Jeydavu
Male oread druid (arctic druid) 2 (Pathfinder RPG Advanced Player's Guide 98, Pathfinder RPG Bestiary 2 205)
LN Medium outsider (native)
Init +2 (+3 in cold or icy terrain); Senses darkvision 60 ft.; Perception +8 (+9 in cold or icy terrain)
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 29 (2d8+9)
Fort +6, Ref +2, Will +6
Resist acid 5, cold 2
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Offense
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Speed 20 ft. (15 ft. in armor)
Melee cold iron dagger +5 (1d4+4/19-20) or
. . dagger +5 (1d4+4/19-20) or
. . mwk cold iron scimitar +6 (1d6+4/18-20) or
. . quarterstaff +5 (1d6+6)
Ranged sling +3 (1d4+4)
Spell-Like Abilities (CL 2nd; concentration +1)
. . 1/day—magic stone Druid (Arctic Druid) Spells Prepared (CL 2nd; concentration +5)
. . 1st—cure light wounds, entangle (DC 14), shillelagh (DC 14)
. . 0 (at will)—detect magic, guidance, know direction, resistance
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Statistics
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Str 18, Dex 14, Con 14, Int 12, Wis 17, Cha 8
Base Atk +1; CMB +5; CMD 17
Feats Toughness
Traits beast bond, northern ancestry
Skills Acrobatics -1 (-9 to jump), Handle Animal +5, Knowledge (geography) +5 (+6 in cold or icy terrain), Knowledge (nature) +7, Linguistics +2, Perception +8 (+9 in cold or icy terrain), Ride +0, Spellcraft +5, Stealth -1 (+0 in cold or icy terrain), Survival +10 (+11 in cold or icy terrain)
Languages Common, Druidic, Skald, Terran, Undercommon
SQ arctic native, earth insight[ARG], nature bond (moose named Chtonthoth), nature sense, wild empathy +1
Combat Gear cold iron sling bullets (20), alchemist's fire (3), vermin repellent[UE]; Other Gear hide armor, cold iron dagger, dagger, mwk cold iron scimitar, quarterstaff, sling, belt pouch, flint and steel, holly and mistletoe, spell component pouch, waterskin, 731 gp, 5 sp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Arctic Native (+1) (Ex) Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks in aquatic terrain, and cannot be tracked there.
Darkvision (60 feet) You can see in the dark (black and white only).
Earth Insight Summon monster and summon nature's ally last 2 rounds longer with earth creatures.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Background:
With a short stature and bulky build, from a distance a casual observer may mistake Jeydavu as a dwarf. Upon closer inspection, once the hood of his winter cloak is lifted, they would see a gray skinned, balding humanoid creature absent of almost any color save for the sparkling emerald eyes that appear to look straight through you.
Jeydavu came from a simple beginning, the only son of a peasant couple who eked out a meager living fishing north of Hellirinn on the banks of the Rimeflow River in the Land of the Linnorm Kings.
When he was of age, Jeydavu, with the blessing of his parents, joined a nomadic band of Stone Giant Druids who worshipped Fandarra. The druids recognized young Jeydavu's elemental origin and taught him their traditions.
Jeydavu is in Heldren to pick up supplies for the winter before returning North.
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