Stronfeur Uherer

Torthen Azduum's page

37 posts. Alias of Rizzym Jaderenai.


About Torthen Azduum

TORTHEN AZDUUM (DRUID)
CR 1/2
Male Dwarf Druid 1
LN Medium humanoid (dwarf, dwarf)
Init +1; Senses Darkvision (60 ft.), Perception +7
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DEFENSE

AC 17, touch 11, flat-footed 16 (+1 Dex, +4 Hide, +2 Heavy Shield)
HP 12 (1d8)+4
Fort +5, Ref +1, Will +6
Spell Resistance 6
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OFFENSE

Speed 20 ft.
Ranged sling +1 (1d4+2)
Melee warhammer +2 (1d8+2/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Spontaneous Casting,
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STATISTICS

Str 14, Dex 13, Con 16, Int 12, Wis 16, Cha 8
Base Atk +0; CMB +2; CMD 13 (17 vs bullrush) (17 vs trip)

Feats:

Ironhide

Skills:

Acrobatics -4, Appraise +1, Bluff -1, Climb -3, Craft (Untrained) +1, Diplomacy -1, Disguise -1, Escape Artist -4, Fly -4, Heal +3, Intimidate -1, Knowledge (Geography) +5, Knowledge (Nature) +7, Perception +7, Perform (Untrained) -1, Ride -4, Sense Motive +3, Spellcraft +5, Stealth -4, Survival +9, Swim -3

Languages Common, Druidic, Dwarven, Giant
Special Qualities Druid Domain (Earth), Greed, Hatred, Magic Resistant, Nature Sense, Orisons, Stability, Steady, Stonesinger, Weapon Familiarity, Wild Empathy +0,
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Possessions hide; holly and mistletoe; traveler's outfit; rope (hemp/50 ft.); shield, heavy wooden; warhammer; Sling ; Backpack ;
Inside Cart:

[ Blanket; Feed (Per Day) (x2); Chest; Waterskin (Filled); Bedroll; Jug (Clay); ]; Chest [ Sack; Sack; Jug (Clay); ]; Jug (Clay) ; Jug (Clay) ; Mule ; Pouch (Belt) ; Sack [ Bread (Loaf) (x5); ]; Sack [ Cheese (Hunk) (x3); ]

SPELLS:

Per Day
0 - 3
1 - 2+1

PREPARED:
0 - stabilize, mending, detect magic,
1 - magic stone, obscuring mist, expeditious excavation

TRAITS:

Indomitable Faith - You were born in a region where your faith was not popular, yet you never abandoned it.

Chance Savior - Once in the past you saved the Professor from a deadly fate.


SPECIAL ABILITIES:

Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.
Druid Domain (Earth) (Ex)
Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.
Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Magic Resistant (Ex) Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a -2 penalty on all concentration checks made in relation to arcane spells.
Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower
Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.
Stonesinger (Ex) Some dwarves' affinity with the earth grants them greater powers. Dwarves with this racial trait are treated as 1 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 the dwarf early access to level-based powers; it only affects powers the dwarf could use without this ability.
Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Wild Empathy (Ex) You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+0 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intellegence score of 1 or 2, but you take a -4 penalty on the check.