Kevoth-Kul

Argor Zadok's page

210 posts. Organized Play character for Daxter.


Full Name

Argor Zadok

Race

Kellid Druid 2 HP: 17/17 AC:17 FF:16 T:11 F:+6, R:+2, W:+6 Perception +8 (Effects:None)

Alignment

LN

Strength 18
Dexterity 12
Constitution 14
Intelligence 8
Wisdom 14
Charisma 10

About Argor Zadok

Argor Zadok
Saurian Druid 2
Favored Class: Skill Points +2
Senses: Perception +8
Init: +1
Defenses
HP: 17 (2d8+4)
AC: 17
Touch: 11
Flat-Footed: 16
Fort: +6 Reflex: +2 Will: +6
BAB +1; CMB +5; CMD 16
Melee Masterwork Quarterstaff +6 (1d6+6/20/x2)
Ranged Dagger +2 (1d4+4/19-20/x2)
Druid Spells Prepared: (CL1, Concentration +3)
1st (3/day): Longstrider, Longstrider, Thunderstomp (D) True Strike
0 (at-will): Create Water, Guidance, Light, Read Magic
Str 18, Dex 12, Con 14, Int 8, Wis 14, Cha 10
Skills: Climb + 5, Knowledge(Nature) +5, Knowledge(History) +5, Perception +8, Profession(Natural Historian) +7, Survival +9
Traits: Dirty Fighter, Student of History
Feats: Dirty Fighting, Improved Trip
Languages: Common
Gear: Dragonhide Breastplate, Masterwork Quarterstaff, Wand of CLW(48), Cracked Incandescent Blue Sphere Ioun Stone(Perception), Scroll of Longstrider, Scroll of Faerie Fire, Scroll of Jump, Wand of Faerie Fire(50), Cloak of Resistance +1
Special
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Nature Sense: Argor gains a +2 bonus on knowledge(nature) and survival checks.
Wild Empathy +2: Argor 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 his 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. Argor can use wild empathy with dinosaurs and reptiles as a full-round action with a +4 bonus.
Nature Bond(Domain): War(Rage)
Destruction Domain(Destructive Smite) 5/day: Argor gains the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 his cleric level (minimum 1). He must declare the destructive smite before making the attack.
Woodland Stride: Argor 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 him.
Totem Transformation: Argor may adopt an aspect of the saurian while retaining his normal form. This ability functions as the dragon shaman’s totem transformation ability, but the druid may select from the following bonuses: movement (+10 enhancement bonus to land speed), scales (+2 natural armor bonus to AC), senses (low-light vision, scent), or natural weapons (bite [1d6], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple). While using totem transformation, a saurian shaman may speak normally and can cast speak with animals (reptiles and dinosaurs only) at will.