Elf / Druid


Player: Larry

Race: Elf Class: Druid (Treesinger) 5


CG Medium humanoid

Init +2; Low-Light Vision, Perception 13

Languages Common, Elven, Celestial

AC 20, touch 13, flat-footed 16(+6 Armor, +0 Shield, +2 Dex, + 1 Natural, +1 Deflection)

HP 41

Fort +5, Ref +3, Will +7

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 utilize or target plants, such as blight, entangle, spike growth, and warp wood.


Speed 30 ft.

Base Atk +4; CMB +6; CMD 18

Melee: 1 Scythe (8) (2d4+2) (20)
Melee: touch attack (6)
Ranged: Composite Longbow (
6) (1d8+1) (20)
Ranged ranged touch attack (+6)

Combat Abilities:
Plant Bond (Ex): At 1st level, a treesinger forms a mystic bond with plant life. This bond can take one of two forms. The first grants the treesinger one of the following domains: Plant (Core Rulebook); Growth ; Jungle, Swamp. When determining the powers and bonus spells granted by this domain, the treesinger’s effective cleric level is equal to her druid level. A treesinger who selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot, and this spell cannot be used to cast a spell spontaneously.

The second option is to form a close bond with a plant companion. A treesinger may begin play with any of the plants listed in Plant Companions. This plant is a loyal companion that accompanies the treesinger on her adventures. Except for the companion being a creature of the plant type, drawn from the list of plant companions, this ability otherwise works like the standard druid’s animal companion ability.

Plant bond replaces the druid’s nature bond ability.

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.

Trackless Step (Ex): 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.

Wild Shape (Su): At 4th level, a treesinger gains the ability to wild shape. This ability functions at her actual druid level. A treesinger cannot use wild shape to adopt an animal or elemental form. Instead, when she gains this ability at 4th level, she can assume the form of a Small or Medium plant. This functions as plant shape I, except the treesinger does not yet gain access to the constrict or poison abilities of the plant form assumed. At 8th level, the treesinger’s wild shape gains the full range of abilities available from plant shape I. At 10th level, a treesinger can assume the form of a Large or Tiny plant. Her wild shape ability now functions like plant shape II. At 12th level, a treesinger can assume the form of a Huge plant. Her wild shape ability now functions like plant shape III. This ability replaces, and otherwise functions like, the normal druid wild shape ability.

Spells (CL 1st; DC 13 + level, Concentration +7)
3rd – 2/day (DC 16)
2nd – 3/day (DC 15)
1st — 4/day (DC 14)
0 — 4/day (DC 13)


Abilities: Str 14, Dex 14, Con 12, Int 12, Wis 17, Cha 7

Feats: (1st) Point-Blank Shot, (3rd) Precise Shot, (5th) Weapon Focus – Scythe

Point-Blank Shot (Combat)
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot (Combat)
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Weapon Focus (Combat) – Scythe
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Skills: Climb (1), Craft Alchemy (5), Diplomacy (1), Fly (2), Handle Animal (2), Heal (10), Knowledge (geography) (6), Knowledge (nature) (9), Perception (13), Profession ? (7), Ride (2), Spellcraft (9), Survival (9), and Swim (1).

Elven Magic: Elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Green Empathy (Ex): At 1st level, a treesinger can improve the attitude of a plant creature. This ability functions just like a Diplomacy check made to improve the attitude of a person. The treesinger rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical wild plant creature has a starting attitude of indifferent.

To use green empathy, the treesinger and the plant creature must be within 30 feet of one another under normal conditions. Generally, influencing a plant creature in this way takes 1 minute but, as with influencing people, it might take more or less time.

A treesinger can also use this ability to influence an animal, but she takes a –4 penalty on the check. This ability replaces the wild empathy class feature.


Beast of the Society (Druid, Pathfinder Society): Whenever you use your wild shape class ability to turn yourself into a Small or Medium-sized animal, the effect lasts for 2 hours per druid level instead of 1 hour per druid level.

Forlorn (Elf): You gain a +1 trait bonus on Fortitude saving throws.

Hero Points: 3


Neck/Throat: Amulet of Natural Armor +1

Armor: 2 Hide (6 Armor Bonus)
Weapon: +1 Scythe
Weapon: Composite Longbow
Ammunition: +1 Arrows (10)

Ring: Ring of Protection +1 (Deflection)

Other Weapons: Acid Flask (6)(1d6+1) 10’ Range, Tanglefoot Bag (3)

Potions: Potion of Cure Mod (2) (2d8+5), Potion of Blur

Other Equipment: Druid’s Kit – animal feed (5 days), a backpack, a belt pouch, a blanket, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin, Smokesticks (3), Tindertwigs (20)

Gold: 0
Silver: 0
Copper: 0


Elf Racial Traits

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.

Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Elves have a base speed of 30 feet.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Additional Rules.

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.


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