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Dwarf

Orin Oakhammer's page

74 posts. Alias of Fanguar.


Full Name

Orin Oakhammer

Classes/Levels

Male Dwarf Druid(Menhir Savant) 1, hp 11/11, AC 17, (T11/FF16), Init +1, Perc +7 F+4/R+1/W+4 (+3vsSpells)

Strength 14
Dexterity 13
Constitution 14
Intelligence 8
Wisdom 17
Charisma 8

About Orin Oakhammer

Orin Oakhammer
Dwarf Druid(Menhir Savant) 1
NG Medium Humanoid (dwarf)
Init +1; Senses Perception +7
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DEFENSE
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AC 17, touch 11, flat-footed 16 (+4 armor, +2 shield, +1 Dex)
hp 11 (1d8+2+1)
Fort +4, Ref +1, Will +5 (+3 vs Spells, poison, SLA)
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OFFENSE
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Speed 20 ft.
Melee Scimitar +2 1d6+2 (18-20)
Ranged
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SPELLCASTING
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0th 3/day
1st 2+1/day

Domain: Weather(Storms):
Storm Burst (Sp): As a standard action, you 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. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Gale Aura (Su): At 6th level, as a standard action, you can create a 30-foot aura of gale-like winds that slows the progress of enemies. Creatures in the aura cannot take a 5-foot step. Enemies in the aura treat each square that brings them closer to you as difficult terrain. They can move normally in any other direction. You can use this ability for a number of rounds per day equal to your cleric level. The rounds do not need to be consecutive.

1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th— call lightning storm, 6th— sirocco, 7th—control weather, 8th—whirlwind, 9th—storm of vengeance.


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STATISTICS
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Str 14, Dex 13, Con 14, Int 8, Wis 17, Cha 8
Base Atk +0; CMB +3; CMD 15
Feats Spell Focus (Conjuration),
Traits Conspiracy Hunter(Sense Motive), Warrior of Old
Trained Skills Sense Motive +8, Perception +7, Survival +7
Languages Common, Dwarven, Druidic
Equipment
Weapons Scimitar
Armor Hide armor
Other Gear TBA
Wealth 37gp

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SPECIAL ABILITIES
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Spirit Sense (Sp):

At 1st level, a menhir savant can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like detect undead, and the druid detects all of these creatures rather than trying to detect one kind. This ability replaces nature sense and wild empathy.

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RACIAL TRAITS :

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonesinger: Some dwarves' affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. This racial trait replaces stonecunning.

Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
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.


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[spoiler=Background]


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