Thraymel Ulginskall (Ray)
Blackhammer Clan Druid
Components and Focuses
Silver hand mirror – focus
Shields & Armor
Heavy Wooden Shield
Locket with strange rune carved on the inside
Silver hand mirror with a dragon etched onto the back.
Wooden Wolf Carving
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Enhanced Diplomacy: Touched creature gains +2 on one Diplomacy or Intimidate check.
Flare: Dazzles one creature (–1 penalty on attack rolls).
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 bonus on saving throws.
Spark: Ignites flammable objects.
Stabilize: Cause a dying creature to stabilize.
Virtue: Subject gains 1 temporary hp.
Acid Maw: Your animal companion’s bite attack deals an additional 1d4 points of acid damage, and the acid deals another 1d4 points of acid damage to the target on the next round.
Alter Winds: Increase/decrease strength of natural winds.
Ant Haul: Triples carrying capacity of a creature.
Aspect of the Falcon: Gives bonuses on Perception checks and ranged attacks.
Burning Disarm: A metal object instantly becomes red hot possibly causing the wielder to drop it or take damage.
Call Animal: Calls the nearest wild animal of the designated type with CR equal to or less than your caster level.
Calm Animals: Calms 2d4 + level HD of animals.
Charm Animal: Makes one animal your friend.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Detect Animals or Plants: Detects kinds of animals or plants.
Detect the Faithful: You can detect other worshipers of your deity.
Diagnose Disease: Detect and identify diseases.
Entangle: Plants entangle everyone in 40-ft. radius.
Frostbite: Target takes cold damage and is fatigued.
Hydraulic Push: Wave of water bull rushes an enemy.
Ice Armor: You create a suit of armor made of ice which offers the same protection as a breastplate, except it has hardness 0 and 30 hit points.
Flare Burst: As flare, but all creatures within 10 ft.
Hairline Fractures: Reduce the hardness of a stone object or lower the AC of an earth-type creature.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Mudball: Range touch attack that cause the target to be blinded.
Obscuring Mist: Fog surrounds you.
Pass Without Trace: One subject/level leaves no tracks.
Produce Flame: 1d6 damage + 1/level, touch or thrown.
Ray of Sickening: Ray makes the subject sickened.
Read Weather: You can forecast the weather at your location for the next 48 hours.
Remove Sickness: Suppress disease, nausea, and the sickened condition.
Shillelagh: Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level.
Snowball: Ranged touch delivers 1d6/level cold damage (max 5d6) and might stagger a foe.
Snow Shape: As stone shape except with snow. You can create simple weapons composed of ice that last for 24 hours before melting.
Speak with Animals: You can communicate with animals.
Stone Fist: Your unarmed strikes are lethal.
Summon Minor Ally: Summon 1d3 Tiny animals.
Summon Nature’s Ally I: Summons creature to fight.
Thorn Javelin: Wield a javelin that sickens opponents when it strikes.
Tracking Mark: You treat the DCs of all Survival checks made to track a target as if 5 lower than normal, and gain a +5 bonus on Perception checks to notice the target if it is using Stealth or to recognize it if it is using Disguise.
Underbrush Decoy: Create a rustling distraction to hide.