6
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license. STR +4 STRENGTH 18 DEX +1 DEXTERITY 13 CON +1 CONSTITUTION 12 INT -1 INTELLIGENCE 8 WIS +3 WISDOM 16 CHA -1 CHARISMA 8 +1 (CONSTITUTION) +4 Resist Nature's Lure: +4 vs. fey and plant-targeted effects = +1 FORTITUDE +6 +1 (DEXTERITY) +1 Resist Nature's Lure: +4 vs. fey and plant-targeted effects = REFLEX +2 +3 (WISDOM) +4 Resist Nature's Lure: +4 vs. fey and plant-targeted effects = WILL +7 Crit: ×3 2-hand, S Both hands: +8, 1d12+7 +1 greataxe Crit: ×2 Light, B/P/S Main hand: +2, 1d4+2 Bite (Tusked) Crit: ×2 Rng: 20' 1-hand, P Main hand: +7, 1d6+4 Both hands: +7, 1d6+6 Shortspear Ranged: +4, 1d6+4 Ranged, both hands: +4, 1d6+6 17 +6 +1 = 16 11 AC Armor Deflec Dex Dodge Flat-Footed AC Misc Natur Shield Size Touch AC Total Ability Modifier Temporary Score Lawful Neutral Humanoid (Human, Orc); Age: 17; Height: 5' 6"; Weight: 201lb. Half-orc druid 4, Grand Lodge faction - CR 3 +7 +3 = - - +4 18 +3 +1 = 10 - +4 CM Bonus BAB Misc Size Strength CM Defense BAB Dexterity Size Strength Helena Mond +3 38 +1 Base Attack HP Damage / Current HP Initiative Speed 30 / 20 ft Ability Base Misc Saving Throw Notes Resist Temp Total Character Number: 156740 - 1 Temp Skill Name Ranks Total Ability Speed greater/less than 30 ft.: -4 to jump Acrobatics - -2 DEX (1) Appraise - -1 INT (-1) Bluff - -1 CHA (-1) Climb 1 +5 STR (4) Diplomacy - -1 CHA (-1) Disguise - -1 CHA (-1) Escape Artist - -2 DEX (1) Fly - -2 DEX (1) Handle Animal 4 +6 CHA (-1) Heal - +3 WIS (3) Intimidate - +3 CHA (-1) Knowledge (nature) 2 +6 INT (-1) Perception 1 +7 WIS (3) Ride - -2 DEX (1) Sense Motive - +3 WIS (3) Spellcraft 2 +4 INT (-1) Highlander (hills or mountains): +2 Trait bonus in hilly or rocky areas Stealth 2 +4 DEX (1) Survival 2 +10 WIS (3) Swim 1 +5 STR (4) Feats Armor Proficiency (Light) Armor Proficiency (Medium) Druid Weapon Proficiencies Shield Proficiency Toughness Tribal Scars (Bearpelt) Traits Highlander (hills or mountains) Tusked Special Abilities Animal Companion Link (Ex) Darkvision (60 feet) Orc Blood Orc Ferocity (1/day) Resist Nature's Lure (Ex) Share Spells with Companion (Ex) Spontaneous Casting Trackless Step (Ex) Wild Empathy +3 (Ex) Wild Shape (4 hours, 1/day) (Su) Wild Shape (Beast Shape I: Small - Medium animal) Woodland Stride (Ex)

Helena Mond

Embed Size (px)

DESCRIPTION

charaxrer

Citation preview

Page 1: Helena Mond

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.comPathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

STR +4STRENGTH

18

DEX +1DEXTERITY

13

CON +1CONSTITUTION

12

INT -1INTELLIGENCE

8

WIS +3WISDOM

16

CHA -1CHARISMA

8

+1(CONSTITUTION) +4Resist Nature's Lure: +4 vs. fey and plant-targeted effects

= +1FORTITUDE +6

+1(DEXTERITY) +1Resist Nature's Lure: +4 vs. fey and plant-targeted effects

=REFLEX +2

+3(WISDOM) +4Resist Nature's Lure: +4 vs. fey and plant-targeted effects

=WILL +7

Crit: ×32-hand, S

Both hands: +8, 1d12+7

+1 greataxe

Crit: ×2Light, B/P/S

Main hand: +2, 1d4+2

Bite (Tusked)

Crit: ×2Rng: 20'

1-hand, P

Main hand: +7, 1d6+4Both hands: +7, 1d6+6

Shortspear

Ranged: +4, 1d6+4Ranged, both hands: +4, 1d6+6

17 +6 +1=

1611

AC

Armor DeflecDex Dodge

Flat-Footed AC

MiscNaturShield Size

Touch AC

Total

Ability Modifier TemporaryScore

Lawful Neutral Humanoid (Human, Orc); Age: 17; Height: 5'6"; Weight: 201lb.

Half-orc druid 4, Grand Lodge faction - CR 3

+7 +3= --+4

18 +3 +1= 10 -+4

CM Bonus

BAB MiscSizeStrength

CM Defense

BAB Dexterity SizeStrength

Helena Mond

+3 38

+1

Base Attack HP

Damage / Current HP

Initiative

Speed 30 / 20 ft

AbilityBase MiscSaving Throw NotesResist TempTotal

Character Number: 156740 - 1

TempSkill Name RanksTotal Ability

Speed greater/less than 30 ft.: -4 to jump

Acrobatics --2 DEX (1)

Appraise --1 INT (-1)

Bluff --1 CHA (-1)

Climb 1+5 STR (4)

Diplomacy --1 CHA (-1)

Disguise --1 CHA (-1)

Escape Artist --2 DEX (1)

Fly --2 DEX (1)

Handle Animal 4+6 CHA (-1)

Heal -+3 WIS (3)

Intimidate -+3 CHA (-1)

Knowledge (nature) 2+6 INT (-1)

Perception 1+7 WIS (3)

Ride --2 DEX (1)

Sense Motive -+3 WIS (3)

Spellcraft 2+4 INT (-1)

Highlander (hills or mountains): +2 Trait bonus in hilly or rocky areas

Stealth 2+4 DEX (1)

Survival 2+10 WIS (3)

Swim 1+5 STR (4)

FeatsArmor Proficiency (Light)Armor Proficiency (Medium)Druid Weapon ProficienciesShield ProficiencyToughnessTribal Scars (Bearpelt)

TraitsHighlander (hills or mountains)Tusked

Special AbilitiesAnimal Companion Link (Ex)Darkvision (60 feet)Orc BloodOrc Ferocity (1/day)Resist Nature's Lure (Ex)Share Spells with Companion (Ex)Spontaneous CastingTrackless Step (Ex)Wild Empathy +3 (Ex)Wild Shape (4 hours, 1/day) (Su)Wild Shape (Beast Shape I: Small - Medium animal)Woodland Stride (Ex)

Page 2: Helena Mond

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.comPathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Experience & WealthExperience Points: 10/12Current Cash: 3,562 gp, 8 spGrand Lodge: Fame: 6, PP: 6

Total Weight Carried: 49/300 lbs, Light Load(Light: 100 lbs, Medium: 200 lbs, Heavy: 300 lbs)

Gear

+1 greataxe 12 lbs+1 lamellar (horn) armor 30 lbsAntiplague x2 -Artisan's outfit (Free) -Backpack (25 @ 71.5 lbs) <In: Dropped to ground (1 @ 2 lbsBelt pouch (empty) <In: Backpack (25 @ 71.5 lbs)> 0.5 lbsBlanket <In: Backpack (25 @ 71.5 lbs)> 1 lbFeed (per day) x5 <In: Backpack (25 @ 71.5 lbs)> 10 lbsFlint and steel <In: Backpack (25 @ 71.5 lbs)> -Holly and mistletoe -Mess kit <In: Backpack (25 @ 71.5 lbs)> 1 lbShortspear 3 lbsSoap 0.5 lbsSpell component pouch 2 lbsTorch x10 <In: Backpack (25 @ 71.5 lbs)> 1 lbTrail rations x5 <In: Backpack (25 @ 71.5 lbs)> 1 lbWaterskin <In: Backpack (25 @ 71.5 lbs)> 4 lbs

+6 Max Dex: +3, Armor Check: -3Spell Fail: 25%, Medium, Slows

+1 lamellar (horn) armor

Tracked ResourcesAntiplague

Feed (per day)

Orc Ferocity (1/day)

Shortspear

Torch

Trail rations

Wild Shape (4 hours, 1/day) (Su)

LanguagesCommon OrcDruidic

Spells & Powers

Druid spells memorized (CL 4th; concentration +7)Melee Touch +7 Ranged Touch +42nd—aspect of the bearAPG, flaming sphere (2, DC 15)1st—cure light wounds, entangle (DC 14), magic fang,snowball (DC 14)0th (at will)—create water, detect magic, guidance, light

Companions

STR 20 (+5), DEX 14 (+2), CON 17 (+3), INT 1 (-5), WIS12 (+1), CHA 2 (-4); Fortitude +7, Reflex +8, Will +2

Charges: Sprint x2 (1/minute) (Ex) - 0/1

HP: 34/34; Init: +2; Speed: 20 feetAttack Bonus: +3; Armor Class: 18 / 12Tch / 16Fl

Animal Companion, Alligator - CL4 - CR 3

Perception +5, Stealth +7, Swim +17

Special: +8 Stealth in Water (Ex), Attack [Trick], Death Roll (Ex),Evasion (Ex), Flank [Trick], Guard [Trick], Hold Breath (x4) (Ex), Low-Light Vision, Seek [Trick], Sneak [Trick], Sprint x2 (1/minute) (Ex),Swimming (30 feet)

Bite (Alligator) Melee +8, 1d8+7, ×2Tail slap (Alligator) Melee +3, 1d12+2, ×2

Page 3: Helena Mond

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.comPathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

You have enhanced physical stamina.

Benefit: You gain +3 hit points. For every Hit Die you possess beyond3, you gain an additional +1 hit point. If you have more than 3 Hit Dice,you gain +1 hit points whenever you gain a Hit Die (such as when yougain a level).

Toughness Feat

You endured the grueling coming-of-age rituals of your tribe orfollowing, and proudly bear the scars that grant you the blessings ofyour tribe's ancestors or totem.

Prerequisite: Member of a Mammoth Lords tribe or following.

Benefit: You gain 6 hit points. In addition, you gain another benefit,depending on which Mammoth Lords following you belong to.

Bearpelt: You gain a +1 bonus on Fortitude saves and a +2 bonus onIntimidate checks.

Greattusk: You gain a +2 bonus on combat maneuver checks to makebull rush or overrun maneuvers and a +2 bonus on Ride checks.

Ice Chasm: You gain a +1 bonus on Reflex saves and a +2 bonus onClimb checks.

Night Hunt: You gain a +2 bonus on Perception and Survival checks.

Raptorscale: Your base land speed increases by 5 feet, and you gain a+2 bonus on Acrobatics checks.

Slothjaw: You gain a +1 bonus on Will saves and a +2 bonus on HandleAnimal checks

Appears In: People of the North

Tribal Scars (Bearpelt) Feat

You were born and raised in rugged badlands or hills, and you’vebecome something of an expert at evading the predators, monsters,and worse that haunt the highlands. You gain a +1 trait bonus onStealth checks, and Stealth is always a class skill for you. This traitbonus increases to +2 in hilly or rocky areas.

Appears In: Advanced Player's Guide Traits, Ultimate Campaign

Highlander (hills or mountains) Trait

Huge, sharp tusks bulge from your mouth, and you receive a bite attack(1d4 damage for Medium characters). If used as part of a full attackaction, the bite attack is made at your full base attack bonus -5.

Appears In: Orcs of Golarion

Tusked Trait

You can see in the dark (black and white vision only).Darkvision (60 feet) Racial Ability,Senses (Half-Orc

Half-orcs count as both humans and orcs for any effect related to race.Orc Blood Racial Ability (Half-Orc)

1/day, when brought below 0 HP but not killed, you can fight on for 1more round as if disabled. The next round, unless brought to at least 0HP, you immediately fall unconscious and begin dying.

Orc Ferocity (1/day) Racial Ability (Half-Orc)

You can handle the animal companion as a free action, or push it as amove action, even if you doesn't have any ranks in the Handle Animalskill. The link grants a +4 circumstance bonus on all wild empathychecks and Handle Animal checks made regarding an animalcompanion.

Animal Companion Link (Ex) Class Ability (Dragon Shaman,

Starting at 4th level, a druid gains a +4 bonus on saving throws againstthe spell-like and supernatural abilities of fey. This bonus also appliesto spells and effects that target plants, such as blight, entangle, spikegrowth, and warp wood.

Resist Nature's Lure (Ex) Class Ability (Druid)

The druid may cast a spell with a target of "You" on her animalcompanion (as a spell with a range of touch) instead of on herself. Adruid may cast spells on her animal companion even if the spellsnormally do not affect creatures of the companion's type (animal).Spells cast in this way must come from a class that grants an animalcompanion. This ability does not allow the animal to share abilities thatare not spells, even if they function like spells.

Share Spells with Companion (Ex) Class Ability (Dragon Shaman,

A druid can channel stored spell energy into summoning spells that shehasn't prepared ahead of time. She can "lose" a prepared spell in orderto cast any summon nature's ally spell of the same level or lower.

Spontaneous Casting Class Ability (Druid)

Starting at 3rd level, a druid leaves no trail in natural surroundings andcannot be tracked. She may choose to leave a trail if so desired.

Trackless Step (Ex) Class Ability (Druid)

A character can improve the attitude of an animal. This ability functionsjust like a Diplomacy check made to improve the attitude of a person.The character rolls 1d20 and adds her class level and her Charismamodifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, whilewild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to studyeach other, which means that they must be within 30 feet of oneanother under normal conditions. Generally, influencing an animal inthis way takes 1 minute but, as with influencing people, it might takemore or less time.

A character can also use this ability to influence a magical beast with anIntelligence score of 1 or 2, but she takes a -4 penalty on the check.

Wild Empathy +3 (Ex) Class Ability (Druid)

Helena Mond – Abilities & Gear

Page 4: Helena Mond

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.comPathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

At 4th level, a druid gains the ability to turn herself into any Small orMedium animal and back again once per day. Her options for newforms include all creatures with the animal type. This ability functionslike the beast shape I spell, except as noted here. The effect lasts for 1hour per druid level, or until she changes back. Changing form (toanimal or back) is a standard action and doesn't provoke an attack ofopportunity. The form chosen must be that of an animal the druid isfamiliar with.

A druid loses her ability to speak while in animal form because she islimited to the sounds that a normal, untrained animal can make, but shecan communicate normally with other animals of the same generalgrouping as her new form. (The normal sound a wild parrot makes is asquawk, so changing to this form does not permit speech.)

A druid can use this ability an additional time per day at 6th level andevery two levels thereafter, for a total of eight times at 18th level. At20th level, a druid can use wild shape at will. As a druid gains in levels,this ability allows the druid to take on the form of larger and smalleranimals, elementals, and plants. Each form expends one daily usage ofthis ability, regardless of the form taken.

At 6th level, a druid can use wild shape to change into a Large or Tinyanimal or a Small elemental. When taking the form of an animal, adruid's wild shape now functions as beast shape II. When taking theform of an elemental, the druid's wild shape functions as elementalbody I.

At 8th level, a druid can use wild shape to change into a Huge orDiminutive animal, a Medium elemental, or a Small or Medium plantcreature. When taking the form of animals, a druid's wild shape nowfunctions as beast shape III. When taking the form of an elemental, thedruid's wild shape now functions as elemental body II. When taking theform of a plant creature, the druid's wild shape functions as plant shapeI.

At 10th level, a druid can use wild shape to change into a Largeelemental or a Large plant creature. When taking the form of anelemental, the druid's wild shape now functions as elemental body III.When taking the form of a plant, the druid's wild shape now functions asplant shape II.

At 12th level, a druid can use wild shape to change into a Hugeelemental or a Huge plant creature. When taking the form of anelemental, the druid's wild shape now functions as elemental body IV.When taking the form of a plant, the druid's wild shape now functions asplant shape III.

Wild Shape (4 hours, 1/day) (Su) Class Ability (Druid)

You may use your Wild Shape ability to become an animal.

Wild Shape (Beast Shape I: Small - Medium a Class Ability (Druid)

A character may move through any sort of undergrowth (such as naturalthorns, briars, overgrown areas, and similar terrain) at her normalspeed and without taking damage or suffering any other impairment.

Thorns, briars, and overgrown areas that have been magicallymanipulated to impede motion, however, still affect her.

Woodland Stride (Ex) Class Ability (Druid)

Helena Mond – Abilities & Gear

Page 5: Helena Mond

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.comPathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Druid 0Create WaterSchool: Conjuration (Creation) [Water]Components: V, SCasting Time: 1 actionRange: Close (25 + 5 ft./2 levels)Effect: Up to 2 gallons of water/levelDuration: InstantaneousSave: NoneResistance: No

This spell generates wholesome, drinkable water, just like clean rainwater. Water can be created in an area as small as will actually containthe liquid, or in an area three times as large - possibly creating adownpour or filling many small receptacles. This water disappears after 1day if not consumed.

Note: Conjuration spells can't create substances or objects within acreature. Water weighs about 8 pounds per gallon. One cubic foot of watercontains roughly 8 gallons and weighs about 60 pounds.

Druid 0Detect MagicSchool: DivinationComponents: V, SCasting Time: 1 actionRange: 60 ft.Area: Cone-shaped emanationDuration: Concentration, up to 1 min./level (D)Save: NoneResistance: No

You detect magical auras. The amount of information revealed dependson 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 fora nonspell effect.) If the aura eminates from a magic item, you can attemptto identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magicalemanations may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spelllevel or an item's caster level; see the accompanying table. If an aura fallsinto more than one category, detect magic indicates the stronger of thetwo.

Lingering Aura: A magical aura lingers after its original sourcedissipates (in the case of a spell) or is destroyed (in the case of a magicitem). If detect magic is cast and directed at such a location, the spellindicates an aura strength of dim (even weaker than a faint aura). Howlong the aura lingers at this dim level depends on its original power:

Original Strength - Duration of Lingering AuraFaint - 1d6 roundsModerate - 1d6 minutesStrong - 1d6 x 10 minutesOverwhelming - 1d6 days

Outsiders and elementals are not magical in themselves, but if they aresummoned, the conjuration spell registers. Each round, you can turn todetect magic in a new area. The spell can penetrate barriers, but 1 foot ofstone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood ordirt blocks it.

Detect magic can be made permanent with a permanency spell.

Druid 0GuidanceSchool: Divination / Void ElementalComponents: V, SCasting Time: 1 actionRange: TouchTarget: Creature touchedDuration: 1 minute or until dischargedSave: Will negates (harmless)Resistance: Yes

This spell imbues the subject with a touch of divine guidance. Thecreature gets a +1 competence bonus on a single attack roll, saving throw,or skill check. It must choose to use the bonus before making the roll towhich it applies.

Druid 0LightSchool: Evocation / Wood Elemental [Light]Components: V, M/DF (a firefly)Casting Time: 1 actionRange: TouchTarget: Object touchedDuration: 10 min./levelSave: NoneResistance: No

This spell causes a touched object to glow like a torch, sheddingnormal light in a 20-foot radius, and increasing the light level for anadditional 20 feet by one step, up to normal light (darkness becomes dimlight, and dim light becomes normal light). In an area of normal or brightlight, this spell has no effect. The effect is immobile, but it can be cast on amovable object. You can only have one light spell active at any one time. Ifyou cast this spell while another casting is still in effect, the previouscasting is dispelled. If you make this spell permanent (throughpermanency or a similar effect), it does not count against this limit.

Light can be used to counter or dispel any darkness spell of equal orlower spell level.

Druid 1Cure Light WoundsSchool: Conjuration (Healing)Components: V, SCasting Time: 1 actionRange: TouchTarget: Creature touchedDuration: InstantaneousSave: Will half (harmless); see textResistance: Yes (harmless); see text

When laying your hand upon a living creature, you channel positiveenergy that cures 1d8 points of damage + 1 point per caster level(maximum +5). Since undead are powered by negative energy, this spelldeals damage to them instead of curing their wounds. An undead creaturecan apply spell resistance, and can attempt a Will save to take halfdamage.

Helena Mond, Druid 4 – Spells

Page 6: Helena Mond

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.comPathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Druid 1EntangleSchool: Transmutation / Wood ElementalComponents: V, S, DFCasting Time: 1 actionRange: Long (400 + 40 ft./level)Area: plants in a 40-ft.-radius spreadDuration: 1 min./level (D)Save: DC 14 Reflex partial; see textResistance: No

This spell causes tall grass, weeds, and other plants to wrap aroundcreatures in the area of effect or those that enter the area. Creatures thatfail their save gain the entangled condition. Creatures that make their savecan move as normal, but those that remain in the area must save again atthe end of your turn. Creatures that move into the area must saveimmediately. Those that fail must end their movement and gain theentangled condition. Entangled creatures can attempt to break free as amove action, making a Strength or Escape Artist check. The DC for thischeck is equal to the DC of the spell. The entire area of effect isconsidered difficult terrain while the effect lasts. If the plants in the areaare covered in thorns, those in the area take 1 point of damage each timethey 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 GMdiscretion.

Druid 1Magic FangSchool: TransmutationComponents: V, S, DFCasting Time: 1 actionRange: TouchTarget: Living creature touchedDuration: 1 min./levelSave: Will negates (harmless)Resistance: Yes (harmless)

Magic fang gives one natural weapon or unarmed strike of the subject a+1 enhancement bonus on attack and damage rolls. The spell can affect aslam attack, fist, bite, or other natural weapon. The spell does not changean unarmed strike's damage from nonlethal damage to lethal damage.

Magic fang can be made permanent with a permanency spell.

Druid 1SnowballSchool: Conjuration (Creation) [Cold, Water]Components: V, SCasting Time: 1 actionRange: Close (25 + 5 ft./2 levels)Effect: One ball of ice and snowDuration: InstantaneousSave: DC 14 Fortitude partial (see text)Resistance: No

You conjure a ball of packed ice and snow that you can throw at asingle target as a ranged touch attack. The snowball deals 1d6 points ofcold damage per caster level (maximum 5d6) on a successful hit, and thetarget must make a successful Fortitude saving throw or be staggered for1 round.

Appears In: People of the North, Reign of Winter

Druid 2Aspect of the BearSchool: Transmutation (Polymorph)Components: V, S, DFCasting Time: 1 actionRange: PersonalTarget: youDuration: 1 minute/level

You take on an aspect of a bear. You gain a +2 enhancement bonus tonatural armor and a +2 enhancement bonus on CMB rolls. You can alsoperform bull rush, grapple, and overrun combat maneuvers withoutprovoking attacks of opportunity.

Appears In: Advanced Player's Guide

Druid 2Flaming Sphere (x2)School: Evocation / Fire Elemental [Fire]Components: V, S, M/DF (tallow, brimstone, and powdered iron)Casting Time: 1 actionRange: Medium (100 + 10 ft./level)Effect: 5-ft.-diameter sphereDuration: 1 round/levelSave: DC 15 Reflex negatesResistance: Yes

A burning globe of fire rolls in whichever direction you point and burnsthose it strikes. It moves 30 feet per round. As part of this movement, itcan ascend or jump up to 30 feet to strike a target. If it enters a space witha creature, it stops moving for the round and deals 3d6 points of firedamage to that creature, though a successful Reflex save negates thatdamage. A flaming sphere rolls over barriers less than 4 feet tall. It ignitesflammable substances it touches and illuminates the same area as a torchwould. The sphere moves as long as you actively direct it (a move actionfor you); otherwise, it merely stays at rest and burns. It can beextinguished by any means that would put out a normal fire of its size. Thesurface of the sphere has a spongy, yielding consistency and so does notcause damage except by its flame. It cannot push aside unwillingcreatures or batter down large obstacles. A flaming sphere winks out if itexceeds the spell's range.

Helena Mond, Druid 4 – Spells