XP 19,200
Gnome Druid 13
CN Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +20
DEFENSE
AC 24, touch 15, flat-footed 21 (+6 armor, +1 deflection, +2 Dex, +1 dodge, +3 shield, +1 size)
hp 96 (13d8+34)
Fort +12, Ref +8, Will +15; +2 vs. illusions, +4 vs. fey and plant-targeted effects
Defensive Abilities 25% chance to negate critical hits and sneak attacks, defensive training (+4 dodge bonus to AC vs. giants); Immune poison; Resist cold 20
OFFENSE
Speed 15 ft.
Melee +1 sickle +13/+8 (1d4)
Ranged mwk sling +13/+8 (1d3–1)
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, wild shape 5/day
Domain Spell-Like Abilities (CL 13th; concentration +18)
Druid Spells Prepared (CL 13th; concentration +18)
7th—creeping doom (DC 23), elemental body IV D (water only)
6th—antilife shell, cone of cold D (2, DC 21)
5th—call lightning storm (DC 20), cure critical wounds (2), ice storm D, stoneskin
4th—cure serious wounds, control weather D, dispel magic, flame strike (DC 19), freedom of movement, spike stones (DC 19)
3rd—greater magic fang, protection from energy, quench, sleet storm, speak with plants, water breathing D
2nd—barkskin (2), cat's grace (2), fog cloud D, spider climb
1st—cure light wounds, endure elements, faerie fire, longstrider, obscuring mist D, pass without trace, speak with animals
0th (at will)—flare (DC 15), guidance, light, stabilize
D Domain spell; Domain Water
TACTICS
Before Combat The druid casts liveoak every 13 days, and endure elements each morning.
During Combat The druid casts stoneskin on her treant and orders it into combat. She wild shapes into a bat and casts cat's grace and barkskin on herself. She then casts cure spells or spontaneous summon nature's ally as necessary. If entering melee, she casts protection from energy and greater magic fang, then wild shapes into a treant herself.
STATISTICS
Str 8, Dex 14, Con 14, Int 13, Wis 20, Cha 10
Base Atk +9; CMB +7; CMD 21
Feats Augment Summoning, Combat Casting, Combat Expertise, Dodge, Natural Spell, Spell Focus (conjuration), Weapon Finesse
Skills Craft (woodworking) +11, Handle Animal +6, Heal +12, Knowledge (geography) +7, Knowledge (nature) +14, Linguistics +6, Perception +20, Ride +7, Spellcraft +14, Survival +22, Swim +4
Languages Aquan, Auran, Common, Druidic, Giant, Gnome, Ignan, Sylvan, Terran
SQ a thousand faces, nature bond (Water domain), nature sense, trackless step, wild empathy +13, woodland stride
Combat Gear potion of cure serious wounds, potion of invisibility, scroll of heal; Other Gear +2 glamered hide armor, +1 light fortification darkwood heavy wooden shield, +1 sickle, masterwork sling with 20 bullets, cloak of resistance +2, headband of inspired wisdom +2, ring of protection +1, holly and mistletoe, spell component pouch, 42 gp