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== Summary ==
 
== Summary ==
  
'''Neutral Good Male Phanaton Druid 7'''  
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'''Neutral Good Male Phanaton Druid 6'''  
  
HD: 7d8 Hit points: 45 Current Hit Points: 45
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HD: 6d8 Hit points: 39 Current Hit Points: 39
  
 
Initiative +2
 
Initiative +2
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== Attacks ==
 
== Attacks ==
  
Base Attack Bonus: +5
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Base Attack Bonus: +4
  
Melee +5 (BAB +5, STR -1, Size +1)
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Melee +4 (BAB +4, STR -1, Size +1)
  
Ranged +8 (BAB +5, DEX +2, Size +1)
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Ranged +7 (BAB +4, DEX +2, Size +1)
  
Club +5 (1d4-1)  
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Club +4 (1d4-1)  
  
Sling +8 (1d3-1)
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Sling +7 (1d3-1)
  
 
== Racial Abilities ==
 
== Racial Abilities ==
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*Size M Move 40 Climb 20
 
*Size M Move 40 Climb 20
 
*AC 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
 
*AC 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
*Melee +8 (BAB +5, STR +3) Ranged +9 (BAB +5, DEX +4)
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*Melee +7 (BAB +4, STR +3) Ranged +8 (BAB +4, DEX +4)
*Bite +8 melee (1d6+3) and 2 claws +3 melee (1d3+1)
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*Bite +7 melee (1d6+3) and 2 claws +2 melee (1d3+1)
 
*Improved Grab (Ex): To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
 
*Improved Grab (Ex): To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
 
*Pounce (Ex): If a leopard charges a foe, it can make a full attack, including two rake attacks.  
 
*Pounce (Ex): If a leopard charges a foe, it can make a full attack, including two rake attacks.  
*Rake (Ex): 2 attacks +8 melee (1d3+1)
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*Rake (Ex): 2 attacks +7 melee (1d3+1)
  
 
'''Dire Hawk'''
 
'''Dire Hawk'''
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*Size M Move 10 Fly 80 (average)
 
*Size M Move 10 Fly 80 (average)
 
*AC 19 (+6 Dex, +3 natural), touch 16, flat-footed 13
 
*AC 19 (+6 Dex, +3 natural), touch 16, flat-footed 13
*Melee +6 (BAB +5, STR +1) Ranged +11 (BAB +5, DEX +6)
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*Melee +5 (BAB +4, STR +1) Ranged +10 (BAB +4, DEX +6)
*2 claws +6 melee (1d4+1) and bite +1 melee (1d6)
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*2 claws +5 melee (1d4+1) and bite +0 melee (1d6)
  
 
'''Crocodile'''
 
'''Crocodile'''
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*Size M Move 20 Swim 30
 
*Size M Move 20 Swim 30
 
*AC 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
 
*AC 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
*Melee +9 (BAB +5, STR +4) Ranged +6 (BAB +5, DEX +1)
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*Melee +8 (BAB +4, STR +4) Ranged +5 (BAB +4, DEX +1)
*Bite +9 melee (1d8+6) or tail slap +9 melee (1d12+6)
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*Bite +8 melee (1d8+6) or tail slap +8 melee (1d12+6)
 
*Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.
 
*Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.
  
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*Size M Move 30 Burrow 10
 
*Size M Move 30 Burrow 10
 
*AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
 
*AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
*Melee +7 (BAB +5, STR +2) Ranged +8 (BAB +5, DEX +3)
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*Melee +6 (BAB +4, STR +2) Ranged +7 (BAB +4, DEX +3)
*2 claws +7 melee (1d4+2) and bite +2 melee (1d6+1)
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*2 claws +6 melee (1d4+2) and bite +1 melee (1d6+1)
  
 
== Skills ==
 
== Skills ==
  
Ranks: (4+1) x 4 + (4+1) x 6 = 50
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Ranks: (4+1) x 4 + (4+1) x 5 = 45
  
 
*Appraise +1 (INT +1)  
 
*Appraise +1 (INT +1)  
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*Bluff +1 (CHA +1)  
 
*Bluff +1 (CHA +1)  
 
*Climb +12 (DEX +2, Phanaton +10)  
 
*Climb +12 (DEX +2, Phanaton +10)  
*'''Concentration''' +11 (CON +1, 10 ranks)
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*'''Concentration''' +10 (CON +1, 9 ranks)
 
*'''Craft''' +1 (INT +1)
 
*'''Craft''' +1 (INT +1)
*'''Diplomacy''' +7 (CHA +1, 6 ranks)
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*'''Diplomacy''' +4 (CHA +1, 3 ranks)
 
*Disguise +1 (CHA +1)  
 
*Disguise +1 (CHA +1)  
 
*Escape Artist +2 (DEX +2)  
 
*Escape Artist +2 (DEX +2)  
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*Jump -1 (STR -1)
 
*Jump -1 (STR -1)
 
*'''Knowledge (Nature)''' +13 (INT +1, Nature Sense +2, Survival synergy +2, 8 ranks)
 
*'''Knowledge (Nature)''' +13 (INT +1, Nature Sense +2, Survival synergy +2, 8 ranks)
*'''Perception''' +13 (WIS +3, 10 ranks)
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*'''Perception''' +12 (WIS +3, 9 ranks)
 
*Perform +1 (CHA +1)  
 
*Perform +1 (CHA +1)  
 
*'''Ride''' +5 (DEX +2, Handle Animal synergy +2, 1 rank)
 
*'''Ride''' +5 (DEX +2, Handle Animal synergy +2, 1 rank)
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*Use Rope +2 (DEX +2)
 
*Use Rope +2 (DEX +2)
  
*Wild Empathy +10 (CHA +1, Druid levels +7, Handle Animal synergy +2)
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*Wild Empathy +9 (CHA +1, Druid levels +6, Handle Animal synergy +2)
  
 
Languages Known: Common, Phanaton, Sylvan, Druidic
 
Languages Known: Common, Phanaton, Sylvan, Druidic
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== Spells ==
 
== Spells ==
 
   
 
   
*Spells Per Day 6/5/4/3/1
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*Spells Per Day 5/4/4/3
 
*0th (DC 13): Cure Minor Wounds; Guidance x2, Light, Resistance
 
*0th (DC 13): Cure Minor Wounds; Guidance x2, Light, Resistance
*1st (DC 14): Cure Light Wounds, <s>Snowshoes</s>,  Entangle, Babau Slime
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*1st (DC 14): Cure Light Wounds, Snowshoes,  Entangle, Babau Slime
*2nd (DC 15): <s>Barkskin</s>, <s>Mass Snake's Swiftness</s>, Earthbind, Blinding Spittle
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*2nd (DC 15): Barkskin, Mass Snake's Swiftness, Earthbind, Blinding Spittle
*3rd (DC 14): Water Breathing, <s>Mass Resist Energy</s>, Fire Wings*
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*3rd (DC 14): Water Breathing, Mass Resist Energy, Fire Wings*
*4th (DC 15):
 
  
 
  * : Fire spell for Fiery Burst
 
  * : Fire spell for Fiery Burst
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* 900 masterwork Spidersilk armor (2.5 lbs) [Underdark pp 66]
 
* 900 masterwork Spidersilk armor (2.5 lbs) [Underdark pp 66]
 
* 190 Darkwood buckler (1.25 lbs)
 
* 190 Darkwood buckler (1.25 lbs)
* 750 Healing Belt (1 lb) [MIC pp 110] Daily charges left: 2 of 3
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* 750 Healing Belt (1 lb) [MIC pp 110]
 
**While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation. In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.)
 
**While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation. In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.)
 
**1 charge: Heals 2d8 points of damage.
 
**1 charge: Heals 2d8 points of damage.
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*3000 Lesser Metamagic Rod - Extend (2.5 lbs)
 
*3000 Lesser Metamagic Rod - Extend (2.5 lbs)
 
*  0 Lesser Metamagic Rod - Enlarge (2.5 lbs) - from party treasure
 
*  0 Lesser Metamagic Rod - Enlarge (2.5 lbs) - from party treasure
*  0 Staff of the Medic (5.0 lbs) - from party treasure
 
 
*2000 Heward's haversack (5 lbs)
 
*2000 Heward's haversack (5 lbs)
 
*  5 Spell component pouch (0.5 lbs)
 
*  5 Spell component pouch (0.5 lbs)

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