Molric

Drellik Sandwalker's page

47 posts. Alias of Haldhin.


Race

HP 10/10; AC 15, t10, ff15; Init +2; Per +7 || HP 10/10; AC 15, t13, ff11; Init +3; Per +6

About Drellik Sandwalker

Character Details:
Drellik Sandwalker
Mul Male Druid (desert) 1
Medium-sized Humanoid (Human, Dwarf)

STATISTICS
Str 17 (+3); Dex 10 (+0); Con 14 (+2); Int 13 (+1); Wis 16 (+3); Cha 10 (+0)
Alignment: Neutral Good
Deity: Desna
Movement: Ground 30'
Languages: Common, Druidic, Dwarven, Sylvan
Initiative: +2 (+2 trait)

DEFENSE
HP: 10
AC: 15, touch 10, flat-footed 15 (base +10; armor +3; shield +2)
CMD: 13 (Base+10, Str +3)
Saves: Fort +4, Ref +0, Wil +5

OFFENSE
Base Attack: +0; CMB +3
Melee: scimitar +3 (1d6+3 18-20/x2)
Melee: dagger +3 (1d4+3 19-20/x2)
Melee: unarmed strike +3 (1d3+3 /x2)
Ranged: sling +0 (1d4+3 /x2)

SPELLS
Druid spells (CL 1, concentration +4)
1st 2x: cure light wounds, entangle
0th 3x: create water x2, detect magic

SKILLS
Skills Acrobatics -3, Climb +0, Escape Artist -3, Fly -3, Handle Animal +4, Heal +7, Knowledge (Nature) +7, Perception +7, Ride -3, Spellcraft +5, Stealth -3, Survival +11, Swim +1

FEATS
Spell Focus (conjuration)
Armor Proficiency (Light), Armor Proficiency (Medium), Druid Weapons, Shield Proficiency

TRAITS
Reactionary, Reclaiming your Roots

Gear
Arms: heavy wooden sheild, wooden armor; dagger, scimitar, sling, sling bullets (x20)
Gear: Backpack, hot weather outfit, flint and steel, rations (x4), sack (x4), waterskin

Special Abilities
Darkvision 60'
Dwarf Blood: Muls count as dwarves and humans
Resistant: +2 to saves versus mind-affecting spells and poison
Self-Sufficient: +2 to survival checks (included in stat block)
Tireless: +4 to Con checks and Fort saves against fatigue, exhaustion, etc
Protector: +1 caster level to abjuration spells
- constant: nondetection
- 1/day: alarm, endure elements, sanctuary

Encumbrance: 47

Wealth: 24 gold, 8 silver

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ANIMAL COMPANION
Male Lion
NN Medium Animal
Init +3; Senses Low-Light Vision, Scent; Perception +6
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DEFENSE
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AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 10 (+2)
Fort +4, Ref +6, Will +2
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OFFENSE
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Spd 40 ft.
Melee Bite (Lion) +2 (1d6+1/20/x2) and
Claw x2 (Lion) +3 x2 (1d4+1/20/x2) and
Rake x2 (Lion) +2 x2 (1d4+1/20/x2) and
Unarmed Strike +2 (1d3+1/20/x2)
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STATISTICS
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Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Base Atk +1; CMB +2; CMD 15 (19 vs. Trip)
Feats Weapon Focus: Claw
Tricks Attack [Trick], Come [Trick], Down [Trick], Guard [Trick], Heel [Trick], Stay [Trick], Track [Trick]
Skills Perception +6, Stealth +7 Modifiers +4 Stealth in Undergrowth
Languages
SQ Attack [Trick], Come [Trick], Down [Trick], Guard [Trick], Heel [Trick], Stay [Trick], Track [Trick]

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SPECIAL ABILITIES
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+4 Stealth in Undergrowth (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Attack [Trick] The animal will attack on command.
Come [Trick] The animal will come to you on command.
Down [Trick] The animal will break off combat on command.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stay [Trick] The animal will stay where it is.
Track (Trick): The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)