Blik
Druid (Bat Shaman) 2
Alignment:Neutral
Languages:Halfling, Common, Druidic
STR 12
DEX 16
CON 12
INT 10
WIS 16
CHA 10
Speed: 20ft
Initiative: +5
HP: 23
BAB: +1
AC: 19; Touch: 14; Flat-Footed: 16
CMB: +1; CMD: 14
Saves: Fortitude +5; Reflex +4; Will +7
Skills
Survival +10, Knowledge: Nature +8, Stealth +10, Climb +3, Perception +10
Traits: (Regional) Highlander, (combat) Reactionary
Feats
Point Blank Shot, Blind-Fight (Night Domain Bonus), Toughness (Awesome DM Bonus Feat)
Money: 44gp, 5sp
Armor/Weapons
Lamellar (Leather)
Spear +3 (1d6+1); range 20ft +4, Masterwork Sling +6 (1d3+1) range 50ft, Dagger +3 (1d3+1); range 10ft +5 (1d3+1)
Other Gear:
Backpack, belt pouch, blanket, flint and steel, holly x3, mistletoe x3, a clay pot, a mess kit, soap, spell component puch, torches x5, trail rations x5 days, waterskin, animal feed x5 days. Masterwork Sling, Cold Iron Bullets x40, Regular Bullets (Silver Blanched), Lamellar (Leather), Buckler, Tent (Small)
Blik
Druid (Bat Shaman) 2
N Small Humanoid (Halfling); Favored Class Druid (+2HP)
Init +5; Senses Perception +10
---
DEFENSE
---
AC 17 touch 14, flat-footed 14 (+1 Size, +3 Armor, +3 Dex)
HP 23
Fort +5, Ref +4, Will +7
SQ: Night Hunter (Su): As a standard action, you can blend into the shadows of the night, becoming nearly invisible. As long as you are in an area of dim light or darkness, you are invisible (as per invisibility) to creatures without darkvision. Lasts 1 round, 6/Day.
---
OFFENSE
---
Speed 20ft.
Melee; Spear +3 (1d6+1), Dagger +4 (1d3+1)
Ranged; Sling +5 (1d3+1)
Spells:
0- Unlimited/Day: Guidance, Know Direction, Create Water
1- 3/Day: Goodberry, Magic Stone, Magic Stone. Domain: Sleep
---
STATISTICS
---
Str 12 (5), Dex 16 (5), Con 12 (2), Int 10, Wis 16 (10), Cha, 10 (-2)
Base Attack +0; CMB +0; CMD 13
Feats: Point-Blank Shot, Blind-Fight (Night Domain bonus feat), Toughness (Awesome DM Bonus Feat)
Skills: Survival +10, Knowledge: Nature +8, Stealth +11, Climb +4, Perception +10
Languages: Common, Halfling, Druidic
Traits: (Regional) Highlander, Reactionary
Combat Gear: Hide Shirt, Sling, Sling Stones (20), Spear, Dagger, Backpack, Druid's Kit.
Racial Features: +2 Dex, +2 Cha, -2 Str
Small (+1 to AC, and attack. +1 CMB, CMD. +4 Stealth)
Slow Speed, 20ft.
Halfling Luck, +1 luck bonus on saves.
Keen Senses, +2 perception.
Warslinger, Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity.
Class Features:
Nature Bond: Night Domain (subdomain of darkness).
Nature Sense: +2 on knowledge: nature, and survival.
Wild Empathy: A bat shaman can use wild empathy with bats as a full-round action with a +4 bonus.
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.
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.
Woodland Stride:
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, a bat shaman may adopt an aspect of the bat while retaining her normal form. The druid may select from the following sets of bonuses and abilities
movement (fly speed 30 ft. [average]; the druid must be at least 5th level to select this bonus)
senses (blindsense 20 ft.)
natural weapons (bite [1d4 for a Medium shaman])
While using totem transformation, the bat 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 ape 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.