Fury of Flame
Defense
AC: 28, touch 13, flat-footed 27 (+7 armor, +2 deflection, +1 Dex, +5 natural, +3 shield)
HP: 120 (14d8+54)
Fort: +13 Ref: +7 Will: +15, +4 vs. fey and plant-targeted effects
Resist: fire 20
Immune: poison
Offense
Speed: 20 ft.
Melee: +1 club +16/+11 (1d6+6)
Ranged: mwk shortspear +12/+7 (1d6+5)
Special Attacks: wild shape 6/day
Spell-Like Abilities: (CL 14th; concentration +18) 7/day—fire bolt
Spells Prepared: (CL 14th; concentration +18) 7th—elemental body IV(fire only), fire storm (2, DC 23) 6th—fire seedsD, empowered flame strike (2, DC 20), wall of stone 5th—fire shieldD, empowered fireball (2, DC 19), wall of fire 4th—air walk, cure serious wounds, dispel magic, freedom of movement, ice storm (DC 20), wall of fireD 3rd—dominate animal (DC 17), fireballD (2, DC 19), greater magic fang (2), spike growth (DC 17) 2nd—barkskin (3), bull’s strength, cat’s grace, produce flameD 1st—burning handsD (2, DC 17), cure light wounds, faerie fire, shillelagh, speak with animals 0 (at will)—create water, flare (DC 16), light, stabilize D Domain spell, Domain Fire
Statistics
Str: 20 Dex: 12 Con: 15 Int: 10 Wis: 18 Cha: 8
Base Atk: +10 CMB: +15 CMD: 28
Feats: Combat Casting, Empower Spell, Greater Spell Focus (evocation), Natural Spell, Power Attack, Spell Focus (evocation), Toughness, Vital Strike
Skills: Climb +8, Fly +5, Handle Animal +6, Heal +12, Knowledge (geography) +7, Knowledge (nature) +11, Perception +15, Perform (oratory) +5, Ride +7, Spellcraft +11, Survival +23, Swim +9
SQ: a thousand faces, nature bond (Fire domain), nature sense, trackless step, wild empathy +13, woodland stride
Languages: Common
Combat Gear: potion of cure serious wounds, potion of haste
Other Gear: +1 ironwood breastplate, +1 darkwood heavy wooden shield, +1 club, masterwork shortspear, belt of physical might +2 (Str, Con), cloak of resistance +2, handy haversack, headband of inspired wisdom +2, ring of protection +2, bedroll, healer’s kit, holly and mistletoe, silk rope (50 ft.), spell component pouch, 27 gp
Description
Human druid 14
Before Combat: The druid casts barkskin. He also casts ironwood on his breastplate twice per month, and endure elements every morning.
During Combat: The druid wild shapes into a Huge fire elemental when casting offensive spells, and wild shapes into a Huge earth elemental when entering melee. He opens with spells such as fire storm and empowered fireball. Before entering melee, he casts cat’s grace, freedom of movement, and greater magic fang on himself.
Base Statistics: Without barkskin, the druid’s statistics are AC 23, touch 13, flat-footed 22.
Controlling the power of fire and earth, these druids are natural wrath incarnate.
Karuth Firesoul: Karuth Firewalker is a truly inspired fire druid—and he is quite possibly insane. A few years ago, a fateful encounter with a prophetic elder fire elemental gave Karuth the impression that, unlike other humans, he has no soul. Rather, inside him rages a core of elemental fire—a fire that must be released, thus conveniently justifying his pyromaniac urges.
Combat Encounters: Karuth attacks with no warning, laughing maniacally as he burns alive any whom he encounters.
Roleplaying Suggestions: Although Karuth is evil, he occasionally suffers from periods of strange lucidity and regret. During these times he tearfully asking those who seem like they have a chance of standing against his fearful might to grant him release from his evil compulsions through death.
Source: NPC Codex, p. 73
