Nareem Daress

Zeebu's page

94 posts. Alias of adsapiens.


Full Name

Zeebu Harst

Race

Half-Orc

Classes/Levels

Druid (Progenitor) 6 / Ranger (Trapper) 1

Gender

Male

Size

Medium

Age

26

Alignment

True Neutral

Deity

Bacchus-Dionysus

Languages

Common, Druidic, Orc, Sylvan

Occupation

Herbalist, Guide

Strength 14
Dexterity 20
Constitution 14
Intelligence 12
Wisdom 16
Charisma 7

About Zeebu

Background:

Zeebu was born out of two adventurers, who while exploring the Desolation ended up losing their entire party in their crusade against the demon lord Orcus. They survived and thrived, traveling the lands first as an unlikely duo of very different people - and then finally a romantic couple. Zeebu came through these times and was raised in this very erractic and nomadic environment.

He was still a child when his parents finally understood it was time to stop and retire. One last quest, they thought, one last quest to save enough to live a humble yet comfortable life. They left the infant with a trustee in a nearby circus caravan and departed with their new party... To Rappan Athuk.

They never got back, as supposed. As the months passed the caravan had to move - and the young half-Orc was taken along. If his new life was one of heavy chores and not as much adventure, yet it was somewhat a fun and fair life: the caravan was that of fey-touched men and women, worshippers of Bacchus-Dyonisus, and they shared their moments entertaining people and selling their homebrew ale. Well, and pranking people, and tricking people, and partying...

Zeebu's parents weren't mentioned at all, and as he came of age, he was already the caravan's guide, for times scouting the hard terrains before the wagons would move. He was already an accomplished herbalist, using his abilities to gather enough from the local vegetation for the brewers to get their special ales selling.

These were not easy times - despite avoid the most dangerous locations, the caravan would still constantly run into their own dangers. This forged Zeebu into a strong adventurer of his own as well, and triggered his adoptive family to finally reveal to him the truth about his parents and where they had been lost.

With the news in hand, the ranger/druid traveled away. He first navigated alone, but the lethal constant encounters with the troops of Orcus - especially undead and evil outsiders - quickly forced him to understand he had to seek a group of his own. He wasn't truly searching for his parents; he believed they were dead for over a decade. He wasn't truly seeking vengeance - it's pointless to waste his arrows on the leaves of the tree just because you can't reach the trunk. No - his journey was one of self discovery, and in such path he had been the last seven years, improving his fey-empowered abilities.

He was now back at the Desolation surrounding Tsar, carrying his father's bow and his mother's natural affinity and connections to the First World. He drank another small pint of ale and looked at the sinister graveyard. He had better find some companions, and quick - as the cold of night approached, he knew his arrows wouldn't be enough.

Role and Mechanics:

Zeebu is a "shapeshifting hunter" - a "hybrid of sorts" of ranger and druid. In a party, he works as a switch-hitter of sorts, although he's clearly more focused in using his bow from a range (usually while shapeshifted into one of several different fey creatures). His spells are more of buffing, off-healing and control, and out of combat he's also a very accomplished trapfinder and survivalist, somewhat capable of scouting as well.

I hope to keep evolving his spells on the same lines (buffing/support/off-healing) and focusing on feats and abilities to enable his ranged capabilities in combat. His shapechanging skills and favored enemies (right now, undead and evil outsiders) will also naturally grow, and this should grant him some more survivability and damage. He's never gonna be the most durable or the highest damage around, but should be efficient enough to help while covering more hybrid backup roles.

Character Sheet:

Zeebu Harst
Half-orc druid (progenitor) 6/ranger (trapper) 1 (Pathfinder RPG Ultimate Magic 65, Planar Adventures 19)
N Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception +13 (+15 to notice traps and ambushes)
--------------------
Defense
--------------------
AC 20, touch 16, flat-footed 15 (+4 armor, +1 deflection, +5 Dex)
hp 54 (7 HD; 6d8+1d10+14)
Fort +10 (+5 circumstance bonus vs. cold weather), Ref +12, Will +11; -2 vs. disease, illusions, poisons, and the spells, spell-like abilities and supernatural abilities of fey, +4 vs. fey and plant-targeted effects, +2 vs. death
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft.
Melee boarding axe +10 (1d6+2/×3) or
. . boarding axe +10 (1d6+2/×3) or
. . unarmed strike +10 (1d3+5 nonlethal)
Ranged +1 adaptive seeking orc hornbow +11 (2d6+3/×3)
Special Attacks favored enemies (evil outsiders +2, undead +4), wild shape 2/day
Druid (Progenitor) Spells Prepared (CL 7th; concentration +10)
. . 3rd—greater longstrider[ACG], mad monkeys[UM], protection from energy
. . 2nd—barkskin (2), ironskin, lesser restoration
. . 1st—cure light wounds, liberating command[UC], windy escape[ARG] (2)
. . 0 (at will)—create water, grasp, guidance, purify food and drink (DC 13)
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 14, Int 12, Wis 16, Cha 7
Base Atk +5.5; CMB +10; CMD 23
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Fey Foundling[ISWG], Power Attack, Precise Shot, Rapid Shot, Shapeshifting Hunter[UC]
Traits blessed of the norns (lands of the linnorm kings), fate's favored, magical knack
Skills Acrobatics +8, Disable Device +23, Fly +9, Handle Animal +8, Intimidate +0, Knowledge (dungeoneering) +9, Knowledge (geography) +9, Knowledge (nature) +11, Perception +13 (+15 to notice traps and ambushes), Profession (herbalist) +10, Spellcraft +5, Stealth +9, Survival +15; Racial Modifiers +2 Intimidate
Languages Common, Druidic, Orc, Sylvan
SQ fey-taken, finesse weapon attack attribute, half-orc druid, infused summoning, nature sense, orc blood, primal bond, track +1, trackless step, trapfinding +1, wild empathy +7, woodland stride
Combat Gear durable arrow (200); Other Gear mwk leaf armor[ISWG], adaptive seeking orc hornbow, arrows (200), boarding axe, boarding axe, agile amulet of mighty fists, goggles of minute seeing, ioun torch ioun stone[APG], muleback cords[APG], traveler's any-tool[UE], bedroll, belt pouch, blanket[APG], cold weather outfit, flint and steel, masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], pot, soap, spell component pouch, spider's silk rope (50 ft.)[APG], trail rations (5), waterskin, weapon cord[APG], wrist sheath, spring loaded, wrist sheath, spring loaded, 3 gp, 8 sp, 5 cp
--------------------
Tracked Resources
--------------------
Armor Attunement (1/day) - 0/1
Arrow, durable - 0/200
Arrows - 0/200
Primal Magic Bond (2/day) - 0/2
Trail rations - 0/5
Weapon Attunement (1/day) - 0/1
Wild Shape (7 hours, 2/day) (Su) - 0/2
--------------------
Special Abilities
--------------------
+2 natural armor in Wild Shape Add +1/3 to the druid’s natural armor bonus when using wild shape.
Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
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.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. evil outsiders foes.
Favored Enemy (Undead +4) (Ex) +4 to rolls vs. undead foes.
Fey Foundling Magical healing works better on you
Fey-Taken -2 vs. disease, illusions, poison and spells, spell-like abilties and supernatural abilities of fey.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Infused Summoning (3 fast healing) (Ex) Summon nature's ally grants summons listed fast healing.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
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.
Primal Bond (Ex) Treat type as own or fey (whichever better).
Primal Magic Bond (2/day) Swift action, concentration (DC 20 + 2x spell level) to cast free spell. On fail, wild magic surge and staggered 1 rd.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sacred Tattoo +1 to all saves.
Shapeshifting Hunter Add your druid and ranger levels for favored enemy
Track +1 Add the listed bonus to Survival checks made to track.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (7 hours, 2/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Character Sheet (Shapeshifted to Tiger):

Zeebu Harst
Half-orc druid (progenitor) 6/ranger (trapper) 1 (Pathfinder RPG Ultimate Magic 65, Planar Adventures 19)
N Large humanoid (human, orc)
Init +4; Senses low-light vision, scent; Perception +13 (+15 to notice traps and ambushes)
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+1 deflection, +4 Dex, +4 natural, -1 size)
hp 54 (7 HD; 6d8+1d10+14)
Fort +8 (+5 circumstance bonus vs. cold weather), Ref +9, Will +9; -2 vs. disease, illusions, poisons, and the spells, spell-like abilities and supernatural abilities of fey, +4 vs. fey and plant-targeted effects, +2 vs. death
--------------------
Offense
--------------------
Speed 40 ft.
Melee (M) boarding axe +6 (1d6+4/×3) or
. . (M) boarding axe +6 (1d6+4/×3) or
. . unarmed strike +8 (1d4+4 nonlethal) or
. . bite +8 (2d6+4 plus grab), 2 claws +8 (2d4+4 plus grab)
Ranged (M) +1 adaptive seeking orc hornbow +7 (2d6+5/×3)
Space 10 ft.; Reach 5 ft.
Special Attacks favored enemies (evil outsiders +2, undead +4), pounce, wild shape 2/day
Druid (Progenitor) Spells Prepared (CL 7th; concentration +10)
. . 3rd—greater longstrider[ACG], mad monkeys[UM], protection from energy
. . 2nd—barkskin (2), ironskin, lesser restoration
. . 1st—cure light wounds, liberating command[UC], windy escape[ARG] (2)
. . 0 (at will)—create water, grasp, guidance, purify food and drink (DC 13)
--------------------
Statistics
--------------------
Str 18, Dex 18, Con 14, Int 12, Wis 16, Cha 7
Base Atk +5.5; CMB +10 (+14 grapple); CMD 25
Feats Combat Expertise, Deadly Aim, Fey Foundling[ISWG], Power Attack, Precise Shot, Rapid Shot, Shapeshifting Hunter[UC]
Traits blessed of the norns (lands of the linnorm kings), fate's favored, magical knack
Skills Acrobatics +7 (+11 to jump), Disable Device +22, Fly +6, Handle Animal +8, Intimidate +0, Knowledge (dungeoneering) +9, Knowledge (geography) +9, Knowledge (nature) +11, Perception +13 (+15 to notice traps and ambushes), Profession (herbalist) +10, Spellcraft +5, Stealth +4, Survival +15; Racial Modifiers +2 Intimidate
Languages Common, Druidic, Orc, Sylvan
SQ fey-taken, finesse weapon attack attribute, half-orc druid, infused summoning, nature sense, orc blood, primal bond, track +1, trackless step, trapfinding +1, wild empathy +7, woodland stride
Combat Gear durable arrow (200); Other Gear mwk leaf armor[ISWG], adaptive seeking orc hornbow, arrows (200), boarding axe, boarding axe, agile amulet of mighty fists, goggles of minute seeing, ioun torch ioun stone[APG], muleback cords[APG], traveler's any-tool[UE], bedroll, belt pouch, blanket[APG], cold weather outfit, flint and steel, masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], pot, soap, spell component pouch, spider's silk rope (50 ft.)[APG], trail rations (5), waterskin, weapon cord[APG], wrist sheath, spring loaded, wrist sheath, spring loaded, 3 gp, 8 sp, 5 cp
--------------------
Tracked Resources
--------------------
Armor Attunement (1/day) - 0/1
Arrow, durable - 0/200
Arrows - 0/200
Primal Magic Bond (2/day) - 0/2
Trail rations - 0/5
Weapon Attunement (1/day) - 0/1
Wild Shape (7 hours, 2/day) (Su) - 0/2
--------------------
Special Abilities
--------------------
+2 natural armor in Wild Shape Add +1/3 to the druid’s natural armor bonus when using wild shape.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. evil outsiders foes.
Favored Enemy (Undead +4) (Ex) +4 to rolls vs. undead foes.
Fey Foundling Magical healing works better on you
Fey-Taken -2 vs. disease, illusions, poison and spells, spell-like abilties and supernatural abilities of fey.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Grab: Bite or Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Infused Summoning (3 fast healing) (Ex) Summon nature's ally grants summons listed fast healing.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Pounce (Ex) You can make a full attack as part of a charge.
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.
Primal Bond (Ex) Treat type as own or fey (whichever better).
Primal Magic Bond (2/day) Swift action, concentration (DC 20 + 2x spell level) to cast free spell. On fail, wild magic surge and staggered 1 rd.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Shapeshifting Hunter Add your druid and ranger levels for favored enemy
Track +1 Add the listed bonus to Survival checks made to track.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (7 hours, 2/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Character Sheet (Shapeshifted to Vilderavn):

Zeebu Harst
Half-orc druid (progenitor) 6/ranger (trapper) 1 (Pathfinder RPG Ultimate Magic 65, Planar Adventures 19)
N Medium humanoid (human, orc)
Init +5; Senses low-light vision; Perception +13 (+15 to notice traps and ambushes)
--------------------
Defense
--------------------
AC 21, touch 17, flat-footed 15 (+4 armor, +1 deflection, +5 Dex, +1 dodge)
hp 61 (7 HD; 6d8+1d10+21)
Fort +9 (+5 circumstance bonus vs. cold weather), Ref +11, Will +9; -2 vs. disease, illusions, poisons, and the spells, spell-like abilities and supernatural abilities of fey, +4 vs. fey and plant-targeted effects, +2 vs. death
--------------------
Offense
--------------------
Speed 60 ft., fly 30 ft. (average)
Melee boarding axe +11/+11 (1d6+3/×3) or
. . boarding axe +11/+11 (1d6+3/×3) or
. . unarmed strike +11/+11 (1d3+5 nonlethal) or
. . bite +11 (1d8+5/18-20), 2 claws +11 (1d6+5)
Ranged +1 adaptive seeking orc hornbow +12/+12 (2d6+4/×3)
Special Attacks favored enemies (evil outsiders +2, undead +4), wild shape 2/day
Druid (Progenitor) Spells Prepared (CL 7th; concentration +10)
. . 3rd—greater longstrider[ACG], mad monkeys[UM], protection from energy
. . 2nd—barkskin (2), ironskin, lesser restoration
. . 1st—cure light wounds, liberating command[UC], windy escape[ARG] (2)
. . 0 (at will)—create water, grasp, guidance, purify food and drink (DC 13)
--------------------
Statistics
--------------------
Str 16, Dex 20, Con 16, Int 12, Wis 16, Cha 7
Base Atk +5.5; CMB +11; CMD 25
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Fey Foundling[ISWG], Power Attack, Precise Shot, Rapid Shot, Shapeshifting Hunter[UC]
Traits blessed of the norns (lands of the linnorm kings), fate's favored, magical knack
Skills Acrobatics +8 (+20 to jump), Disable Device +23, Fly +9, Handle Animal +8, Intimidate +0, Knowledge (dungeoneering) +9, Knowledge (geography) +9, Knowledge (nature) +11, Perception +13 (+15 to notice traps and ambushes), Profession (herbalist) +10, Spellcraft +5, Stealth +9, Survival +15; Racial Modifiers +2 Intimidate
Languages Common, Druidic, Orc, Sylvan
SQ change shape (Small or Medium humanoid, peryton[B2], wolf, or dire wolf, alter self or beast shape III), fey-taken, finesse weapon attack attribute, half-orc druid, infused summoning, nature sense, orc blood, primal bond, track +1, trackless step, trapfinding +1, wild empathy +7, woodland stride
Combat Gear durable arrow (200); Other Gear mwk leaf armor[ISWG], adaptive seeking orc hornbow, arrows (200), boarding axe, boarding axe, agile amulet of mighty fists, goggles of minute seeing, ioun torch ioun stone[APG], muleback cords[APG], traveler's any-tool[UE], bedroll, belt pouch, blanket[APG], cold weather outfit, flint and steel, masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], pot, soap, spell component pouch, spider's silk rope (50 ft.)[APG], trail rations (5), waterskin, weapon cord[APG], wrist sheath, spring loaded, wrist sheath, spring loaded, 3 gp, 8 sp, 5 cp
--------------------
Tracked Resources
--------------------
Armor Attunement (1/day) - 0/1
Arrow, durable - 0/200
Arrows - 0/200
Primal Magic Bond (2/day) - 0/2
Trail rations - 0/5
Weapon Attunement (1/day) - 0/1
Wild Shape (7 hours, 2/day) (Su) - 0/2
--------------------
Special Abilities
--------------------
+2 natural armor in Wild Shape Add +1/3 to the druid’s natural armor bonus when using wild shape.
Agile Maneuvers Use DEX instead of STR for CMB
Change Shape (alter self or beast shape III) (Su) You can change your form.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. evil outsiders foes.
Favored Enemy (Undead +4) (Ex) +4 to rolls vs. undead foes.
Fey Foundling Magical healing works better on you
Fey-Taken -2 vs. disease, illusions, poison and spells, spell-like abilties and supernatural abilities of fey.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Fly (30 feet, Average) You can fly!
Infused Summoning (3 fast healing) (Ex) Summon nature's ally grants summons listed fast healing.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
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.
Primal Bond (Ex) Treat type as own or fey (whichever better).
Primal Magic Bond (2/day) Swift action, concentration (DC 20 + 2x spell level) to cast free spell. On fail, wild magic surge and staggered 1 rd.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Shapeshifting Hunter Add your druid and ranger levels for favored enemy
Track +1 Add the listed bonus to Survival checks made to track.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (7 hours, 2/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Character Sheet (Shapeshifted to Wild Hunt Monarch):

Zeebu Harst
Half-orc druid (progenitor) 6/ranger (trapper) 1 (Pathfinder RPG Ultimate Magic 65, Planar Adventures 19)
N Medium humanoid (human, orc)
Init +5; Senses low-light vision, scent; Perception +13 (+15 to notice traps and ambushes)
--------------------
Defense
--------------------
AC 20, touch 16, flat-footed 15 (+4 armor, +1 deflection, +5 Dex)
hp 61 (7 HD; 6d8+1d10+21)
Fort +9 (+5 circumstance bonus vs. cold weather), Ref +10, Will +9; -2 vs. disease, illusions, poisons, and the spells, spell-like abilities and supernatural abilities of fey, +4 vs. fey and plant-targeted effects, +2 vs. death
--------------------
Offense
--------------------
Speed 50 ft.
Melee boarding axe +10 (1d6+3/×3) or
. . boarding axe +10 (1d6+3/×3) or
. . unarmed strike +10 (1d3+5 nonlethal) or
. . gore +10 (1d8+7)
Ranged +1 adaptive seeking orc hornbow +11 (2d6+4/×3)
Special Attacks favored enemies (evil outsiders +2, undead +4), wild shape 2/day
Druid (Progenitor) Spells Prepared (CL 7th; concentration +10)
. . 3rd—greater longstrider[ACG], mad monkeys[UM], protection from energy
. . 2nd—barkskin (2), ironskin, lesser restoration
. . 1st—cure light wounds, liberating command[UC], windy escape[ARG] (2)
. . 0 (at will)—create water, grasp, guidance, purify food and drink (DC 13)
--------------------
Statistics
--------------------
Str 16, Dex 20, Con 16, Int 12, Wis 16, Cha 7
Base Atk +5.5; CMB +10; CMD 24
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Fey Foundling[ISWG], Power Attack, Precise Shot, Rapid Shot, Shapeshifting Hunter[UC]
Traits blessed of the norns (lands of the linnorm kings), fate's favored, magical knack
Skills Acrobatics +8 (+16 to jump), Disable Device +23, Fly +9, Handle Animal +8, Intimidate +0, Knowledge (dungeoneering) +9, Knowledge (geography) +9, Knowledge (nature) +11, Perception +13 (+15 to notice traps and ambushes), Profession (herbalist) +10, Spellcraft +5, Stealth +9, Survival +15; Racial Modifiers +2 Intimidate
Languages Common, Druidic, Orc, Sylvan
SQ fey-taken, finesse weapon attack attribute, half-orc druid, infused summoning, nature sense, orc blood, primal bond, track +1, trackless step, trapfinding +1, wild empathy +7, woodland stride
Combat Gear durable arrow (200); Other Gear mwk leaf armor[ISWG], adaptive seeking orc hornbow, arrows (200), boarding axe, boarding axe, agile amulet of mighty fists, goggles of minute seeing, ioun torch ioun stone[APG], muleback cords[APG], traveler's any-tool[UE], bedroll, belt pouch, blanket[APG], cold weather outfit, flint and steel, masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], pot, soap, spell component pouch, spider's silk rope (50 ft.)[APG], trail rations (5), waterskin, weapon cord[APG], wrist sheath, spring loaded, wrist sheath, spring loaded, 3 gp, 8 sp, 5 cp
--------------------
Tracked Resources
--------------------
Armor Attunement (1/day) - 0/1
Arrow, durable - 0/200
Arrows - 0/200
Primal Magic Bond (2/day) - 0/2
Trail rations - 0/5
Weapon Attunement (1/day) - 0/1
Wild Shape (7 hours, 2/day) (Su) - 0/2
--------------------
Special Abilities
--------------------
+2 natural armor in Wild Shape Add +1/3 to the druid’s natural armor bonus when using wild shape.
Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. evil outsiders foes.
Favored Enemy (Undead +4) (Ex) +4 to rolls vs. undead foes.
Fey Foundling Magical healing works better on you
Fey-Taken -2 vs. disease, illusions, poison and spells, spell-like abilties and supernatural abilities of fey.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Infused Summoning (3 fast healing) (Ex) Summon nature's ally grants summons listed fast healing.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
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.
Primal Bond (Ex) Treat type as own or fey (whichever better).
Primal Magic Bond (2/day) Swift action, concentration (DC 20 + 2x spell level) to cast free spell. On fail, wild magic surge and staggered 1 rd.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Shapeshifting Hunter Add your druid and ranger levels for favored enemy
Track +1 Add the listed bonus to Survival checks made to track.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (7 hours, 2/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.