Alchemist | Antipaladin | Arcanist | Barbarian | Bard | Bloodrager | Brawler | Cavalier | Cleric | Druid | Fighter | Gunslinger | Hunter | Inquisitor | Investigator | Magus | Monk | Ninja | Oracle | Paladin | Ranger | Rogue | Samurai | Shaman | Skald | Slayer | Sorcerer | Summoner | Swashbuckler | Warpriest | Witch | Wizard

Adept | Aristocrat | Commoner | Expert | Warrior

Nature Scholar

Nature Scholar CR 12

Source NPC Codex pg. 225
XP 19,200
Elf druid 9/loremaster 4
N Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +19


AC 23, touch 15, flat-footed 20 (+4 armor, +2 deflection, +3 Dex, +1 natural, +3 shield)
hp 106 (9d8+4d6+48)
Fort +12, Ref +8, Will +15; +2 vs. enchantments, +4 vs. fey and plant-targeted effects,
Defensive Abilities freedom of movement; Immune poison, sleep; Resist fire 10


Speed 40 ft.
Melee +1 sickle +9/+4 (1d6)
Special Attacks wild shape 3/day
Spell-Like Abilities (CL 9th; concentration +13)
At will—speak with animals (12 rounds/day)
Druid Spells Prepared (CL 13th; concentration +17)
7th—animal shapesD, heal
6th—antilife shellD, stone tell, transport via plants
5th—animal growth (DC 19), beast shape IIID (animals only), call lightning storm (DC 19), insect plague
4th—cure serious wounds, flame strike (DC 18), freedom of movement, rusting grasp, scrying (DC 18), summon nature’s ally IVD (animals only)
3rd—dominate animalD (DC 17), meld into stone, poison (DC 17), protection from energy, quench, speak with plants
2nd—animal messenger, fog cloud, heat metal (DC 16), hold animalD (2, DC 16), owl’s wisdom
1st—calm animalsD (DC 15), detect animals or plants, entangle (DC 15), faerie fire, hide from animals, speak with animals
0 (at will)—detect poison, know direction, light, purify food and drink
D Domain spell; Domain Animal


Before Combat The loremaster drinks her potion of resist energy (fire) and casts freedom of movement.
During Combat The loremaster casts call lightning storm and flame strike.
Base Statistics Without resist energy and freedom of movement, the loremaster’s statistics are Defensive Abilities none; Resist none.


Str 8, Dex 16, Con 14, Int 15, Wis 18, Cha 10
Base Atk +8; CMB +7; CMD 22
Feats Brew Potion, Craft Wondrous Item, Extend Spell, Iron Will, Skill Focus (Knowledge [nature], Stealth), Toughness, Weapon Focus (sickle)
Skills Acrobatics +8 (+12 when jumping), Climb +7, Fly +11, Handle Animal +13, Heal +12, Knowledge (arcana, history, local) +6, Knowledge (dungeoneering, engineering, nobility, planes, religion) +4, Knowledge (geography) +14, Knowledge (nature) +25, Perception +19, Sense Motive +9, Stealth +11, Survival +14, Swim +7
Languages Auran, Common, Draconic, Druidic, Elven, Sylvan
SQ animal companion (effective druid level 6th), elven magic, lore +2, nature bond (Animal domain), nature sense, secrets (lore of true stamina, secret health), trackless step, weapon familiarity, wild empathy +9, woodland stride
Combat Gear potion of cure moderate wounds, potion of neutralize poison, potion of remove disease, potions of resist energy (fire) (2), potion of water breathing; Other Gear +2 leather armor, +2 light wooden shield, +1 sickle, amulet of natural armor +1, belt of mighty constitution +2, boots of striding and springing, cloak of resistance +1, headband of inspired wisdom +2, ring of protection +2, 2,706 gp

More aggressive than most other loremasters, nature scholars use terrain and the magic of the natural world to avoid enemies while calling down destruction.