• On 2nd Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 60 gp (=3 days * 2nd Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 120 gp.
• On 3rd Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 90 gp (=3 days * 3rd Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 180 gp.
• On 4th Level: Prestige Award Purchase: Master of Trade (Fame 20, 4 PP) Using faction contacts and mercantile experience, you can always get yourself the best deal when buying goods. Once per game session, you may make any single purchase you could normally make at a 10% discount. This discount is not available on spellcasting services or material components.
• On 4th Level: Retrained ‘Domains (Charm – Love)’ to ‘Domains (Animal – Feather)’ with boon ‘Traveler In An Unstable Timeline’ to retrain this class feature without paying any retraining cost.
• On 5th Level: Retrained 1 Hit Points each costing 3 days / 3 PP / 150 gp (=3 days * 5th Lvl * 10gp)
–– TRAITS ––
• EMPATHIC DIPLOMAT (Region: Qadira or Osirion): You have long followed the path of common sense and empathic insight when using diplomacy. You modify your Diplomacy checks using your Wisdom modifier, not your Charisma modifier.
• FATE’s FAVORED (Faith): The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
–– FEATS ––
• Lvl 1: SUMMON GOOD MONSTER, Prerequisite: Good alignment. Benefit: When casting summon monster, you also gain access to the list of good monsters listed here. Your righteous determination grants these summoned creatures the Diehard feat. You may still summon creatures from the standard list, but without the Diehard feat.
• Lvl 3: SACRED SUMMONS: Prerequisites: Aura class feature, ability to cast summon monster. Benefit: When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura, you may cast the spell as a standard action instead of with a casting time of 1 round.
• Lvl 4 (free - Herald Caller): AUGMENTED SUMMONING: Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
• Lvl 5: BOON COMPANION: Prerequisites: Animal companion class feature or familiar class feature. Benefit: 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 dismiss or lose an animal companion or familiar that has received this benefit, you can apply this feat to the replacement creature.
• Lvl 7: IMPROVED SPELL SHARING (Teamwork): Prerequisite(s): Ability to acquire an animal companion, eidolon, familiar, or special mount. Benefit: When you are adjacent to or sharing a square with your companion creature and that companion creature has this feat, you can cast a spell on yourself and divide the duration evenly between yourself and the companion creature. You can use this feat only on spells with a duration of at least 2 rounds. For example, you could cast bull’s strength on yourself, and instead of the spell lasting 1 minute per level on yourself, it lasts 5 rounds per level on yourself and 5 rounds per level on your companion. Once the spell is cast, you and the companion creature can move farther apart without ending the effect.
Replacement Power: 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).
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—fly (mass), 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.
-- DWARF RACIAL TRAITS --
• Wis: +2, Con: +2, Cha: -2
• TYPE: Humanoid (Dwarf)
• SIZE: Medium
• SPEED: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
• DARK-VISION
• UNSTOPPABLE: Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy.
• STOIC NEGOTIATOR: Some dwarves, especially those who hail from the town of Peddlegate in Druma, use their unwavering stubbornness to get what they want in negotiations and other business matters. They gain a +2 racial bonus on Bluff, Diplomacy, and Profession (merchant) checks. This racial trait replaces defensive training, hatred, and stonecunning.
• IRON CITIZEN: Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves. (PFS additional ressources: Dwarves selecting Iron Citizen must also replace the Hardy racial trait with the Craftsman alternate racial trate.)
• CRAFTSMAN: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
• 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.