Janet Van Dyne AKA "Wasp"
Female Druid 5 (Feral Shifter) // Monk (Zen Archer) 5
NG Medium Human
Init +2;Senses Perception +11
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Defense
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AC 19, Touch 19, Flat-Footed 17 (+2 dex, +6Wis, +1 monk)
HP 55 (5d8+5+5+5)
Fort +6, Ref +7, Will +11
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Offense
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Speed 40 ft.
Melee Unarmed Strike +5 (1d8+2)
Ranged
+1 Embedded Composite bow(+2 str)
Regular Attack w/ DA - +10 (1d8+4)
Point Blank Shot w/ DA - +11 (1d8+5)
Flurry w/ PBA&DA - +9/+9 (1d8+5)
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Statistics
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Str 14, Dex 14, Con 12, Int 10, Wis 22, Cha 10
Base Atk +3; CMB+5; CMD 24
Feats Vermin Heart, Natual Spell, Wild Speech, Perfect Strike, Weapon Focus (Longbow), Point Blank Master, Precise Shot, Point-Blank Shot, Improved Unarmed Strike, Deadly Aim*, Extend Spell*, Toughness*, Extended Animal Focus*
Traits Wisdom in the Flesh (Stealth), Extremely Fashionable (Diplomacy)
Languages Common, Druidic
SQ Slow fall 20 ft.
Abilities Silvered Tongue
Animal Focus (Su)
At 1st level, as a swift action, a feral shifter can take on the aspect of an animal, gaining a bonus or special ability based on the type of animal emulated. This functions as the hunter's animal focus class feature. The feral shifter can use this ability for a number of minutes per day equal to her druid level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. She can emulate only one animal at a time.
This ability replaces nature bond.
Animal Focus (Su)
At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time.
Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.
Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.
Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.
Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.
Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.
Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.
Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.
Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.
Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.
Wild Empathy (Ex)
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.
You may target vermin with spells and special abilities that only affect animals (although they are still affected by spells targeting vermin as well). You may use wild empathy to influence vermin as easily as you influence animals.
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.
Resist Nature's Lure (Ex)
Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight,entangle, spike growth, and warp wood.
Wild Shape (Su)
At 4th level, a druid gains the ability to turn herself small or Medium and back again once per day. The effect lasts for 1 hour per druid level, or until she changes back. Changing form is a standard action and doesn't provoke an attack of opportunity.
She gains the following special abilities:
Small: you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus. You also gain fly 30 feet (average maneuverability).
Medium: you gain a +2 size bonus to your Strength and a +2 natural armor bonus.
A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on larger and smaller forms. Each form expends one daily usage of this ability, regardless of the form taken.
At 6th level, a druid can use wild shape to change her size to Large or Tiny.
She gains the following special abilities:
Tiny: you gain a +4 size bonus to your Dexterity, a –2 penalty to your Strength, and a +1 natural armor bonus. You also gain fly 60 feet (good maneuverability).
Small: you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus. You also gain fly 60 feet (good maneuverability).
Medium: you gain a +2 size bonus to your Strength and a +2 natural armor bonus.
Large: you gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus.
At 8th level, a druid can use wild shape to change her size to Huge or Diminutive.
She gains the following special abilities:
Diminutive: you gain a +6 size bonus to your Dexterity, a –4 penalty to your Strength, and a +1 natural armor bonus. You also gain fly 90 feet (good maneuverability).
Tiny: you gain a +4 size bonus to your Dexterity, a –2 penalty to your Strength, and a +1 natural armor bonus. You also gain fly 90 feet (good maneuverability).
Small: you gain a +4 size bonus to your Dexterity, and a +2 natural armor bonus. You also gain fly 90 feet (good maneuverability).
Medium: you gain a +4 size bonus to your Strength, and a +4 natural armor bonus.
Large: you gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus.
Huge: you gain a +6 size bonus to your Strength, a –4 penalty to your Dexterity, and a +6 natural armor bonus.
Original Wild Shape:
Wild Shape (Su)
At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.
At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I.
At 8th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I.
At 10th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II.
At 12th level, a druid can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body IV. When taking the form of a plant, the druid's wild shape now functions as plant shape III.
AC Bonus (Ex)
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Blows (Ex)
Starting at 1st level, a monk can make a flurry of blows as a full-attack action.
When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fightingfeat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).
For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Ki Pool (Su)
At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
• At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
• At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
• At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
• At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool, a monk can do one of the following:
• Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
• Increase his speed by 20 feet for 1 round, or
• Give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
High Jump (Ex)
At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.
Equipment:
Combat Gear
Wand of Cure Light Wounds – 750 GP
Other
“Wrist Stingers” (Efficient Quiver) 1800 GP
Arrows (60) – 3 GP
Blunt Arrows (60) – 3 GP
Sleeves of Many Garments – 200 GP
+1 Composite Longbow (+2) – 2600 GP
Headband of Inspired Wisdom (+2) – 4000 GP
Cloak of Resistance +1 – 1000 GP
144 GP Remaining
Spells:
3rd Level Spells 2/2 Remaining - Remove Disease, Swarm of Fangs
2nd Level Spells 3/3 Remaining - Barkskin, Burst of Radiance, Restoration, Lesser
1st level spells 5/5 Remaining - Aspect of the Falcon (x2), Call Animal, Charm Animal, Goodberry
0 level spell At will - Flare, Light, Resistance, Spark
Skills:
Diplomacy +8 (+10 to GI) (+2 ranks, +3 class skill, +1 trait, +2 race)
Knowledge (Nature) +6 (+1 rank, +2 druid, +3 class skill)
Survival +13 (2 ranks, +6 wis, +2 druid, +3 class skill)
Perception +14 (+5 ranks, +6 wis, +3 Class skill)
Perform(Oratory) +4 (+1 rank, +3 class Skill)
Sense Motive +11 (+13 on Hunch) (+2 ranks, +6 Wis, +3 Class)
Stealth +12 (+3 ranks, +6 Wis, +3 class skill)
Spellcraft +7 (+4 rank, +3 Class skill)
Fly +10 (+5 ranks, +2 Dex, +3 class skill)