Friendly Fighter

Hazreem Bel'Shakar's page

16 posts. Alias of eakratz.


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.

Background:
Hazreem is a child who comes from a family of slaves. His maternal grandfather owed a local businessman high interest debt that would take several of his lifetimes to pay off. The businessman took his daughter as payment, and used her until she lost the appeal of youth. Then he sold her to a farm to be used as labor. Hazreem was born on this farm, and spent his entire youth as a slave. He was often sent out into the desert to fetch or deliver unimportant things, and this is where he developed his affinity for nature and the weather. It is also where he realized that there is more to life than running errands to rich landowners and toiling over hard, dry soil. Upon returning from an errand, he vowed to slay his master and escape to freedom, but the opportunity to go on this quest in exchange for his freedom came up, and seemed a more interesting route.