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Molric

Firbell Moleskin's page

182 posts. Alias of Mug.


Full Name

Firbell Moleskin

About Firbell Moleskin

Stat Sheet:

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Basic Information

Character Name : Firbell Moleskin (Proper name: Firdinand Stoneskin)
Player Name : Jordan
Character Race : Dwarf
Alignment : Neutral Good
Deity : Apsu
Total Level : 1
Height : 3',8"
Weight : 193 lbs
Eyes : Brown
Hair : Red
Age : 64
Size : Medium
Speed : 20'
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Character Class Information

Class and Level : Druid 1
Class and Level :

Favored Class(es) : Druid
Favored Class Bonus : +1 hit point or +1 skill point

XP: 500
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Ability Scores

Strength : 14 (+2)
Dexterity : 14 (+2)
Constitution : 16 (+3)
Intelligence : 10 (+0)
Wisdom : 16 (+3)
Charisma : 08 (-1)

Maximum Load : 81/175 lbs.
Lift Overhead : 175 lbs. (equal to Maximum Load)
Lift : 350 lbs. (equal to Maximum Load x2)
Drag or Push : 875 lbs. (equal to Maximum Load x5)
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Combat Statistics

Hit Points : (11)
Base Attack (BAB) : (+0)
Initiative : (+4) 2 Dex + 2 trait

Base Melee : (+3) 0 BAB + 2 Str + 0 size + 1 misc
Base Ranged : (+2) 0 BAB + 2 Dex + 0 misc

Combat Maneuver : (+2) 0 BAB + 2 Str + 0 misc + 0 size <- CMB
Maneuver Defense : (+18) 10 + 0 BAB + 2 Str + 2 Dex + 4 misc + 0 size <- CMD

Armor Class : (18) 10 base + 4 armor + 2 shield + 2 Dex + 0 misc + 0 size
Touch AC : (12) 10 base + 2 Dex + 0 misc + 0 size
Flat-Footed AC : (16) 10 base + 4 armor + 2 shield + 0 misc + 0 size
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Saving Throws

Fortitude : (+4) 2 base + 2 Con + 0 misc
Reflex : (+2) 0 base + 2 Dex + 0 misc
Will : (+5) 2 base + 3 Wis + 0 misc

Conditional Bonuses and Penalties :
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Racial Abilities and Features
Dwarf Racial Traits

+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

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Class Abilities and Features

Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood.

A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells: A druid casts divine spells which are drawn from the druid spell list presented in Spell Lists. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Orisons: Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Nature Bond (Ex): At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Animal, Earth, Fire, Plant, Water, or Darkness. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Cavesense (Ex): A underground druid adds Knowledge (dungeoneering) rather than Knowledge (geography) as a class skill and gains a +2 bonus on Knowledge (dungeoneering) and Survival skill checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A cave druid can influence oozes, rather than magical beasts, with a –4 penalty on her wild empathy check.

Tunnelrunner (Ex): At 2nd level, a cave druid can move through areas of rubble or narrow passages that require squeezing at her normal movement rate and without penalty. This ability replaces woodland stride.

Lightfoot (Ex): At 3rd level, a cave druid cannot be detected with tremorsense. This ability replaces trackless step.

Resist Subterranean Corruption (Ex): At 4th level, a cave druid gains a +2 bonus on saves against exceptional, supernatural, and spell-like abilities of oozes and aberrations. This ability replaces resist nature's lure.

Wild Shape (Su): A cave druid gains this ability at 6th level, except that her effective druid level for this ability is equal to her druid level – 2. She cannot use wild shape to adopt a plant form. At 10th level, the cave druid can assume the form of a Small or Medium ooze as if using beast shape III, and at 12th level that of a Tiny or Large ooze as if using beast shape IV (treating the ooze as if it were a magical beast without a natural armor bonus). When in ooze form, the cave druid has no discernible anatomy and is immune to poison, sneak attacks, and critical hits.

A druid loses her ability to speak while in ooze form because she is limited to the sounds that a normal ooze can make, but she can communicate normally with other oozes of the same general grouping as her new form.

A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains levels, this ability allows the druid to take on the form of larger and smaller animals, elementals. Each form expends one daily use of this ability, regardless of the form taken.

Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.

A Thousand Faces (Su): At 13th level, a druid gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.

Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.

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Skills and Languages

Your maximum ranks in a skill are equal to your total level.
Class skills with at least 1 skill rank in them gain a +3 "class" bonus.
[c] denotes a class skill.
^ denotes a skill that cannot be used untrained.

*Climb (Str) - 1r+2a+3c = (6)
*Craft (Int) - (0)
*Fly (Dex) - (0)
*Handle Animal (Cha) - (0)
*Heal (Wis) - (0)
*Kn(Dungeoneering) (Int) - 1r+0a+3c = (4)
*Kn(Nature) (Int) - 0r+0a+1t+3c = (0)
*Perception (Wis) - 1r+3a+3c = (7)
*Profession (Wis) - (0)
*Ride (Dex) - (2)
*Spellcraft (Int) - (0)
*Survival (Wis) - 1r+3a+3c = (7) +2trait to find food and water
*Swim (Str) - 1r+2a+3c = (6)

Languages: Common
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Traits and Feats

1) Tunnel Fighter: Caves and tunnels are a second home to you. While underground, you receive a +2 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit).
1) Child of Nature (N) You have been blessed to be as comfortable in the wilderness as you are at home. You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you.

Feat Level 1: Spell Focus (Conjuration) - Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

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Money and Equipment

Armor : Hide; (+4 AC, -3 ACP, 20% Spell Failure)
Belt :
Body :
Chest :
Eyes :
Feet :
Hands :
Head :
Headband :
Neck :
Ring #1 :
Ring #2 :
Shield : Heavy Wooden; (+2 AC, -1 ACP, 15% Spell Failure)
Shoulders :
Wrists :

Weapon : Scimitar (1d6 + 2 / 18-20x2, Slash)
Weapon : Sling (1d4 + 2 / x2, 50ft, B) *30 stones*

Other Equipment :
Backpack 2 lbs
Blanket (winter) 3 lbs
Oil (flask) 1 lbs
Belt Pouch x2 1 lbs
Rations x4 4 lbs
Waterskin 1 lbs
Torch x3 3 lbs
Travelers Outfit 1 lbs
Rope (silk) 5 lbs
Healers Kits x2 2 lbs
Grappling Hook 4 lbs
Miners Pick 10 lbs

Equipment Weight : ?? lbs

Money :
17 GP
9 SP
0 CP

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Magic

Level 0 - spells per day 0 bonus DC 13 (10 + 0 level + 3 ability)
Known: Any
1) Create Water
2) Flare
3) Virtue

Level 1 2 casts per day (incl 1 bonus) DC 14 (10 + 1 level + 3 ability)
Known: Any
1) Entangle
2) Speak with Animals

Level 2 0 spells per day 0 bonus DC 15 (10 + 2 level + 3 ability)
Known:

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*Temporary Bonuses and Conditions*


Animal Companion:

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*Wolverine Stats*

Gidma (Wolverine/Level 1):

Starting Statistics:
Size: Small
Speed: 30ft, burrow 10ft, climb 10ft
AC: +2 natural armor
HP: 18

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*Ability Scores*
Str 10, Dex 17, Con 15, Int 2, Wis 12, Cha 10

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*Saves*
Fort: +5
Ref: +6
Will: +1

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*Attack*
BAB: +1
Attack bite (1d4), 2 claws* (1d3)
Base Melee +5
CMB +0
Special Attacks Rage (6/6 rounds/day)

*This is a secondary natural attack:
Some natural attacks are denoted as secondary natural attacks, such as tails and wings. Attacks with secondary natural attacks are made using your base attack bonus minus 5. These attacks deal an amount of damage depending on their type, but you only add half your Strength modifier on damage rolls.

You can make attacks with natural weapons in combination with attacks made with a melee weapon and unarmed strikes, so long as a different limb is used for each attack. For example, you cannot make a claw attack and also use that hand to make attacks with a longsword. When you make additional attacks in this way, all of your natural attacks are treated as secondary natural attacks, using your base attack bonus minus 5 and adding only 1/2 of your Strength modifier on damage rolls. Feats such as Two-Weapon Fighting and Multiattack can reduce these penalties.

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*Defense*
Armor Class : 15
Touch AC : 15
Flat-Footed AC : 13
CMD: : 13

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*Special Qualities*
low-light vision, scent.

Low-Light Vision: Creatures with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light.
Creatures with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Scent: This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source's location.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
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*Feats*
Level 1: Weapon Finesse
Level 2:

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*Skills*
Acrobatics* (Dex) : 7 1r+3a+3c+0misc-0acp
Climb* (Str) : 0 0r+0a+3c+0misc-0acp
Escape Artist (Dex) : 3 0r+3a+0c+0misc-0acp
Fly* (Dex) : 3 0r+3a+3c+0misc-0acp
Intimidate (Cha) : 0 0r+0a+0c+0misc
Perception* (Wis) : 1 0r+1a+3c+0misc
Stealth* (Dex) : 7 1r+3a+3c+0misc-0acp
Survival* (Wis) : 1 0r+1a+0c+0misc
Swim* (Str) : 0 0r+0a+3c+0misc-acp

All of the skills marked with an (*) are class skills for animal companions. Animal companions with an Intelligence of 3 or higher can put ranks into any skill.

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Equipment
Armor: none

Other Equipment :

Maximum Load : 0/300lbs (x3 for quadrupeds)
Lift Overhead : 300lbs (equal to Maximum Load x3 for quadrupeds)
Drag or Push : 1500lbs (equal to Maximum Load x5 - x3 for quadrupeds)

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Rage Stats
Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10
HP: 22
Will Save: +3
AC: 13
Attack bite (1d4+2), 2 claws* (1d3+2)
Base Melee +7
CMB +2

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About Firbell Moleskin
As stout and solid a dwarf as you've ever seen, that may be where this dwarfs resemblance ends between him and his people. He smiles constantly, when the situation doesn't warrant it, sometimes especially when the situation doesn't warrant it. The most alarming thing about him is that his head is shaved bald, and his beard can't be more than a few months old. This gives him an 'off' appearance, a dwarf without a beard is most likely sick in the head. He has bushy eyebrows and plenty of wrinkles around his eyelids, as well as a classic and enormous nose, slightly squished to one side. He wears a breastplate, and carries a shield on his back and has a scimitar at his waist.

He was an outcast, and secluded, but he liked it that way. Alone in his beautiful caves, tending the small mindless grubs, and the beautiful mosses and small plants. He'd always felt most comfortable under the earth, but not in the fiery, loud halls of his brothers, but here in the stillness he felt the most at home. The animals rarely spoke back, but that was alright, he preferred the silence anyways. His eyes narrow as he remembers the last time he'd visited the dwarven stronghold, and it'd cost him his beard. Branded as a loon, and warned to never return, or he'd lose more than just his beard. A tear trickled down his cheeck and into his grinning mouth as the memory and remembered emotions washed over him again.

Below was for a homebrew underground campaign. Disregard or not at your pleasure. Thanks!
Shaking his bald head he continued on to check on the southern moss patch, when a great shaking rocked the cavern. It was an all-encompassing noise, and his legs couldn't support him. Falling hard to the stone, he found himself staring at the ceiling, knowing it was only a matter of time before it came down on top of him. Resigned to death, he tucked into a ball, wondering if his kinsfolk could survive an earthquake of this size. Then he heard, and more felt the solid stone crack beneath him, and all he could do was shout as the floor fell away beneath him, and he tumbled into the darkness.


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