Tsadok Goldtooth

Shalagor's page

95 posts. Organized Play character for Uthraed.


Classes/Levels

Male Half-Orc Druid 1 HP 12/12 AC: 16 TAC: 12 FF:14 Saves: F:3 R:2 W:4 Init: +1 Per: +6 (Low-light)

About Shalagor

Stats:

Half Orc Druid (Bear Shaman) 1
Neutral Medium humanoid (human)

Init+1;Senses Perception +6
Base Atk +0; CMB +4; CMD 16 ACP: -2
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Defense
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AC 16, touch 12 , flat-footed 14 (+4 armor, +2 Dex, +0 shield) 
hp 12
Fort[/b+3, [b]Ref+2,Will+4
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Offense
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Speed 20
Melee
Falchion +4 2d4+6 18-20 x2

Ranged

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Statistics
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Str 18, Dex 14, Con 12, Int 10, Wis 14, Cha 8

Spells:

0 level – 3
Guidance
Enhanced Diplomacy
Stabalize
1st level – 2/day
CLW
Entangle


Skills:
5

Handle Animal 5 (1 Point, 3 Class, -1 CHA, 2 Ability)
Climb 10 (1 Point, 3 Class, 4 STR, Race)
Knowledge (Nature) 6 (1 Point, 3 Class, 0 INT, 2 Ability)
Survival 6 (1 Point, 3 Class. 2 WIS)
Perception 6 (1 Point, 3 Class, 2 WIS)

Feats:

Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Endurance:
You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.

Traits:

Beast of Society: A druid at the Grand Lodge revealed to you secrets changing your form into that of an animal. Whenever you use your wild shape class ability to turn yourself into a Small or Medium animal, the effect lasts for 2 hours per druid level instead of 1 hour per druid level.

Armor Expert: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Race Abilities:

Shaman’s Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Weapon Familiarity:Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Forest Walker: More at home in the forests and jungles of the world, these half-orcs are well adapted to their surroundings. Half-orcs with this trait have low-light vision and gain a +2 racial bonus on Climb checks. This racial trait replaces darkvision.

Class Abilities:

Natures Bond Bear Companion

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.

Nature Sense A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy 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. 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 able to study each other, which means that they 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 druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Extra +4 With Bears

Languages:

Common, Druidic , Orc

Gear:

Totals

150 gp

Small Load <100 Lbs
Medium Load 101-200 Lbs
Large Load 201-300 Lbs

Battle Gear

Falchion 75 gp 8 lbs 2d4 Slashing 18/20 x2
Hide Armor 15gp 25lbs +4 ACP -3

Adventuring Gear

Belt Pouch 1gp .5lbs
Whetstone 2cp 1 lb
flint and steel 1gp
Waterskin 1gp 4 lbs

Oso:

HP: 13/13 AC: 15 Fort: +4 Ref: +5 Will: + 1
BAB: +1 CMB: +2 CMD:13

Skills Climb +6 Acrobatics + 6
Feats: Toughness
Tricks: Defend

Stat Block
Size Small; Speed 40 ft.; AC +2 natural armor; Attack bite (1d4), 2 claws (1d3); Ability Scores Str 15, Dex 15, Con 13, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
4th-Level Advancement
Size Medium; Attack bite (1d6), 2 claws (1d4); Ability Scores Str +4, Dex –2, Con +2.