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Dwarf

Orin Oakhammer's page

71 posts. Alias of Fanguar.


Full Name

Orin Oakhammer

Classes/Levels

Male Dwarf Druid(Menhir Savant) 1, hp 11/11, AC x, (T12/FF18), Init +2, Perc +. F+6/R+4/W+8

Strength 16
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 16
Charisma 8

About Orin Oakhammer

Orin Oakhammer
Dwarf Druid(Menhir Savant) 1
LN Medium Humanoid (dwarf)
Init +2; Senses Perception +7
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DEFENSE
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AC 18, touch 12, flat-footed 16 (+4 armor, +2 shield, +2 Dex)
hp 11 (1d8+2+1)
Fort +4, Ref +2, Will +5
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OFFENSE
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Speed 20 ft.
Melee Scimitar +3 1d6+3 x2(18-20)
Ranged N/A
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SPELLCASTING
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0th 3/day
1st 2/day
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STATISTICS
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Str 16, Dex 14, Con 14, Int 8, Wis 16, Cha 8
Base Atk +0; CMB +3; CMD 15
Feats Spell Focus (Conjuration),
Traits Deep Guardian, Beast of the Society, Rescued(Shalelu)
Trained Skills Knowledge (Nature) +4, Perception +7, Survival +7, Profession(herbalist) +7
Untrained Skills Appraise -1, Acrobatics +2, Climb +3, Craft +0, , Bluff -1, Diplomacy -1,, Escape Artist +2, Fly +2, Heal +3, Intimidate -1, Ride +2, Swim +0 Sense Motive +3, Sleight of Hand +2, Stealth +2,
Languages Common, Dwarven, Druidic
Equipment
Weapons Scimitar (6lbs)
Armor Hide armor (25lbs)
Other Gear TBA
Wealth 33gp
Carrying Capacity
Light: 76 lbs
Medium: 77-153 lbs
Heavy: 174-260 lbs
Carried: 31 lbs

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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.

Animal Companion:

Grimfang
N Wolf, (Medium animal)
Init +2; Perception + 5
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Offense
--------------------
Attack: Bite +2 (1d6+1 plus Trip)
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Defense
AC 14, touch 12, flat-footed 12
hp 21
Fort +5, Ref +6, Will +1
--------------------
Statistics
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14
Speed 50ft
Feats: Toughness
Skills: Stealth +6, Perception +5
Special Qualities: low-light vision, scent.
Tricks(max 8):
Attack
--------------------
Special
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Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

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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.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to 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.

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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Description and Background:

History: Among the dwarfs of Kopparberget the Earthbound hold a place of special reverence. These dwarves are born with a deep connection to the land and can learn to coax it into bending to their will. Above ground, they keep the crops growing and oversee the management of the livestock. In the mines, they are consulted before the sinking of any new shafts and their ability to commune with their elemental brothers of the earth helps to guide the miners to the richest pockets of ore. They are respected and honored, and too precious to lose. No dwarf with the talent can ignore the calling, no matter how much they may want to and Orin definitely wanted to.

The youngest son, born to a family of brewers, Orin had hoped that with several older siblings to take over the family business, he might be able to pursue a different path. The deep places called to him and he wanted nothing more than to join the ranks of cities mining corps. The lure of gold, the thrill of discovery, the danger, all these called to him and he was all set to join up when he suddenly found himself being indoctrinated into the Earthbound. Apparently, they had had their eye on him for sometime and felt that it was time to begin this teaching. It was awful. Orin didn’t even particularly like animals, but there was no denying his duty and there were some mining related activities. It made for a long 20 years.

The final test before acceptance into the order is the walkabout. The acolyte must meditate in the wilderness until he or she is visited by their spirit guide. This animal is thought to be a messenger from the land itself and is sent to lead the acolyte to their final testing. This usually involves many years away from the city and only upon return are they fully accepted into the ranks of the Earthbound. The length of the walkabout seems to be mainly dependent on the life expectancy of the spirit animal, as its death is usually heralded as an indicator that the time of testing was complete.

Orin’s spirit guide has taken the form of a large shaggy wolf and his trailing after it has lead him far from the city of his birth. Leaving your fate in the hands of a wild animal is often a perilous undertaking and as such Orin found himself following his nimble wolf companion across of narrow and moss slicked log that spanned a cleft in the ridge they were following. Orin, not nearly as sure of foot as his companion ran into some issues and when Shalelu came across the panicked dwarf several hours later, she found him dangling from the log holding on for dear life. With a laugh at the sight, she nimbly danced over to him and with a surety of balance that Orin could only marvel at, she helped up and over the chasm.

Since then, they have been friends of sorts. With the wolf seemingly content with the game rich forests around Sandpoint, Orin has had many encounters with the ranger and has on more than one occasion helped her in thinning out the local goblin population. At their last meeting, Shalelu mentioned that she was thinking on taking a long journey and at her comment, the wolf came over to rest his head on her lap. Taking that as a sign, Orin has vowed to join Shalelu in her journey, wherever that happens to be.

Appearance: Orin his a thickly muscle dwarf with wild, unkempt brown hair and beard. He is deeply tanned and his exposed skin is ruddy from the wind. His clothes are tattered and he has a decidedly wild look about the eyes, probably from so much time alone in the wilderness.

Personality: A little put upon. He's never really been happy with his calling, though he's resigned himself to his fate. Mostly he’s just happy to be doing something. He had been stuck in the woods surrounding Sandpoint for so long that he was beginning to think that was how he was going to spend the rest of his walkabout. If nothing else the change of scenery will get him excited. He genuinely believes that his animal companion has been sent to guide him to his testing and tends to talk to it as a person, as such he makes no attempt to train it. He also doesn’t actually like animals that much and has no interest in befriending them. Other than that, he’s open and friendly, and happy to have company. All that time alone in the wilderness has worn down his social filters though, and he does tend to say odd things from time to time.



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