Fëanáro Sindanárië
From UTRPG
| Fëanáro Sindanárië | |
|---|---|
| Human druid (bear shaman) 5 | |
| Ability scores | |
| Alignment: | Neutral |
| STR: | 19 (+4) |
| DEX: | 12 (+1) |
| CON: | 14 (+2) |
| INT: | 8 (-1) |
| WIS: | 15 (+2) |
| CHA: | 8 (-1) |
| | |
| XP: | |
| HP: | 43/ |
| Speed: | 30 ft (20 ft. with armor, frequently increased to 30 with the longstrider spell) |
| Init: | +1 |
| BAB: | +3 |
| AC: | 19 (+1 Dex, +7 +1 green dragonscale chainmail, +1 ring of protection) |
| CMB: | +7 (BAB + STR + Size) |
| CMD: | 18 (10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier + miscellaneous modifiers) |
| FORT: | +6 |
| REF: | +2 |
| WILL: | +6 |
| Skills (4 per level) | |
| Heal (Wis) | +10 |
| Knowledge (nature) (Int) | +9 (including nature sense trait) |
| Perception (Wis) | +10 |
| Survival (Wis) | +12 (including nature sense trait) |
| Feats | |
| Augment Summoning | Summoned creatures gain +4 Strength and Constitution |
| Combat Casting | +3 bonus to Concentration checks |
| Spell Focus (Conjuration) | +2 DC to conjuration spells (selected as pre-req for Augment Summoning) |
| Natural Spell | Can cast spells while wild shaped |
| Weapons | |
| Quarterstaff (B) | +7, 1d6+6 (20/x2) |
| Spells (save DC 12 + spell level) | |
| 0— | at-will, 4 selected: detect magic, light, purify food and drink and mending |
| 1st-level— | 4 |
| 2nd-level— | 3 |
| 3rd-level— | 2 |
| Fingolfin - Animal Companion (Grizzly Bear) | |
| Size: | Medium |
| Speed: | 40 ft. |
| Scores: | Str 20, Dex 14, Con 16, Int 2, Wis 12, Cha 6 |
| AC: | 16 (+2 Dex, +4 nat) |
| CMB: | +8 (BAB + STR + Size) |
| CMD: | 20, 24 vs trip (10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier + miscellaneous modifiers) |
| HD: | 5d8+15 (40 hp) |
| BAB: | +3 |
| Attacks: | bite +9 (1d6+5), 2 claws +8 (1d4+5) |
| Fort: | +7 |
| Ref: | +6 |
| Will: | +2 |
| | |
| Skills (5, 3 unselected) | |
| Perception (Wis) | +9 |
| Swim (Str) | +13 |
| Feats (3) | |
| Multiattack | |
| Weapon Focus (bite) | |
| Armor Proficiency (light) | |
| Traits | |
| Low-light vision | |
| Scent | |
| Link | A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. |
| Share Spells | The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). |
| Evasion | |
Contents
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[edit] Game Info
[edit] Human Traits
- +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. (Fëanáro has chosen Strength.)
- Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Humans have a base speed of 30 feet.
- Bonus Feat: Humans select one extra feat at 1st level.
- Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. (Not yet selected.)
- Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
[edit] Druid Bear Shaman Traits
[edit] Weapon and Armor Proficiency
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description. Druids are proficient with shields (except tower shields) but must use only wooden ones.
A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
[edit] Spellcasting
To cast a spell, you must concentrate. If something interrupts your concentration while you're casting, you must make a concentration check or lose the spell. When you make a concentration check, you roll d20 and add your caster level and the ability score modifier used to determine bonus spells of the same type. Clerics, druids, and rangers add their Wisdom modifier. Bards, paladins, and sorcerers add their Charisma modifier. Finally, wizards add their Intelligence modifier. (Fëanáro gets a +10 bonus, +3 from Combat Casting.) The more distracting the interruption and the higher the level of the spell you are trying to cast, the higher the DC. If you fail the check, you lose the spell just as if you had cast it to no effect.
Injury
If you take damage while trying to cast a spell, you must make a concentration check with a DC equal to 10 + the damage taken + the level of the spell you're casting. If you fail the check, you lose the spell without effect. The interrupting event strikes during spellcasting if it comes between the time you started and the time you complete a spell (for a spell with a casting time of 1 full round or more) or if it comes in response to your casting the spell (such as an attack of opportunity provoked by the spell or a contingent attack, such as a readied action).
If you are taking continuous damage, such as from an acid arrow or by standing in a lake of lava, half the damage is considered to take place while you are casting a spell. You must make a concentration check with a DC equal to 10 + 1/2 the damage that the continuous source last dealt + the level of the spell you're casting. If the last damage dealt was the last damage that the effect could deal, then the damage is over and does not distract you.
Spell
If you are affected by a spell while attempting to cast a spell of your own, you must make a concentration check or lose the spell you are casting. If the spell affecting you deals damage, the DC is 10 + the damage taken + the level of the spell you're casting.
If the spell interferes with you or distracts you in some other way, the DC is the spell's saving throw DC + the level of the spell you're casting. For a spell with no saving throw, it's the DC that the spell's saving throw would have if a save were allowed (10 + spell level + caster's ability score).
Grappling or Pinned
The only spells you can cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting) or lose the spell.
Vigorous Motion
If you are riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, below-decks in a storm-tossed ship, or simply being jostled in a similar fashion, you must make a concentration check (DC 10 + the level of the spell you're casting) or lose the spell.
Violent Motion
If you are on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being pitched roughly about in a similar fashion, you must make a concentration check (DC 15 + the level of the spell you're casting) or lose the spell. If the motion is extremely violent, such as that caused by an earthquake, the DC is equal to 20 + the level of the spell you're casting.
Violent Weather
You must make a concentration check if you try to cast a spell in violent weather. If you are in a high wind carrying blinding rain or sleet, the DC is 5 + the level of the spell you're casting. If you are in wind-driven hail, dust, or debris, the DC is 10 + the level of the spell you're casting. In either case, you lose the spell if you fail the concentration check. If the weather is caused by a spell, use the rules as described in the spell's description.
Casting Defensively
If you want to cast a spell without provoking any attacks of opportunity, you must make a concentration check (DC 15 + double the level of the spell you're casting) to succeed. You lose the spell if you fail.
Entangled
If you want to cast a spell while entangled in a net or by a tanglefoot bag or while you're affected by a spell with similar effects, you must make a concentration check to cast the spell (DC 15 + the level of the spell you're casting). You lose the spell if you fail.
[edit] Spontaneous Casting
A druid can channel stored spell energy into summoning spells that he hasn’t prepared ahead of time. He can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.
Summon Nature's Ally I
School conjuration (summoning); Level druid 1, ranger 1
CASTING
Casting Time 1 round
Components V, S, DF
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect one summoned creature
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
DESCRIPTION
This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions as you command.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as wish).
The spell conjures one of the creatures from the 1st Level list on Table: Nature's Ally. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.
When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.
Types: Dire rat, Dog, Dolphin, Eagle, Giant centipede, Fire beetle, Mite (gremlin), Poisonous frog, Pony (horse), Stirge, Viper (snake)
Summon Nature's Ally II
School conjuration (summoning); Level druid 2, ranger 2
This spell functions as summon nature's ally I, except that you summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.
Types: Ant, giant (worker), Elemental (small), Giant frog, Giant spider, Goblin dog, Horse, Hyena, Octopus, Squid, Wolf
Summon Nature's Ally III
School conjuration (summoning); Level druid 3, ranger 3
This spell functions like summon nature's ally I, except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.
Types: Ant, giant (soldier), Ape, Aurochs (herd animal), Boar, Cheetah, Constrictor snake, Crocodile, Dire bat, Electric eel, Giant Crab, Leopard (cat), Monitor lizard, Shark, Wolverine and small grizzly bear.
Summon Nature's Ally IV
School conjuration (summoning); Level druid 4, ranger 4; Domain animal 4
This spell functions like summon nature's ally I, except that you can summon one 4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
Types: Ant, giant (drone), Bison (herd animal), Deinonychus (dinosaur), Dire ape, Dire boar, Dire wolf, Elemental (medium), Giant scorpion, Giant stag beetle, Giant wasp, Griffon, Grizzly bear, Lion, Mephit (any), Owlbear, Pteranodon (dinosaur), Rhinoceros, Satyr, Tiger
Summon Nature's Ally V
School conjuration (summoning); Level druid 5
This spell functions like summon nature's ally I, except that you can summon one 5th-level creature, 1d3 4th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
Types: Ankylosaurus (dinosaur), Cyclops, Dire lion, Elemental (large), Ettin, Giant moray eel, Girallon, Orca (dolphin), Manticore, Woolly rhinoceros, Young Dire bear or Advanced/Giant Grizzly bear
Summon Nature's Ally VI
School conjuration (summoning); Level druid 6
This spell functions like summon nature's ally I, except that you can summon one 6th-level creature, 1d3 5th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
Types: Bulette, Dire bear, Advanced giant grizzly bear, Dire tiger, Elasmosaurus (dinosaur), Elemental (huge), Elephant, Giant octopus, Hill giant, Stegosaurus (dinosaur), Stone giant, Triceratops (dinosaur)
Summon Nature's Ally VII
School conjuration (summoning) Level druid 7
This spell functions like summon nature's ally I, except that you can summon one 7th-level creature, 1d3 6th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
Types: Brachiosaurus (dinosaur), Dire crocodile, Dire shark, Elemental (greater), Fire giant, Frost giant, Giant squid, Mastodon (elephant), Roc, Tyrannosaurus (dinosaur), advanced dire bear or giant dire bear
Summon Nature's Ally VIII
School conjuration (summoning); Level druid 8; Domain animal 8
This spell functions like summon nature's ally I, except that you can summon one 8th-level creature, 1d3 7th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
Types: Cloud giant, Elemental (elder), Purple worm, advanced and giant dire bear
Summon Nature's Ally IX
School conjuration (summoning); Level druid 9
This spell functions like summon nature's ally I, except that you can summon one 9th-level creature, 1d3 8th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
Types: Pixie (w/irresistible dance and sleep arrows), Storm giant
Totemic Summoning
At 5th level, a bear shaman may cast summon nature’s ally as a standard action when summoning bears, and summoned bears gain temporary hit points equal to her druid level. She can apply the young template to any bear to reduce the level of the summoning spell required by one. She can also increase the level of summoning required by one in order to apply either the advanced or the giant template, or increase it by two to apply both the advanced and giant templates. (A 5th-level bear druid can summon a young bear.)
This ability replaces a thousand faces.
[edit] Bonus Languages
A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.
Druidic has its own alphabet.
[edit] Wild Empathy (Ex)
A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
- A bear shaman can use wild empathy with bears and wolverines as a full-round action with a +4 bonus.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
[edit] Woodland Stride (Ex)
Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
[edit] Totem Transformation (Su)
At 2nd level, a bear shaman may adopt an aspect of the bear while retaining her normal form. She gains one of the following bonuses:
- movement (+10 enhancement bonus to land speed, +4 racial bonus on Swim checks)
- senses (low-light vision, scent)
- toughness (+2 natural armor bonus to AC, Endurance feat)
- natural weapons (bite [1d6] and 2 claws [1d4] for a Medium shaman, +2 to CMB on grapple checks)
While using totem transformation, the bear shaman may speak normally and can cast speak with animals (mammals only) at will. Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level. The bear shaman can use this ability for a number of minutes per day equal to her druid level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. This is a polymorph effect and cannot be used while the druid is using another polymorph effect, such as wild shape.
[edit] Trackless Step
Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
[edit] Resist Nature's Lure (Ex)
Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.
[edit] Druid Bear Shaman Traits Not Yet Gained
[edit] Wild Shape (Su)
At 6th level, a bear shaman’s wild shape ability functions at her druid level – 2. If she takes on the form of a bear, she instead uses her druid level + 2 (so she can emulate beast shape III [bears only] at 6th level). Wildshape (for non-bear forms) functions like beast shape I, except where stated below. At level 6, the bear druid can wildshape 3/day, but 2 of these shifts must be into bear form. A druid can use this ability an additional time per day for every two levels after 6th. At 18th level, a druid can use wild shape (bear forms only) at will.
Her options for new forms include all creatures with the animal type. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
Beast Shape I
When you cast this spell, you can assume the form of any Small or Medium creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.
Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.
Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.
A druid can use this ability an additional time per day for every two levels after 6th. At 18th level, a druid can use wild shape (bear forms only) at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.
- Turning into a bear: At 6th level, the druid can use wild shape to change into a Huge bear. When taking the form of a bear, a druid’s wild shape now functions as beast shape III.
At 8th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid’s wild shape now functions as beast shape II. When taking the form of an elemental, the druid’s wild shape functions as elemental body I.
Beast Shape II
This spell functions as beast shape I, except that it also allows you to assume the form of a Tiny or Large creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip.
Tiny animal: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a -2 penalty to your Strength, and a +1 natural armor bonus.
Large animal: If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +4 natural armor bonus.
Elemental Body I
When you cast this spell, you can assume the form of a Small air elemental, Small earth elemental, Small fire elemental, or Small water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size, such as burn, vortex, and whirlwind, use the size of the elemental you transform into to determine their effect.
Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
Earth elemental: If the form you take is that of a Small earth elemental, you gain a +2 size bonus to your Strength and a +4 natural armor bonus. You also gain darkvision 60 feet, the push ability, and the ability to earth glide.
Fire elemental: If the form you take is that of a Small fire elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You gain darkvision 60 feet, resist fire 20, vulnerability to cold, and the burn ability.
Water elemental: If the form you take is that of a Small water elemental, you gain a +2 size bonus to your Constitution and a +4 natural armor bonus. You also gain swim 60 feet, darkvision 60 feet, the ability to create a vortex, and the ability to breathe water.
At 10th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid’s wild shape now functions as beast shape III. When taking the form of an elemental, the druid’s wild shape now functions as elemental body II. When taking the form of a plant creature, the druid’s wild shape functions as plant shape I.
Beast Shape III
This spell functions as beast shape II, except that it also allows you to assume the form of a Diminutive or Huge creature of the animal type. This spell also allows you to take on the form of a Small or Medium creature of the magical beast type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, grab, jet, poison, pounce, rake, trample, trip, and web. (Bears gain grab as their special ability, along with low-light vision and scent. A huge dire bear does 2d6 damage with its bite attack and 1d8 damage with its bite; no penalties for multi-attacking or to damage bonuses.)
Diminutive animal: If the form you take is that of a Diminutive animal, you gain a +6 size bonus to your Dexterity, a -4 penalty to your Strength, and a +1 natural armor bonus.
Huge animal: If the form you take is that of a Huge animal, you gain a +6 size bonus to your Strength, a -4 penalty to your Dexterity, and a +6 natural armor bonus.
Small magical beast: If the form you take is that of a Small magical beast, you gain a +4 size bonus to your Dexterity, and a +2 natural armor bonus.
Medium magical beast: If the form you take is that of a Medium magical beast, you gain a +4 size bonus to your Strength, and a +4 natural armor bonus.
Plant Shape I
When you cast this spell you can assume the form of any Small or Medium creature of the plant type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, constrict, grab, and poison. If the form you assume does not possess the ability to move, your speed is reduced to 5 feet and you lose all other forms of movement. If the creature has vulnerability to an element, you gain that vulnerability.
Small plant: If the form you take is that of a Small plant, you gain a +2 size bonus to your Constitution and a +2 natural armor bonus.
Medium plant: If the form you take is that of a Medium plant, you gain a +2 size bonus to your Strength, a +2 enhancement bonus to your Constitution, and a +2 natural armor bonus.
Elemental Body II
This spell functions as elemental body I, except that it also allows you to assume the form of a Medium air elemental, Medium earth elemental, Medium fire elemental, or Medium water elemental. The abilities you gain depend upon the elemental.
Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Earth elemental: As elemental body I except that you gain a +4 size bonus to your Strength and a +5 natural armor bonus.
Fire elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Water elemental: As elemental body I except that you gain a +4 size bonus to your Constitution and a +5 natural armor bonus.
At 12th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body III. When taking the form of a plant, the druid’s wild shape now functions as plant shape II.
Plant Shape II
This spell functions as plant shape I except that it also allows you to assume the form of a Large creature of the plant type. If the creature has immunity or resistance to any elements, you gain energy resistance 20 to those elements. If the creature has vulnerability to an element, you gain that vulnerability.
Large plant: If the form you take is that of a Large plant, you gain a +4 size bonus to your Strength, a +2 size bonus to your Constitution, and a +4 natural armor bonus.
Elemental Body III
This spell functions as elemental body II, except that it also allows you to assume the form of a Large air elemental, large earth elemental, large fire elemental, or large water elemental. The abilities you gain depend upon the type of elemental into which you change. You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form.
Air elemental: As elemental body I except that you gain a +2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus.
Earth elemental: As elemental body I except that you gain a +6 size bonus to your Strength, a -2 penalty on your Dexterity, a +2 size bonus to your Constitution, and a +6 natural armor bonus.
Fire elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity, a +2 size bonus to your Constitution, and a +4 natural armor bonus.
Water elemental: As elemental body I except that you gain a +2 size bonus to your Strength, a -2 penalty on your Dexterity, a +6 size bonus to your Constitution, and a +6 natural armor bonus.
At 14th level, a druid can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body IV. When taking the form of a plant, the druid’s wild shape now functions as plant shape III.
Plant Shape III
This spell functions as plant shape II except that it also allows you to assume the form of a Huge creature of the plant type. If the form you assume has any of the following abilities, you gain the listed ability: Damage Reduction, regeneration 5, and trample.
Huge plant: If the form you take is that of a Huge plant, you gain a +8 size bonus to your Strength, a -2 penalty to your Dexterity, a +4 size bonus to your Constitution, and a +6 natural armor bonus.
Elemental Body IV
This spell functions as elemental body III, except that it also allows you to assume the form of a Huge air elemental, Huge earth elemental, Huge fire elemental, or Huge water elemental. The abilities you gain depend upon the type of elemental into which you change. You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/—.
Air elemental: As elemental body I except that you gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor bonus. You also gain fly 120 feet (perfect).
Earth elemental: As elemental body I except that you gain a +8 size bonus to your Strength, a -2 penalty on your Dexterity, a +4 size bonus to your Constitution, and a +6 natural armor bonus.
Fire elemental: As elemental body I except that you gain a +6 size bonus to your Dexterity, a +4 size bonus to your Constitution, and a +4 natural armor bonus.
Water elemental: As elemental body I except that you gain a +4 size bonus to your Strength, a -2 penalty on your Dexterity, a +8 size bonus to your Constitution, and a +6 natural armor bonus. You also gain swim 120 feet.
[edit] Bonus Feats
At 9th level and every 4 levels thereafter, a bear shaman gains one of the following bonus feats: Diehard, Endurance, Great Fortitude, Improved Great Fortitude, Toughness. She must meet the prerequisites for these bonus feats.
This ability replaces venom immunity.
[edit] Timeless Body (Ex)
After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.
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