FEATS Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. [CRB]
Iron Will: You get a +2 bonus on all Will saving throws. [CRB]
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).[CRB]
Boon Companion: The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar that has received this benefit, you may apply this feat to the replacement creature. [AA]
Aspect of the Beast: Claws of the Beast (Ex): You grow a pair of claws. These claws are primary attacks that deal 1d4 points of damage (1d3 if you are Small). [APG]
Shapeshifting Hunter: Your levels of druid stack with your ranger levels for determining when you select your next favored enemy. Also, your ranger levels stack with your druid levels in determining the number of times per day you can use your wild shape class feature, up to a maximum of eight times per day. [UC]
Eldritch Claws: You natural weapons are considered both magic and silver for purpose of overcoming damage reduction.[APG]
Alertness (bonus) Skill Focus: Perception (bonus)
TRAITS
Axe to Grind (combat): You gain a +1 trait bonus on damage against foes who are threatened by only you.
Birthmark: (faith): +2 trait bonus on all saving throws against charm and compulsion effects.
Life of Toil: (social-bonus): You gain a +1 trait bonus on Fortitude saves.
Sacred Trust: (boon-Moon Clan): You gain a +1 bonus on Will saves.
Slow & Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Stubborn: Dwarves are renowned for their stubbornness. Dwarves with this racial trait receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first. If the dwarf has a similar ability from another source (such as a rogue's slippery mind), he can only use one of these abilities per round, but he can try the other on the second round if the first reroll ability fails. This racial trait replaces hardy.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
SPECIAL ABILITIES Trapfinding: A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.
Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Domain Spells: 1st—calm animals, 2nd—feather fall, 3rd—fly, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—mass fly, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.
Nature Bond (Eagle) (Ex): Feather Subdomain: Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.
Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): An eagle shaman can use wild empathy with birds as a full-round action with a +4 bonus.
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.
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.
Totemic Summons (Su): At 5th level, an eagle shaman may cast summon nature's ally as a standard action when summoning eagles, rocs, and giant eagles (added to the 4th-level list), and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the bear shaman ability.
Wild Shape (Su): At 6th level, an eagle shaman's wild shape ability functions at her druid level – 2. If she takes on the form of an eagle or roc, she instead uses her druid level + 2.
Equipment:
MAGICAL
Belt of Physical Might STR+4/CON+4 (40k), Cloak of Displacement, Minor (24k), Holy Amulet of Mighty Fists (16k), Boots of Speed (12k), Mammoth Helm (8.5k), Rhino Hide (5.2k), Headband of WIS+4 (16K), Trapspringer's Gloves (4k), Cracked Pale Green Prism Ioun Stone (4k), Amulet of Elemental Strife (4k), Lesser rod of Extend (3k), Eye's of the Eagle (6 PP from Expedition Manager boon)
ANIMAL COMPANION EQUIPMENT
Eagle-Elven Chain+2 (9.3k), Eagle-Holy Amulet of Mighty Fists (16k), Eagle-Ring of Protection+2 (8k)
Small Animal (Bodyguard Archetype) HP 83 AC 34 (+4 Dex +8 Armor +8 Natural +1 Dodge +1 Size +2 Deflection) T 30 F 34 Fort +9 Ref+11 Will+8 Spd 10' Fly 80' Melee 1 Bite +12 (1d4+10) 2 talons +12 (1d4+10) BA+7 CMB +14 CMD 25 Str 19 Dex 19 Con 14 Int 2 Wis 14 Cha 7 FEATS: Iron Will, Light Armor Prof, Dodge, Mobility, Toughness, Power Attack SKILLS: Fly +14 Perception +17/+25 TRICKS: Flank, Distract, Attack x2, Defend, Heel SQ: low light vision, Tenacious Guardian (Ex), Shared Vigilance, Devotion, Uncanny Dodge (Ex)
Eagle, Animal Growth:
Medium Animal (Bodyguard Archetype) HP 105 AC 29 T 14 F 24 Fort+11 Ref+10 Will+6 Spd 10' Fly 80' Melee 1 Bite +16 (1d6+12) 2 talons +16 (1d6+12) BA+7 CMB +16 CMD 28 Str 26 Dex 17 Con 18 Int 2 Wis 14 Cha 7