Special Attacks - Wooden fist punch (7 rounds per day) +7 1d3+6 lethal
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STATISTICS
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Str 21, Dex 18, Con 17, Int 12, Wis 20, Cha 15
Base Atk +3, CMB +8 , CMD 22
Feats
Toughness, Spell focus (conjuration), Augment Summoning(+4 enhancement bonus to Strength and Constitution ), Natural Spell (cast while in wild shape),
Traits Devotee of the Green
Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts.
Benefits: You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.
Fey Wise
You grew up around fey and are accustomed to their tricks.
Benefit(s) You gain a +1 trait bonus on saving throws against the spell-like and supernatural abilities of fey and a +1 trait bonus on Sense Motive checks against fey.
Racial:
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Fey Magic: The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. (Forests) The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities. In addition, select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. Lastly, the human also gains low-light vision. This trait replaces skilled.
Spell like abilities (1x/day when in any forest)
0-level:
Create Water, Know Direction, Light
1st level:
Nereid's Grace (+2 Deflection to AC. 5 rounds)
Summon Nature's Ally favorites:
Level 1: Stirge, Giant Cantipede, Eagle, Dolphin
Level 2: Small Elemental, Horse, Dire badger, Wolf, Axebeak
Level 3:Constrictor, Wolverine, Shark, Ape
Combat Gear Bracers of Armor+1, Belt of Giant Strength +2, +1 Dagger, Quarterstaff
Gear Druid’s Kit : animal feed (5 days), a backpack, a belt pouch, a blanket, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin., Aegis of recovery, Wand of Cure light wounds (50 charges)
Gold on hand: 1,200gp, sp Gold Stored:
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SPECIAL ABILITIES
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Nature bond (Plant) Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.
Spirit sense At 1st level, a menhir savant can detect the presence of undead; fey;outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like detect undead, and the druid detects all of these creatures rather than trying to detect one kind.
Orisons Place Magic At 2nd level, a menhir savant learns to identify and tap into ley lines in different types of terrain. As a free action, she can tap into the magic of a nearby ley line and increase her caster level by +1 for 1 round. She can use this ability a number of times per day equal to 3 + her Wisdombonus.
Resist Nature’s Lure 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.
WildShape (1x/day) 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.
If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.
Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.
Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.
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Details
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Appearance
A strong, old human bloodline and a deep fey influence converge in this unusual young woman to result it what one would consider a human paragon. Taller and more powerfully built than most women, yet with a frame so perfectly to scale that one does not notice her size first, but rather the primal almost preadory presence she emanates, the stunning, ravenhaired natural beauty
Background
One of the smattering of humans in the depths of the Twilight Demense, Viridys was born to druid parents, raised in the freedom, individualism and wildness for which the sect is known. The natural world, and the ways of the fey were more a part of her life than most human interaction, living in harmony with the natural world, free to dance, to experience and to exist as she chose.
Filled with a natural curiosity and a fascination for places of great power, the universality of the planes and all of life, she sought to experience as much as humanly posssible, a spark of something vibrant that was clear to those within the secretive order. Taught to embrace her magical awaremess and the some of the secrets of the fey, the girl quickly distingushed herself through her ability, a true natural witha deep fascination for the magic of the natural world and the infinite number of forms it could take.
This same curiousity took her on a soujourn toward fabled Xen'drik, seeking ancient secrets such as the ritual the giants used to seal Dal Quor away.
Future choices:
Next feats:
Fey Spell Lore
You have learned the treacherous spells employed by the fey.
Prerequisite(s): Cha 13, Spellcraft 1 rank, ability to cast druid spells.
Benefit(s): Add the following spells to your druid spell list at the indicated levels:
0—dancing lights,
1st—lesser confusion,
2nd—charm person,
3rd—invisibility,
4th—bestow curse,
5th—charm monster,
6th—major curse,
7th—cloak of dreams,
8th—insanity,
9th—irresistible dance.
Greensinger Initiate:
Prerequisite: Ability to spontaneously cast summon nature's ally, At least 1 TPA with the Greensingers
Benefit: You add Bluff, Stealth and Perform (any) to your list of class skills. You also add the following spells to your druid spell list at the indicated level:
1st: Charm Person
2nd: Daze Monster
3rd: Displacement
4th: Charm Monster
5th: Hold Monster
6th: Cat's Grace, Mass
7th: Ethereal Jaunt
8th: Charm Monster, Mass
9th: Etherealness.
Source: ECB, pg. 54