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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 34 (6d8+1)
Fort +8,
Ref +7,
Will +10; +2 racial vs. negative energy and death effects, +4 vs. death effects, negative energy and energy drain
Defensive Abilities ward against corruption
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Offense
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Speed 40 ft.
Melee +1 dagger +8 (1d4+1/19-20) or
. . mwk sickle +8 (1d6)
Ranged +1 seeking longbow +8 (1d8+1/×3) or
. . longbow +7 (1d8/×3) or
. . sling +7 (1d4)
Special Attacks bonded manifestation (9 rounds/day), ghost hunter
Druid (Death Druid) Spells Prepared (CL 6th; concentration +9)
3rd—call lightning (DC 16), cure moderate wounds, greater magic fang
2nd—aggressive thundercloud[ACG] (DC 15), barkskin, crypt burning sands, lesser restoration
1st—cure light wounds, longstrider, produce flame, cure light wounds
0 (at will)—detect magic, guidance, read magic, stabilize
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Statistics
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Str 11, Dex 16, Con 10, Int 12, Wis 17, Cha 10
Base Atk +4; CMB +7; CMD 17
Feats Agile Maneuvers, Combat Expertise, Crypt Spell, Deadly Aim, Deliberate Death, Power Attack, Precise Shot
Traits heirloom weapon (proficiency), scholar of the great beyond, the word
Skills Acrobatics +3 (+7 to jump), Diplomacy +0 (-3 to gather information or improve a creature’s attitude.), Handle Animal +6, Heal +15 (+17 to treat poison, +17 to provide first aid), Knowledge (geography) +7, Knowledge (history) +5, Knowledge (nature) +10, Knowledge (planes) +11, Knowledge (religion) +9, Linguistics +3, Perception +8, Profession (medium) +7, Spellcraft +9, Survival +11; Racial Modifiers +2 Heal, +2 Knowledge (religion)
Languages Abyssal, Common, Daemonic, Druidic, Infernal, Varisian
SQ etheric tether, finesse weapon attack attribute, phantom (Zsofia, jealousy), stigmatized, trackless step, woodland stride
Combat Gear goblin fire drum[UE], lesser extend metamagic rod, wand of cure light wounds (8/29 charges); Other Gear leather armor, +1 seeking longbow, +1 composite longbow (+1 Str), +1 dagger, arrows (20), longbow, mwk sickle, sling, cloak of resistance +2, deck of illusions, potion of invisibility, specialized healer's satchel (treatment), holly and mistletoe, 1 sp, 7 cp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Bonded Manifestation (9 rounds/day) (Su) When phantom is in consciousness partially manifest it on self.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Crypt Spell +1 lvl. Killed creature treated as killed by death effect for purposes of being returned to life.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliberate Death (1/day) Imm act, when reduced below 0 hp from attack or ability, take a standard act.
Etheric Tether (Su) Lose hp to prevent dam to phantom that would banish it to ethereal. Phantom must remain close when manifested or concentration required.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Ghost Hunter (1/day) (Su) Weps deal full dmg vs. incorporeal, magical can deal crits/precision. Can grant weps ghost touch.
Phantom (Shared Consciousness) Phantom can manifest as a separate creature or provide bonuses while sharing your mind.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Stigmatized –3 on Diplomacy checks to gather information or improve a creature’s attitude.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Ward Against Corruption (Ex) +2 vs. neg energy & death effects, and undead/sahkil Su or Sp effects. Can't become undead.
Woodland Stride (Ex) Move through undergrowth at normal speed.