Resist Nature's Lure (Ex): Carric gains a +4 bonus on saving throws against the spell-like abilities of fey.

Sub-Aasimar traits: Outsider type: vulnerable to spells and effects that work on creatures of outsider type but immune to effects that target other types; +2 Charisma and +0 Wisdom (included in listed statistics); Acid, cold, and electricity resistance 2; Spell like abilities 1/day—light as a sorcerer of his character level; darkvision up to 60 feet; +2 racial bonus on Spot and Listen checks (already figured into the statistics given above); Favored class: Paladin; Level adjustment +0.

Trackless Step (Ex): Carric leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

Venom Immunity (Ex): Carric is immune to all poisons.

Wild Empathy (Ex): Carric can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. He rolls 1d20 and adds his 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, Carric 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.
Carric 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.

Woodland stride (Ex): Carric 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 him.

Tan-kurun: Female eagle companion CR ½
N Small animal
Init +2; Senses low-light vision; Listen +2, Spot +16
AC 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
hp 16 (1 HD)
Fort +3, Ref +4, Will +2
Speed 10 ft. (2 squares), fly 80 ft. (average)
Melee talon +3 (1d4/20) and talon +3 (1d4/20) and bite -2 (1d4/20)
Space 5 ft.; Reach 5 ft.
Base Atk +0; Grp -4

Abilities Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Feats Weapon Finesse
Skills Listen +2, Spot +16
Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.

Used mostly for hunting. Carric is not likely to risk his companion in combat unless things are dire.

Come The animal comes to you, even if it normally would not do so.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Fetch The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.
Seek The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
Watch The animal stays in place and warns of approach without challenging the other creatures.

Belt of the Wide Earth

Made of thick leather, this belt is covered in cracks and fissures reminiscent of dry earth and fastened by a large obsidian buckle.

While wearing this belt, your carrying capacity is doubled. This is a continuous effect and requires no activation.

In addition, two times per 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.

Since Carric has the full set of the raiment of the four, when he activates the belt and teleports like this, there is an extra visual effect: it seems as if a pillar of fire strikes down from the sky to engulf Carric and anybody else being transported. When the flame dissipates, the travelers are gone.

Gloves of the Starry Sky

These supple gloves are velvet black. In their darkness, stars seem to swim.

While wearing these gloves, you emit a bright, silvery radiance equivalent to a light spell. You can douse or renew this light with a standard (mental) action.

In addition, three times per day you can activate the gloves and sacrifice a prepared spell or spell slot of 1st level or higher to use magic missile (as the spell) using your own caster level rather than those of the gloves. The missiles created appear as a series of tiny falling stars.

Part of the raiment of the four (Magic Item Compendium 203-205).

Goggles of the Golden Sun

The reflective gold lenses of these goggles are gripped in thick midnight blue steel wrapped in leather.

While wearing these goggles, you are immune to blindness and dazzling effects. This is a continuous effect and requires no activation.

In addition, three times per day you can activate these goggles and sacrifice a prepared spell or spell slot of 3rd level or higher to use fireball (as the spell; Reflex DC 14 half) using your own caster level or those of the goggles, whichever is higher. The fireball created by the goggles resembles a hurtling exploding comet.

Part of the raiment of the four (Magic Item Compendium 203-205).

Night Extract

When thrown or dropped, one vial of this magical liquid reduces the ambient light level to that of starlight in a 20-foot radius. Magical light still functions in the area (and counters the effect), but torches, lanterns, and other mundane light sources are suppressed until removed from the area. The DC of Spot checks made against targets within the night extract's area increases by +10, although creatures with darkvision or superior low-light vision ignore this increase, and creatures with normal low-light vision gain a +5 bonus on Spot checks made in starlight. The night extract provides nine-tenths concealment (40% miss chance) against creatures without low-light vision, one-half concealment (20% miss chance) against creatures with low-light vision, and no concealment against creatures with darkvision or superior low-light vision.

Periapt of the Sullen Sea

This sea-blue gem seems to shiver and flow, as a drop of seawater barely able to maintain its shape.

While wearing this item, you can hold your breath for up to 12 hours before having to make Constitution checks. This is a continuous effect and requires no activation.

In addition, two times per day you can activate the periapt and sacrifice a prepared spell or spell slot of 4th level or higher to use freedom of movement (as the spell) using your own caster level or those of the periapt, whichever is higher.

Part of the raiment of the four (Magic Item Compendium 203-205).

Raiment of the Four

Set of four items

Collection Benefits
Pieces worn Benefit
2 pieces Resistance to cold 5
3 pieces Resistance to cold 5, electricity 5
4 pieces Resistance to cold 5, electricity 5, fire 5; 1/day commune (4 questions)

Copyright © 2012 by Brianna Sollandry <brianna at hambo dot com> Ph'nglui mglw'nafh Cthulhu
R'lyeh wgah-nagl fhtagn.
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