Irontoe

Description:

Irontoe
Male Human (Mwangi) Druid 9
NG Medium Humanoid (human)
Init 1; Senses Perception +8


Defense

AC 25, touch 14, flat-footed 23 (10 armor, 1 Dex, +1 natural, +2 deflection, +1 dodge)
hp 93 (9d8
45)
Fort 11, Ref 7, Will 12; +4 vs. spell-like and supernatural abilities of Fey and against effects that target plants
Immune poison

Offense

Speed 20 ft.
Special Attacks wooden fists (6 rounds/day)
Druid Spells Prepared (CL 9):
5 (1/day) Wall of Thorns, Cure Critical Wounds
4 (2/day) Command Plants (DC 17), Cure Serious Wounds (x2)
3 (4/day) Plant Growth, Cure Moderate Wounds, Magic Fang, Greater (x2), Resinous Skin
2 (5/day) Restoration, Lesser, Barkskin, Barkskin (x3), Spider Climb
1 (5/day) Touch of the Sea (DC 14), Cure Light Wounds (x3), Entangle (DC 14), Bristle (DC 14)
0 (at will) Resistance, Stabilize, Read Magic, Mending

Statistics

Str 24, Dex 13, Con 16, Int 7, Wis 17, Cha 5
Base Atk
6; CMB 13; CMD 27
Feats Armor Proficiency (Heavy), Dodge, Improved Natural Armor, Natural Spell, Toughness +9, Vital Strike
Traits Deft Dodger, Indomitable Faith
Skills Acrobatics -5 (-9 jump), Climb +5, Escape Artist -5, Fly -5, Handle Animal +1, Heal +15, Knowledge (geography) +2, Knowledge (nature) +12, Perception +8, Profession (cook) +7, Ride -5, Spellcraft +2, Stealth -5, Survival +9, Swim +5
Languages Common, Druidic, Polyglot
SQ bramble armor (9 rounds/day), nature bond abilities (plant), resist nature’s lure, spontaneous casting, trackless step, wild, wild empathy, wild shape (3/day), wild shape (animal), wild shape (elemental), wild shape (plant), woodland stride
Other Gear
1 Wild Ironwood Full plate, Amulet of mighty fists 1, Belt of giant strength +2, Cloak of resistance +2, Ring of protection +2, Shifter’s headband (2 Wis), Druid’s kit, 19155 GP

Special Abilities

Bramble Armor (9 rounds/day) (Su) Foes striking you take 1d6+4 damage.
Druid Domain (Plant) Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants.
Immunity to Poison You are immune to poison.
Natural Spell You can cast spells while in Wild Shape.
Resist Nature’s Lure (Ex) 4 save vs. effects from Fey and effects using plants.
Shifter’s headband (
2 Wis) 1 CL for polymorph spells.
Spontaneous Casting The Druid can convert stored spells into Summon Nature’s Ally spells.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Vital Strike Standard action: x2 weapon damage dice.
Wild Armor can be used in Wild Shape.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (3/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape III: Diminutive – Huge animal) You may use your Wild Shape ability to become an animal.
Wild Shape (Elemental Body II: Small – Medium elemental) You may use your Wild Shape ability to become an elemental.
Wild Shape (Plant Shape I: Small – Medium plant creature) You may use your Wild Shape ability to become a plant creature.
Wooden Fists +4 (6 rounds/day) (Su) Unarmed attacks are lethal, do not provoke AoO, and gain +4 damage.
Woodland Stride (Ex) Move through undergrowth at normal speed.

3 Cold
+3 Fire

Bio:

Irontoe

Skull and Shackarrs excogitus