Vive Racine
Dwarf Druid 11
NG Medium humanoid (dwarf)
Init +8; Senses darkvision 60 ft.; Perception +21

Defense

AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
hp 117 (11d8+44)
Fort +14, Ref +8, Will +17; +4 vs. spell-like and supernatural abilities of Fey and against effects that target plants, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training; Immune poison

Offense

Speed 20 ft.
Special Attacks hatred
Druid Spells Prepared (CL 11th; concentration +20):
6th (2/day)—wall of stone (DC 23), liveoak
5th (3/day)—animal growth (DC 22), baleful polymorph (DC 22), wall of thorns
4th (4/day)—thorn body, dispel magic, flame strike (DC 21), ball lightning (DC 21)
3rd (6/day)—sleet storm, poison (DC 20), stone shape
2nd (6/day)—stone call, bear's endurance, bull's strength, summon swarm, pox pustules (DC 19)
1st (6/day)—longstrider, obscuring mist, entangle (DC 18), entangle (DC 18), magic fang, feather step (DC 18)
0 (at will)—detect poison, stabilize, mending, detect magic

Statistics

Str 10, Dex 14, Con 18, Int 10, Wis 24, Cha 8
Base Atk +8; CMB +8; CMD 20 (20 vs. bull rush, 20 vs. trip)
Feats Combat Casting, Extend Spell, Improved Initiative, Natural Spell, Selective Spell
Traits focused mind, reactionary
Skills Acrobatics -1 (-5 jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Bluff +0, Climb +6, Escape Artist -1, Fly +8, Handle Animal +8, Heal +15, Perception +21 (+23 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -1, Sense Motive +9, Spellcraft +13, Stealth -1, Survival +15, Swim +5
Languages Common, Druidic, Dwarven
SQ greed, hardy, nature bond abilities (grumpy bear, bear), resist nature's lure, slow and steady, spontaneous casting, stability, stonecunning, trackless step, wild, wild empathy, wild shape, wild shape (animal), wild shape (elemental), wild shape (plant), woodland stride
Combat Gear Wand of cure serious wounds; Other Gear +1 Wild Ironwood Mountain pattern armor, Cloak of resistance +3, Headband of inspired wisdom +4, 25500 GP

Special Abilities

Animal Companion Link (Ex) You have a link with your Animal Companion.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Focused Mind +2 to Concentration checks
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Immunity to Poison You are immune to poison.
Natural Spell You can cast spells while in Wild Shape.
Resist Nature's Lure (Ex) +4 save vs. effects from Fey and effects using plants.
Selective Spell You can cast a spell that does not affect some targets within its area.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Armor can be used in Wild Shape.
Wild Empathy +10 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (4/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape III: Diminutive - Huge animal) You may use your Wild Shape ability to become an animal.
Wild Shape (Elemental Body III: Small - Large elemental) You may use your Wild Shape ability to become an elemental.
Wild Shape (Plant Shape II: Small - Large plant creature) You may use your Wild Shape ability to become a plant creature.
Woodland Stride (Ex) Move through undergrowth at normal speed.


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