Here be Pirates
Spirit of the Waters Aquatic Druid
Male Elf Druid (Aquatic Druid) 2
N Medium humanoid (elf)
Init + 3; Senses low-light vision; Perception + 9
AC 16, touch 13, flat-footed 13 (+ 3 armor, + 3 Dex)
hp 15 (2d8 + 2)
Fort + 4, Ref + 3, Will + 7; + 2 vs. enchantments
Immune magic sleep; Resist elven immunities
Speed 30 ft.
Melee dagger + 1 (1d4/19-20/×2) and
masterwork longspear + 2 (1d8/×3) and
net + 1 (entangles)
Druid (Aquatic Druid) Spells Prepared (CL 2nd; concentration + 7):
1st (3/day)—touch of the sea (DC 14), cure light wounds (x2), obscuring mist
0 (at will)—stabilize, detect magic, light, know direction
Str 10, Dex 16, Con 12, Int 12, Wis 17, Cha 12
Base Atk + 1; CMB + 1; CMD 14
Feats Spell Focus (conjuration)
Traits focused mind, indomitable faith
Skills Climb + 4, Fly + 7, Handle Animal + 5, Heal + 8, Knowledge (Geography) + 6 (+ 7 in aquatic terrain), Knowledge (nature) + 7, Perception + 9 (+ 10 in aquatic terrain), Ride + 7, Spellcraft + 5, Survival + 5 (+ 6 in aquatic terrain), Swim + 9 (+ 10 in aquatic terrain); Racial Modifiers + 2 Perception, + 4 Swim, spirit of the waters
Languages Aquan, Common, Druidic, Elven
SQ aquatic adaptation, nature bond abilities (oceans), spontaneous casting, surge, wild empathy
Combat Gear Scroll of Cure Light Wounds (x2), Healer’s kit; Other Gear Leaf armor, Dagger, Masterwork Longspear, Net, Backpack, masterwork (3 @ 6.5 lbs), Bedroll, Belt pouch (2 @ 0.4 lbs), Holy symbol, wooden (Gozreh), Scroll case (empty), Silent whistle, 20 GP
Aquatic Adaptation (+1) (Ex) Initiative checks and Knowledge (geography), Perception, Stealth, Survival, and
Swim checks in aquatic terrain.
Druid (Aquatic Druid) Domain (Oceans) Associated Domain: Water
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities – Sleep You are immune to magic sleep effects.
Focused Mind + 2 to Concentration checks
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scroll of Cure Light Wounds (x2) Add this item to create a scroll with spells on it.
Spell Focus (Conjuration) Spells from one school of magic have + 1 to their save DC.
Spirit of the Waters + 4 Swim, may always take 10 on Swim checks
Spontaneous Casting The Druid can convert stored spells into Summon Nature’s Ally spells.
Surge (CMB 5) (6/day) (Su) Create a wave that can bull rush or drag a target.
Wild Empathy + 3 (Ex) Improve the attitude of an animal, as if using Diplomacy.