Male Half-Elf Druid (eagle shaman ) 2
NG Medium Humanoid (Half-Elf)
Init +1; Senses Perception +7, low-light vision
Speed 20ft (30ft without armor)
Defensive Abilities :
AC 15; touch AC 11; flat-footed AC 14 (+4 armor, +1 Dex)
HP 13 (1d8+0)
Saves Fort +3, Ref +1, Will +6
Offensive Abilities :
Melee Scimitar +2 (1d6+1/18-20/x2); Shortspear +2 (1d6+1/20/x2); Dagger +2 (1d4+1/19-20/x2); Unarmed Strike +2 (1d3+1/20/x2)
Ranged Shortspear +2 (1d6+1/20/x2/20ft); Dagger +2 (1d4+1/19-20/x2/20ft)
Druid Spells CL 2nd; concentration +5
0 (4/day) – guidance, light, read magic, spark
1 (3/day + domain spell) – entangle, feather step, obscuring mist [domain spell], produce flame; Spells Cast Today: produce flame
Crar can spontaneously swap his two regular druid spells to cast summon nature’s ally I
Abilities Str 13, Dex 12, Con 10, Int 14, Wis 17, Cha 13
Base Atk +1; CMB +2; CMD 13
Feats Eagle Eyes (Advanced Player’s Guide), Skill Focus (Spellcraft)
Traits Aid Allies (When using the aid another action, you give your ally a +3 bonus instead of a +2 bonus), Sacred Touch (As a standard action, you may automatically stabilize a dying creature merely by touching it).
Skills Craft (alchemy) +7, Fly +8 (+5 w/armor), Heal +7, Knowledge (nature) +9, Knowledge (religion) +6, Perception +7, Profession (alchemy) +7, Spellcraft +10, Survival +6
Languages Common, Elven, Orc, Sylvan
-----Half-Elf Qualities----- ]
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Chapter 7.
Multitalented: Favored classes are druid and ranger.
-----Druid/Eagle Shaman Abilites----- ]
Nature Bond (Ex): Crar has chosen the Air domain.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Orisons: Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table 3–7 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Wild Empathy (Ex): An eagle shaman can use wild empathy with birds as a full-round action with a +4 bonus (+6 total bonus with birds/+2 with other creatures).
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.
Totem Transformation (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 must be 5th level to select this bonus), senses (low-light vision, +4 racial bonus to Perception), or natural weapons (bite [1d4], 2 talons [1d4] for a Medium shaman). While using totem transformation, the eagle shaman may speak normally and can cast speak with animals (birds only) at will.
-----Other Abilities----- Eagle Eyes [Feat]: Ignore up to -5 in penalties due to distance on visual Perception checks, allowing you to see accurately at much greater distances than most.
Lightning Arc (Sp) [Domain Ability]: As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points
of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Even growing up amid the weird and remote northern lands of the Mammoth Lords, Crar was different. The issue of a Kellid tribal woman and some unknown elven healer, Crar was the only half-elf seen by the Icetooth Following for generations, and he was shunned for most of his young life. Spending as much time as possible away from the tribe on his own, Crar realized he had an affinity with the things of the air, and that he could influence them. After a time of wandering in a dreamstate, he slowly came to realize that he had stumbled onto the path of the shaman. Now he longs to take flight and soar high above the puny lands of mortals.
Since becoming a shaman, Crar continues to wander the face of Golarion. He travels, looking for information about how to access the Elemental Plane of Air, the ultimate place to fly. In the meantime, in his travels he has fallen in with the Pathfinder Society, and has found kinship with fellow Pathfinders.