Human Druid 4 Wizard 3 Arcane Heirophant 4
NG Medium Humanoid (human)
Init +5; Senses Listen +5, Spot +4 AC 19, touch12, flat-footed 18
hp 47 (11 HD)
Fort +6 Ref +3 Will +11
Speed 30ft.
Melee mwk scimitar +7 (1d6+0) or
Ranged dagger +8 (1d8)
Base Atk +7, Grp +6
Attack Options
Special Actions Animal companion, nature sense, wild empathy, Woodland stride, trackless step, resist natures lure, companion familiar, ignore acane spell failure, wild shape, channel animal 2/day
Combat Gear Potion of cure light wounds, scroll of bless, scroll of cure light
Spells 6/5/4/4/3 DC 14+ spell level, CL 8 4th - Dispel magic, ice storm, energy immunity
3rd - Call lightning, protection from energy, spike growth, cure moderate
2nd - Align fang, bark skin, bears endurance, fog cloud
1st - Entangle, endure elements, lesser vigor, produce flame, camouflage
Cantrips - Detect Poion, light, guidance, cure minor wounds, cure minor wounds, create water
Wizard Spells 4/5/4/3/1 DC 13+ spell level, CL 7 4th - Black tentacles
3rd - Stinking Cloud, dispel magic, blindness/deafness
2nd - Glitterdust, scorching ray, blindness/deafness, blur
1st - Magic Missile, color spray, grease, magic missle, sleep
Cantrips - Minor illusion, prestidigitation, daze, light
Abilities Str 9 Dex 13 Con 12 Int 17 Wis 18 Cha 9
Feats Scribe Scroll, spell focus (conjuration), augment summoning, natural spell
Skills Concentration +4, Diplomacy +4, Handle Animal +2, Knowledge (arcana) +11 Knowledge (nature) + 4, Listen +5, Profession +1, Ride +2, Spellcraft +6,
Equipment "+1 scimitar", light crossbow, +1 hide armor, +1 heavy wooden shield, Ring of Protection +1, headband of intellect +4, plus 21000g
Channel Animal (Sp)
Starting at 4th level, you gain the ability twice per day to establish a magical conduit between yourself and a single animal that you touch (including your familiar companion). For each use of this class feature, a spell you cast whose range is touch or greater can originate from the animal instead of from you, provided that you have line of sight and line of effect to the animal. The spell's line of effect then extends from the animal to the target based on the senses of the animal, not you. You can also use this power to deliver touch spells through the animal. Once you cast the spell, the animal is considered to be holding the charge for the spell (see page 176 of the Player's Handbook). Starting at 8th level, you gain two additional uses of this ability each day.
Companion Familiar
Upon becoming an arcane hierophant, you must dismiss your familiar, if you have one (You do not risk losing XP for doing so.) You may retain any one animal companion you already possess. You add your arcane hierophant class level to your druid or ranger level for purposes of determining your animal companion's bonus Hit Dice, natural armor adjustment, and Strength/Dexterity adjustment (see the sidebar The Druid's Animal Companion, page 36 of the Player's Handbook). For example, a character who is a 4th-level druid/3rd-level wizard/4th-level arcane hierophant has the animal companion of an 8th-level druid (+4 bonus HD, +4 natural armor, and +2 Strength/Dexterity adjustment, or an animal companion chosen from the 4th-level or 7th-level lists). In addition, your animal companion (if any) gains many of the abilities that a familiar would normally possess. You add your arcane hierophant class level to your arcane spellcasting class level, and determine the Intelligence bonus and special abilities of your animal companion accordingly (see the sidebar Familiars, page 53 of the Player's Handbook). For example, a 4th-level druid/3rd-level wizard/4th-level arcane hierophant has a familiar companion equal to that of a 7th-level wizard and 8th-level druid (Intelligence 9, alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, devotion). The Hit Dice, hit points, attack bonus, saving throws, feats, and skills of the familiar companion are determined as normal for an animal companion. Due to the familiar companion's unusual Intelligence score, it may very well have more skill points than other animals of its kind. The familiar companion is a magical beast (augmented animal), but you can bestow harmless spells on your familiar companion as if it were an animal instead of a magical beast. If your familiar companion is killed or dismissed, you do not lose XP. You can summon a new familiar companion by performing a ceremony requiring 24 hours of uninterrupted prayer.
Channel Animal (Sp)
Starting at 4th level, you gain the ability twice per day to establish a magical conduit between yourself and a single animal that you touch (including your familiar companion). For each use of this class feature, a spell you cast whose range is touch or greater can originate from the animal instead of from you, provided that you have line of sight and line of effect to the animal. The spell's line of effect then extends from the animal to the target based on the senses of the animal, not you. You can also use this power to deliver touch spells through the animal. Once you cast the spell, the animal is considered to be holding the charge for the spell (see page 176 of the Player's Handbook). Starting at 8th level, you gain two additional uses of this ability each day.
NG Medium Humanoid (human)
Init +5; Senses Listen +5, Spot +4 AC 19, touch12, flat-footed 18
hp 47 (11 HD)
Fort +6 Ref +3 Will +11
Speed 30ft.
Melee mwk scimitar +7 (1d6+0) or
Ranged dagger +8 (1d8)
Base Atk +7, Grp +6
Attack Options
Special Actions Animal companion, nature sense, wild empathy, Woodland stride, trackless step, resist natures lure, companion familiar, ignore acane spell failure, wild shape, channel animal 2/day
Combat Gear Potion of cure light wounds, scroll of bless, scroll of cure light
Spells 6/5/4/4/3 DC 14+ spell level, CL 8 4th - Dispel magic, ice storm, energy immunity
3rd - Call lightning, protection from energy, spike growth, cure moderate
2nd - Align fang, bark skin, bears endurance, fog cloud
1st - Entangle, endure elements, lesser vigor, produce flame, camouflage
Cantrips - Detect Poion, light, guidance, cure minor wounds, cure minor wounds, create water
Wizard Spells 4/5/4/3/1 DC 13+ spell level, CL 7 4th - Black tentacles
3rd - Stinking Cloud, dispel magic, blindness/deafness
2nd - Glitterdust, scorching ray, blindness/deafness, blur
1st - Magic Missile, color spray, grease, magic missle, sleep
Cantrips - Minor illusion, prestidigitation, daze, light
Abilities Str 9 Dex 13 Con 12 Int 17 Wis 18 Cha 9
Feats Scribe Scroll, spell focus (conjuration), augment summoning, natural spell
Skills Concentration +4, Diplomacy +4, Handle Animal +2, Knowledge (arcana) +11 Knowledge (nature) + 4, Listen +5, Profession +1, Ride +2, Spellcraft +6,
Equipment "+1 scimitar", light crossbow, +1 hide armor, +1 heavy wooden shield, Ring of Protection +1, headband of intellect +4, plus 21000g
Channel Animal (Sp)
Starting at 4th level, you gain the ability twice per day to establish a magical conduit between yourself and a single animal that you touch (including your familiar companion). For each use of this class feature, a spell you cast whose range is touch or greater can originate from the animal instead of from you, provided that you have line of sight and line of effect to the animal. The spell's line of effect then extends from the animal to the target based on the senses of the animal, not you. You can also use this power to deliver touch spells through the animal. Once you cast the spell, the animal is considered to be holding the charge for the spell (see page 176 of the Player's Handbook). Starting at 8th level, you gain two additional uses of this ability each day.
Companion Familiar
Upon becoming an arcane hierophant, you must dismiss your familiar, if you have one (You do not risk losing XP for doing so.) You may retain any one animal companion you already possess. You add your arcane hierophant class level to your druid or ranger level for purposes of determining your animal companion's bonus Hit Dice, natural armor adjustment, and Strength/Dexterity adjustment (see the sidebar The Druid's Animal Companion, page 36 of the Player's Handbook). For example, a character who is a 4th-level druid/3rd-level wizard/4th-level arcane hierophant has the animal companion of an 8th-level druid (+4 bonus HD, +4 natural armor, and +2 Strength/Dexterity adjustment, or an animal companion chosen from the 4th-level or 7th-level lists). In addition, your animal companion (if any) gains many of the abilities that a familiar would normally possess. You add your arcane hierophant class level to your arcane spellcasting class level, and determine the Intelligence bonus and special abilities of your animal companion accordingly (see the sidebar Familiars, page 53 of the Player's Handbook). For example, a 4th-level druid/3rd-level wizard/4th-level arcane hierophant has a familiar companion equal to that of a 7th-level wizard and 8th-level druid (Intelligence 9, alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, devotion). The Hit Dice, hit points, attack bonus, saving throws, feats, and skills of the familiar companion are determined as normal for an animal companion. Due to the familiar companion's unusual Intelligence score, it may very well have more skill points than other animals of its kind. The familiar companion is a magical beast (augmented animal), but you can bestow harmless spells on your familiar companion as if it were an animal instead of a magical beast. If your familiar companion is killed or dismissed, you do not lose XP. You can summon a new familiar companion by performing a ceremony requiring 24 hours of uninterrupted prayer.
Channel Animal (Sp)
Starting at 4th level, you gain the ability twice per day to establish a magical conduit between yourself and a single animal that you touch (including your familiar companion). For each use of this class feature, a spell you cast whose range is touch or greater can originate from the animal instead of from you, provided that you have line of sight and line of effect to the animal. The spell's line of effect then extends from the animal to the target based on the senses of the animal, not you. You can also use this power to deliver touch spells through the animal. Once you cast the spell, the animal is considered to be holding the charge for the spell (see page 176 of the Player's Handbook). Starting at 8th level, you gain two additional uses of this ability each day.

