XP 6,400
Gnome Druid 10
NE Small humanoid (gnome)
Init +7; Senses low-light vision; Perception +13
DEFENSE
AC 28, touch 15, flat-footed 25 (+7 armor, +1 deflection, +3 Dex, +3 natural, +3 shield, +1 size)
hp 88 (10d8+40)
Fort +10, Ref +9, Will +12; +2 vs. illusions, +4 vs. fey and plant-targeted effects
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); Immune poison; Resist cold 10
OFFENSE
Speed 15 ft.
Melee +1 scimitar +7/+2 (1d4–1/18–20)
Ranged dart +11/+6 (1d3–2)
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, wild shape 4/day
Domain Spell-Like Abilities (CL 10th; concentration +14)
Gnome Spell-Like Abilities (CL 10th; concentration +11)
Druid Spells Prepared (CL 10th; concentration +14)
5th—call lightning storm (DC 19), ice storm D, wall of thorns
4th—control water D, dispel magic, flame strike (2, DC 18), freedom of movement
3rd—call lightning (DC 17), cure moderate wounds, greater magic fang (2), water breathing D
2nd—barkskin (2), cat's grace, fog cloud D, lesser restoration, resist energy
1st—cure light wounds (2), endure elements, faerie fire, obscuring mist D, speak with animals
0th (at will)—create water, detect poison, light, purify food and drink
D Domain spell; Domain
Water
TACTICS
Before Combat The druid casts barkskin and cat's grace. She casts endure elements every morning.
During Combat The druid keeps her distance from opponents. She casts freedom of movement, then wild shapes into an air elemental to fly away. Once she feels she has the tactical advantage, she relies on summon spells and ranged abilities to avoid melee.
Base Statistics
Without barkskin and cat's grace, the druid's statistics are Init +5; AC 23, touch 13, flat-footed 22; Ref +7; Ranged dart +9/+4 (1d3–2); Dex 12; CMD 16; Skills Fly +5.
STATISTICS
Str 6, Dex 16, Con 15, Int 15, Wis 18, Cha 12
Base Atk +7; CMB +4; CMD 18
Feats Improved Initiative, Lightning Reflexes, Natural Spell, Skill Focus (Bluff), Toughness
Skills Bluff +10, Diplomacy +5, Fly +7, Handle Animal +10, Knowledge (geography) +9, Knowledge (nature) +11, Linguistics +4, Perception +13, Profession (merchant) +15, Sense Motive +10, Spellcraft +12, Survival +17
Languages Abyssal, Common, Draconic, Druidic, Elf, Gnome, Sylvan
SQ nature bond (Water domain), nature sense, trackless step, wild empathy +11, woodland stride
Combat Gear feather token (whip), scroll of longstrider; Other Gear +1 dragonhide breastplate, +1 heavy wooden shield, +1 scimitar, darts (5), cloak of resistance +1, headband of inspired wisdom +2, ring of protection +1, holly and mistletoe, ink vial, inkpens (2), paper (5 sheets), scroll case, spell component pouch, waterskin, 33 gp