About Hazreem Bel'Shakar
Hazreem
Male Human Druid 2
Age 20
AL N
Languages: Common, Druid
Favored Class: Druid
XP: ?
--Stats--
Str 14 +2
Dex 14 +2
Con 13 +1
Int 10
Wis 17 +3
Cha 10
--Defense--
HP: 8+8(Druid)+ 2(con) + 2(favoured class) +5 (toughness) = 25 ;Current 25
AC: 10 + 4(armor) + 2(dex) + 2 (shield) = 18;Touch AC = 10; Flat Footed = 16
Init: +2 (dex)
BAB: +1
CMD: 10+2+2+1=15
--Saves--
(Base + Ability+ feats):
Fort 3+1=4
Ref 0+2+3=5
Will 3+4=6
--Offense--
CMB: 1+2= 3
Weapons:
Dagger+1 AB+4 Dmg 1d4+3 crit 19/x2 Slashing
Dagger AB+3, dmg1d4+2, crit 19/x2 Piercing
Sling Ab+2 dmg 1d4+2 Bludgeon
Storm Burst AB+2 vs touch AC dmg1 d6+2 nonlethal damage; target -2 AR 1 rd 6/day)
Armour: Hide armour (+3 AC, -3 check), Heavy wooden shield (+2AC, -2 check)
--Feats--
Toughness
Lightning Reflexes
--Traits--
Desert Child (+4 saving thow against heat effects, +1 saving throw against fire)
Earning your freedom (+1 Reflex saves)
--Class abilities--
Nature Bond (Weather Domain), Nature Sense, Wild Empathy, Orisons
Storm Burst {sp}, 6 times a day as a standard action Hazreem can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round.
Wild Empathy Can use this ability to change the attitude of animals similar to diplomacy. Can use on magical beasts with intelligence of 1 or 2 but at a -4 to check. Roll 1d20+2 for animals, 1d20-2 for magical beasts.
Woodland stride(Ex) Starting at 2nd level, a druid may ;move through any sort of undergrowth (such as natural ;thorns, briars, overgrown areas, and similar terrain) at her ;normal speed and without taking damage or suffering any ;other impairment. Thorns, briars, and overgrown areas ;that have been magically manipulated to impede motion, ;however, still affect her.
--Ranked Skills--
(ranks + ability mod + proficiency)
Handle Animal (1+1+3+2 druid=7);
Perception (2+3+3=8);Heal (1+3+3=7)
Knowledge (nature) (2+0+3+2 druid= 7)
Spellcraft (2+0+3=5)
Survival (2+3+3=8)
(Note: * means must include Armour penalty when equipped - 5 total, (-10 for swim, only -3 if shield not equipped)
Druid skills spent in Handle Animal, Heal, Knowledge Nature, Survival, and Perception
Bonus skill for human spent in Spellcraft
--Spells--
0 level - 4/day. DC = 14 (unlimited casting)
Detect Magic
Create Water
Resistance
Light
1st level - 3/day DC =15
Produce Flame
Cure Light Wounds
Entangle
Domain - obscuring mist
* means used this day already
--Equipment--
Club (-); Dagger (2gp); Hide Armour (15gp); Heavy Wooden Shield (7gp); Backpack (2gp); Two waterskins (2gp); Tent (10gp); Bedroll (1sp); Wooden Holy symbol of Gozreh (1gp); Explorers outfit (10gp); 3 tindertwig (3gp); Thunderstone (30gp)
Cash: Started with 120 gp; spent 82.1 so far, 37gp, 9 silver remaining.