Druid | |||||
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Neutral (Elf) | |||||
10 Druid | |||||
Size Medium |
Speed 20 ft. |
Initiative +2 | |||
STR 22 |
DEX 14 |
CON 14 |
INT 10 |
WIS 14 |
CHA 10 |
Skills |
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17 Perception | |||||
450 experience points | |||||
Defense | |||||
85 Hit points | |||||
AC 23 |
Flat-footed 20 |
Touch 15 | |||
Fortitude +9 |
Will +9 |
Reflex +5 | |||
Immunities | |||||
Disease, Nauseated | |||||
Offense | |||||
Melee: Deadly Ivy Range: 2 ft. Attack: +15/+15/+10 Damage: 12-17 Piercing 1d6+11 | |||||
BASE ATTACK BONUS +7/+2/-/- |
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COMBAT MANEUVER | |||||
+15 Bonus | 28 Defense | ||||
Features and Abilities | |||||
Charge, Coup de Grace, Demoralize (Persuasion), Treat Affliction, Resistance, Light, Virtue, Guidance, Flare, Wild Shape (Wolf), Wild Shape (Leopard), Wild Shape (Small Air Elemental), Wild Shape (Small Earth Elemental), Wild Shape (Small Fire Elemental), Wild Shape (Small Water Elemental), Wild Shape (Bear), Wild Shape (Smilodon), Wild Shape (Large Air Elemental), Wild Shape (Large Earth Elemental), Wild Shape (Large Fire Elemental), Wild Shape (Large Water Elemental), Wild Shape (Shambling Mound) Fighting Defensively, Acrobatics (Mobility), Destructive Smite, Destructive Aura Druid, Feat, Coup de Grace, Nature Sense, Druid Proficiencies, Armor Proficiency (Light Armor), Shield Proficiency, Armor Proficiency (Medium Armor), Alignment Restriction (Druid), Spontaneous Summoning, Detect Magic, Blight Bond, Destruction Domain, Destruction Domain, Toughness, Natural Spell, Wild Shape (Wolf), Miasma, Dodge, Wild Shape (Leopard), Wild Shape (Small Elemental), Wild Shape (Bear), Wild Shape (Medium Elemental), Destructive Aura, Blightblooded, Wild Shape (Smilodon), Wild Shape (Large Elemental), Wild Shape (Shambling Mound) | |||||
Analyze Skill: Lore (Nature) DC 21 | |||||
EvilDruid (ca694cea2d423ec4f9dfb52187017ef4) |
Druid is an enemy in Pathfinder: Kingmaker.
Description[]
Within the purity of the elements and the order of the wilds lingers a power beyond the marvels of civilization. Furtive yet undeniable, these primal magics are guarded over by servants of philosophical balance known as druids. Allies to beasts and manipulators of nature, these often misunderstood protectors of the wild strive to shield their lands from all who would threaten them and prove the might of the wilds to those who lock themselves behind city walls. Rewarded for their devotion with incredible powers, druids gain unparalleled shape-shifting abilities, the companionship of mighty beasts, and the power to call upon nature's wrath. The mightiest temper powers akin to storms, earthquakes, and volcanoes with primeval wisdom long abandoned and forgotten by civilization.