Characters

Evasive Slip

CR: 5 XP: 1,600


NE Small humanoid (halfling)


Init: +4 Senses: Perception +9


Defense

AC: 22, touch 15, flat-footed 18 (+5 armor, +4 Dex, +2 shield, +1 size)


HP: 40 (6d8+10)


Fort: +7 Ref: +7 Will: +8, +2 vs. fear, +4 vs. fey and plant-targeted effects


Resist: electricity 10


Offense

Speed: 15 ft.


Melee: mwk sickle +6 (1d4)


Ranged: mwk sling +10 (1d3)


Special Attacks: wild shape 2/day


Spell-Like Abilities: (CL 6th; concentration +8) 5/day—lightning arc


Spells Prepared: (CL 6th; concentration +8) 3rd—gaseous formD, extended summon nature’s ally II (2) 2nd—barkskin, extended summon nature’s ally I, summon swarm, wind wallD 1st—endure elements, faerie fire, magic fang, obscuring mistD, speak with animals 0 (at will)—detect poison, know direction, light, purify food and drink D Domain spell, Domain Air


Statistics

Str: 10 Dex: 18 Con: 13 Int: 10 Wis: 14 Cha: 10


Base Atk: +4 CMB: +3 CMD: 17


Feats: Augment Summoning, Extend Spell, Spell Focus (conjuration)


Skills: Acrobatics +4 (+0 when jumping), Bluff +2, Heal +6, Knowledge (nature) +6, Perception +9, Sense Motive +4, Spellcraft +7, Stealth +12, Survival +13, Swim +3


SQ: nature bond (Air domain), nature sense, trackless step, wild empathy +6, woodland stride


Languages: Common, Druidic, Halfling


Combat Gear: potion of invisibility, scroll of longstrider, wand of barkskin (8 charges), wand of cure moderate wounds (15 charges), wand of magic fang (8 charges)


Other Gear: +1 hide armor, darkwood masterwork heavy wooden shield, masterwork sickle, masterwork sling with 20 bullets, antitoxin, holly and mistletoe, spell component pouch, 52 gp


Description

Halfling druid 6

Before Combat: The druid casts endure elements at the start of each day. Before a fight he drinks his potion of invisibility.

During Combat: Once invisible, the druid moves away from his enemies. He spends the next few rounds casting speak with animals and his extended summon nature’s ally spells, followed by magic fang and barkskin, cast from his wands on the summoned creatures. If the summoned creatures take damage, he heals them with his wand of cure moderate wounds. If his invisibility is compromised, he wild shapes into an eagle to keep out of reach.

Evasive as the wind, these skittish druids tend to stay away from others, using their formidable powers to escape even the most hazardous situations.

Velun The Slip: Once a slave, Velun escaped bondage with the help of a druid, who went on to train him. Once he felt he had learned all he could, he killed the druid, turning the mentor’s wolf animal companion into a cloak. Velun now lives completely off the land, deathly afraid of cities and the slavers he believes lurk around every corner.

Combat Encounters: Given his extreme paranoia, Velun rarely teams up with any other sentient creatures, and the few times he does, he make sure they have few connections to other people so word of his location won’t reach the ears of slavers or other corrupt city folk. Velun tries to stay out of combat, using his summoned creatures to ensure his escape.

Roleplaying Suggestions: Velun tends to think that all creatures that come looking for him are slavers in disguise. If he sees them coming, he sneaks away if he can. If they do manage to talk to him, he tells them almost nothing, as he believes that seeming useful or friendly makes him an even more appealing target for slavers. After he’s encountered new people, Velun relocates to a new campsite so no one can track him down.

Source: NPC Codex, p. 65