Oct 28, 2019
Male half-elf river druid 3 (Pathfinder RPG Advanced Player's Guide 102, Ultimate Wilderness 48)
LN Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +13
AC 17, touch 13, flat-footed 14 (+4 armor, +2
Dex, +1 dodge)
hp 29 (3d8+9) (currently 20)
Fort +4, Ref +3, Will +6; +2 vs. enchantments, +1 morale bonus vs. charm and fear, +1 vs. fear and charm effects
Speed 30 ft.
Melee dagger +5 (1d4+3/19-20) or
dagger +5 (1d4+3/19-20) or
mwk cold iron scimitar +6 (1d6+3/18-20) or
bite +0 (1d4+2), 2 talons +0 (1d4+2)
Ranged caoilfhionn's bow +2 (1d6+2/×3) or
mwk shortbow +3 (1d6+2/×3)
Domain Spell-Like Abilities (CL 3rd; concentration +6)
6/day—icicle (1d6+1 cold)
River Druid Spells Prepared (CL 3rd; concentration +6)
2nd—fog cloudD, frigid touchUM, frost fallUC (DC 15)
1st—charm animal (DC 14), obscuring mistD, produce flame, thorn javelinACG
0 (at will)—detect magic, guidance, light, stabilize
D Domain spell; Domain Water (Ice domainAPG subdomain)
Str 12, Dex 14,
Con 12, Int 12,
Wis 16, Cha 9
Base Atk +2; CMB +4; CMD 16
Feats Dodge, Skill Focus (Perception), Toughness
Traits elven reflexes, hidden hand, inspired
Skills Acrobatics +1 (1 in shallow water (streams, shallow bogs, shorelines, partially flooded areas, and the like) up to 2 feet deep), Bluff -1 (-3 for 24 hours when you fail an opposed Charisma based check), Climb +3, Craft (bows) +3, Diplomacy +6 (+4 for 24 hours when you fail an opposed Charisma based check), Disguise -1 (-3 for 24 hours when you fail an opposed Charisma based check), Handle Animal +3 (+1 for 24 hours when you fail an opposed Charisma based check), Heal +7, Intimidate -1 (-3 for 24 hours when you fail an opposed Charisma based check), Knowledge (geography) +7, Knowledge (local) +2, Knowledge (nature) +8, Linguistics +3, Perception +13, Sense Motive +4, Spellcraft +7, Stealth +1 (1 in shallow water (streams, shallow bogs, shorelines, partially flooded areas, and the like) up to 2 feet deep), Survival +9, Swim +4; Racial Modifiers +2 Perception
Languages Common, Druidic, Dwarven, Elven, Halfling, Sylvan
SQ countercurrent, eagle's totem transformation, elf blood, nature bond (Ice domainAPG), read the currents +1, totem transformation (eagle's natural weaponsAPG), vain, wild empathy +3
Combat Gear +1 arrows (50), scroll of , scroll of , scroll of cure light wounds, wand of cure light wounds (21 charges), alchemist's fire (2), scent cloakUE, smokestick; Other Gear lamellar (leather) armorUC, sleep arrow, arrows (20), caoilfhionn's bow, dagger, dagger, mwk cold iron scimitar, mwk shortbow, animal bones (0.5 lb), backpack, flint and steel, holly and mistletoe, tindertwig (2), 17 gp, 8 sp, 10 cp
Countercurrent (Ex) No penalty to Speed,
Acrobatics, or Stealth in water up to 2' deep.
Eagle's Totem Transformation (Standard Action, 3 minutes/day) (Su) At 2nd level, an eagle shaman may adopt an aspect of the eagle while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses: movement (fly speed 30 feet [average], the druid m
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Icicle 1d6+1 cold (6/day) (Sp) As a standard action, ranged touch attack deals cold dam to foe in 30 ft.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Read The Currents +1 (Ex) Bonus to Acrobatics, Knowledge (geography), Perception, Stealth, Survival, Swim, and Init while near water.
River Druid Domain (Ice)
Vain -2 to Cha checks for 24h after failing an opposed Cha check
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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