AC 16, touch 12, flat-footed 14 | Perception +11, Sense Motive +9,
Gender
NG Female Half-elf Druid (Leshy Warden)
Size
Medium (5'10")
Age
26
About Baylily Nettlewhite
Baylily grew up in Barlily. As a young girl, she helped to tend the chestnut lilies. As she grew older, she began to hear what she thought of as the voices of the lily plants. With their direction, she planted a chestnut in the shade of a tree with a pinecone and watered the mound every day for a week. She named the embodied nature spirit that emerged from her mound 'Jerm.' Together they protect and nurture the natural world around their home.
Baylily
Female half-elf druid (leshy warden) 1 (Pathfinder Player Companion: Familiar Folio 7)
NG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +11
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +5; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee club +2 (1d6+2)
Special Attacks wooden fists (+1, 6 rounds/day)
Druid (Leshy Warden) Spells Prepared (CL 1st; concentration +4)
. . 1st—cure light wounds, enlarge person[D], monkey fish[ACG]
. . 0 (at will)—guidance, mending, purify food and drink (DC 13)
. . D Domain spell; Domain Plant(Growth) domain
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Statistics
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Str 14, Dex 14, Con 13, Int 10, Wis 17, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Combat Reflexes, Skill Focus (Knowledge [nature])
Traits elven reflexes, green-blooded
Skills Acrobatics +3 (-1 to jump), Diplomacy +0 (+1 to improve the attitude of plants, -3 to improve the attitude of animals.), Handle Animal +4, Heal +7, Knowledge (nature) +9, Perception +11*, Profession (gardener) +7, Sense Motive +9, Survival +5; Racial Modifiers +2 Perception
Languages Common, Druidic, Elven
SQ elf blood, green empathy, leshy caller, nature bond (Plant domain), nature sense
Other Gear hide armor, club, 135 gp
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Special Abilities
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Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Druid (Leshy Warden) Domain (Plant) Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Green Empathy +1 (Ex) Improve attitude of plant creature as if using wild empathy, (animals at -4).
Leshy Caller (Ex) Summon Nature's Ally I-IV: may summon leaf, gourd, fungus, or seaweed leshies.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Jerm:
Arcane Familiar
Leaf leshy (Pathfinder RPG Bestiary 3 179)
N Small plant (leshy, shapechanger)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +1
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Defense
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AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 4 (1d8+1)
Fort +3, Ref +1, Will +3
Immune electricity, sonic, plant traits
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Offense
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Speed 20 ft., climb 10 ft., fly 10 ft. (clumsy)
Special Attacks seedpods
Spell-Like Abilities (CL 2nd; concentration +3)
. . Constant—pass without trace, speak with plants (related species only)
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Statistics
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Str 6, Dex 13, Con 12, Int 6, Wis 12, Cha 13
Base Atk +0; CMB -3; CMD 8
Feats Weapon Finesse
Skills Acrobatics +2 (-2 to jump), Climb +6, Fly -1, Handle Animal +2, Heal +2, Sense Motive +2, Stealth +5 (+9 in forests, jungles), Survival +1 (+5 to in Forests and Jungles); Racial Modifiers +4 Stealth in forests, jungles, +4 Survival to in Forests and Jungles
Languages Druidic, Sylvan; plantspeech
SQ glide, improved evasion, leshy change shape, verdant burst
Other Gear padded armor
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Special Abilities
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Climb (10 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Fly (10 feet, Clumsy) You can fly!
Glide (Ex) When flying cannot hover, must end movement at least 5 ft lower than started.
Immunity to Electricity You are immune to electricity damage.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Sonic You are immune to sonic damage.
Immunity to Stunning You are immune to being stunned.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Leshy Change Shape (Su) You can change your form into a small plant of similar species.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Plant Traits Plants have many immunities.
Plantspeech (Ex) All leshys can speak with plants as if subject to a continual speak with plants spell, but only with species they’re related to. Fungus leshys can communicate with molds and fungi as if they were plants.
Seedpods (DC 11) (Ex) Foe hit by seedpods is deafened for 1 rd (Fort neg).
Verdant Burst (Su) If slain, plant types in 30 ft heal 1d8+HD, diff terrain if can support plant growth.