Male human (Shoanti) druid 6/fighter 1/rogue 1
CG Medium humanoid (human)
Init 2; Senses darkvision 30 ft.; Perception +11
AC 22, touch 13, flat-footed 21 (
9 armor, 2 deflection, +1 Dex)
hp 50 (8 HD; 7d8
Fort 10, Ref +8, Will +12; +2 vs. electricity, +4 vs. fey and plant-targeted effects
Speed 30 ft. (20 ft. in armor)
Melee +1 shortsword +7 (1d6
Ranged ember 8 (1d81/19-20 plus 1d6 fire)
Special Attacks sneak attack 1d6, wild shape 2/day
Domain Spell-Like Abilities (CL 6th; concentration +10)
7/day—fire bolt (1d6
3 fire)
Druid Spells Prepared (CL 6th; concentration 10)
3rd—cure moderate wounds, fireball[D] (DC 17), poison (DC 17), stone shape
2nd—barkskin, fog cloud, produce flame[D], lesser restoration, spider climb
1st—ant haul[APG] (DC 15), burning hands[D] (DC 15), cloak of shade[APG] (DC 15), cure light wounds, expeditious excavation[APG]
0 (at will)—create water, know direction, purify food and drink (DC 14), stabilize
D Domain spell; Domain Fire (Ash domain subdomain)
Str 12, Dex 14, Con 11, Int 12, Wis 18, Cha 10
Base Atk +5; CMB +7; CMD 20
Feats Agile Maneuvers, Aspect of the Beast[APG], Combat Casting, Natural Spell, Nimble Moves, Storm-lashed[ISWG]
Traits indomitable faith, resilient
Skills Acrobatics +1 (-3 to jump), Bluff +5, Climb +3, Diplomacy +5, Handle Animal +6, Heal +14, Intimidate +4, Knowledge (geography) +11, Knowledge (nature) +14, Perception +11, Profession (soldier) +8, Sense Motive +8, Stealth +5, Survival +14 (
16 to avoid becoming lost when using this), Swim +0
Languages Common, Druidic, Elven, Shoanti
SQ nature bond (Ash domain), nature sense, trackless step, trapfinding +1, wild empathy +6, woodland stride
Combat Gear potion of fly, potion of gaseous form, potion of invisibility, potion of jump, potion of protection from arrows 10/magic, alchemist’s fire, antitoxin, healer’s kit, large scorpion venom, oil, tanglefoot bag; Other Gear dragonhide plate, +1 shortsword, ember, cloak of resistance +2, ring of protection +2, bedroll, blanket, climber’s kit, compass, disguise kit, fishhook, flint and steel, hooded lantern, ink, black, masterwork backpack, paper, signal whistle, silk rope (50 ft.), trail rations (5), waterskin, sapphire gems (worth 4,000 gp, 0.1 lb), 974 gp, 5 sp
Special Abilities
Agile Maneuvers Use DEX instead of STR for CMB
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add 2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Darkvision (30 feet) You can see in the dark (black and white vision only).
Druid Domain (Ash)
Fire Bolt 1d6
3 fire (7/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Natural Spell You can cast spells while in Wild Shape.
Nimble Moves (5 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Storm-Lashed Ignore many of the effects of bad weather
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (6 hours, 2/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.

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