Leoward, Free Guardian of the Forest (Druid 10/Nature's Warrior 5)
Leoward: Male human druid 10/nature's warrior 5; CR 15; Medium humanoid; HD 10d8+20 plus 5d10+10; hp 102; Init +1; Spd 30 ft.; AC 15, touch 11, flat-footed 14; Base Atk +12; Grp +17; Atk +14 melee (1d6+2/18-20, +1 scimitar) or +13 ranged (1d6, sling) or +13 ranged (1d4+1, dart); Full Atk +14/+9/+4 melee (1d6+2/18-20, +1 scimitar) or +13 ranged (1d6, sling) or +13 ranged (1d4+1, dart); SQ animal companion (Sharpbite), nature sense, nature's armament (claws of the grizzly, earth's resilience, serpent's coils), resist nature's lure, trackless step, venom immunity, wild empathy +17; wild shape (Tiny to Huge animal or plant 6/day), wilding, woodland stride; AL CN; SV Fort +15, Ref +7, Will +14; Str 12, Dex 12, Con 15, Int 14, Wis 18, Cha 14.
Skills and Feats: Appraise +4, Craft (woodcarving) +10, Diplomacy +10, Handle Animal +20, Heal +13, Intimidate +6, Jump +7, Knowledge (local) +4, Knowledge (nature) +21, Knowledge (the planes) +4, Listen +13, Ride +3, Spot +13, Survival +21; Extend Spell, Natural Spell, Track, Weapon Focus (claw), Weapon Focus (gore), Weapon Focus (tail), Widen Spell.
Animal Companion: Leoward has a dog named Sharpbite as his animal companion. Sharpbite grants him the following benefits.
Link (Ex): Leoward can handle Sharpbite as a free action, or push him as a move action, even if he doesn't have any ranks in the Handle Animal skill. Leoward gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks concerning Sharpbite.
Share Spells (Ex): At Leoward's option, he may have any spell (but not any spell-like ability) he casts upon himself also affect Sharpbite. Sharpbite must be within 5 feet of Leoward at the time of casting to receive the benefit. If a spell or effect has a duration other than instantaneous, it stops affecting Sharpbite if he moves farther than 5 feet away and will not affect him again, even if he returns to Leoward before the duration expires. Additionally, Leoward may cast a spell with a target of "You" on Sharpbite (as a touch range spell) instead of on himself. Leoward and Sharpbite can share spells even if they normally do not affect animals.
Nature Sense (Ex): Leoward gains a +2 bonus on Knowledge (nature) and Survival checks.
Nature's Armament (Su): Leoward has chosen claws of the grizzly, earth's resilience (damage reduction 3/--), and serpent's coils. Leoward gains a +3 bonus on damage when using natural weapons, damage reduction 3/--, and a +4 bonus on all grapple checks. He deals damage equal to 1d8 + his Strength bonus after winning an opposed grapple check when in the form of a creature with improved grab.
Resist Nature's Lure (Ex): Leoward gains a +4 bonus on saving throws against the spell-like abilities of fey.
Wild Empathy: Leoward can use body language, vocalizations, and demeanor to improve the attitude of an animal. This ability functions just like a Diplomacy check made to influence the attitude of a person, but Leoward's modifier to the die roll is +17. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, Leoward must be able to study the animal and it him, so they must be within 30 feet of each other under normal conditions. Generally an attempt takes 1 minute. Leoward can also use this ability to influence the attitude of a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Trackless Step (Ex): If Leoward desires, he leaves no trail in natural surroundings and cannot be tracked.
Venom Immunity (Ex): Leoward is immune to poisons of all kinds.
Wild Shape (Su): Six times per day, Leoward can assume the form of any animal or plant of Tiny to Huge size.
Wilding (Su): Leoward's level as a nature warrior stacks with his druid levels for purposes of his wild shape and wild empathy abilities.
Woodland Stride (Ex): Leoward can pass through undergrowth at full movement.
Druid Spells Prepared (6/6/5/5/4/3/2; save DC 14 + spell level): 0 -- cure minor wounds, flare, guidance, mending, purify food and drink, virtue; 1st -- cure light wounds, endure elements, entangle, jump, produce flame, shillelagh; 2nd -- barkskin, bear's endurance, bull's strength, flaming sphere, spider climb; 3rd -- call lightning, greater magic fang, sleet storm, speak with plants, spike growth; 4th -- dispel magic, freedom of movement, giant vermin, rusting grasp; 5th -- cure critical wounds, stoneskin, tree stride; 6th -- fire seeds, wall of stone.
Possessions:+1 wild hide armor, +1 scimitar, sling, stones, 20 darts, cloak of resistance +2, druid's vestment, wilding clasp.
Sharpbite: Male dog companion; CR --; Small animal; HD 7d8+14; hp 45; Init +5; Spd 40 ft.; AC 23, touch 16, flat-footed 18; Base Atk +5; Grp +4; Atk +10 melee (1d4+4, bite); Full Atk +10 melee (1d4+4, bite); SQ devotion, evasion, low-light vision, scent, tricks (attack, come, defend, down, fetch, guard, perform, seek, stay, track, work); AL N; SV Fort +7, Ref +10, Will +5; Str 16, Dex 20, Con 15, Int 2, Wis 12, Cha 6.
Skills and Feats: Hide +9, Jump +13, Listen +5, Spot +7; Alertness, Dodge, Iron Will, Multiattack, Track, Weapon Focus (bite).
Devotion (Ex): Sharpbite gains a +4 morale bonus on Will saves against enchantment spells and effects.
Evasion (Ex): If Sharpbite is subjected to an attack that normally allows a Reflex saving throw for half damage, he takes no damage if he makes a successful saving throw.