Combat Gearwand of cure moderate wounds (50 charges), scroll of dispel magic, scroll of heal, potion of barkskin +5, potion of greater magic fang +5, potion of remove blindness/deafness, potion of remove curse, potion of remove disease Other Gear+3 moderate fortification wild breastplate, +2 anarchic amulet of mighty fists, spear +1, boots of water walking, circlet of persuasion, druid's vestment, eyes of the eagle, headband of inspired wisdom +6, piercing metamagic rod, ring of protection +3, spellguard bracers, belt of physical perfection +4, cloak of resistance +5, quick runner's shirt, 1748.0 gp
+4 racial bonus to Stealth skill in snow
Black Sheep You aren't quite hated, but the others seem to think you're a troublemaker and a bastard and not to be trusted. Tougher folk respect you, but the law-abiding don't. You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is a class skill for you. You receive a +1 trait bonus on that skill, and it is always a class skill for you.
Fast-Talker You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Fire Bolt (Sp) As a standard action, you can unleash a scorching bolt of divine fire from your hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6+6 points of fire damage. You can use this ability 10 times per day.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.
Resistance to Fire (Ex) You may ignore 20 points of Fire damage each time you take fire damage.
Resist Nature's Lure (Ex) You gain a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize and target plants, such as Blight, Entangle, Spike Growth, and Warp Wood.
Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower
Trackless Step (Ex) You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.
Venom Immunity (Ex) You are Immune to all poisons.
Vulnerability to Fire (Ex) You take half again as much (+50%) damage as normal from Fire, regardless of whether a saving throw is allowed, or if the save is a success or failure
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+14 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
Wild Shape (Su) You can change shape 6 times / day for up to 12 hours You can change into any Diminutive, Tiny, Small, Medium, Large or Huge animal, a Small, Medium, Large or Huge elemental, or a Small, Medium, Large or Huge plant creature. When changing into an animal, this functions as Beast Shape III When changing into a plant, this functions as Plant Shape III When changing into an elemental, this functions as Elemental Body IV can assume the form of a Tiny or Large ooze as if using beast shape IV (treating the ooze as if it were a magical beast without a natural armor bonus).
Woodland Stride (Ex) You may move through any sort of magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at your 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 you.