About AuluriusAulurius
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex, )
hp 14 ((1d8)+6) Fort +4, Ref +2, Will +5, +2 vs. poison, spells, and spell-like abilities ================================================= OFFENSE ================================================= View:
Speed 20 ft.
Melee masterwork scimitar +3 (1d6+2/18-20) Melee dagger +2 (1d4+2/19-20) Ranged dagger (thrown) +2 (1d4+2/19-20) Melee quarterstaff +2 (1d6+2) Special Attacks Spontaneous Casting, Prepared Spells
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Str 14, Dex 14, Con 15, Int 10, Wis 16, Cha 10,
Base Atk +0; CMB +2; CMD 14 (18 vs bullrush) (18 vs trip) Feats Toughness Skills Handle Animal +4, Knowledge (Nature) +4, Perception +8, Perception (Notice unusual stonework) +10, Profession (Herbalist) +8, Traits Reactionary, Suspicious, Languages Common, Druidic, Dwarven SQ animal companion, darkvision, greed, hardy, hatred, nature bond, orisons, spirit sense, stability, steady, stonecunning, weapon familiarity, Combat Gear potion of cure light wounds (2), Other Gear masterwork scimitar, masterwork hide armor, spell component pouch, holly and mistletoe, dagger (3), quarterstaff, chalk, ink, 1 oz. vial, inkpen, paper (5), rope, silk (50 ft.), vial (2), 52.89 gp ================================================= SPECIAL ABILITIES ================================================= View:
Animal Companion (Ex)
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype. 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. Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. 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. Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Nature Bond (Ex) At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously. The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in the Animal Companions section beginning on page 51. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished. 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. Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. 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. Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill 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, regardless of whether or not they are actively looking. Suspicious You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. 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 ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+1 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 Intelligence score of 1 or 2, but you take a -4 penalty on the check. =================================================
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Fame 1 Prestige 1 Chronicles
Boons
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Aulurius was born to a small Dwarven mountain village that, like most Dwarven settlements, valued stonework, gems, minerals, and the like above all else. In this village, trips to the surface, although not explicitly forbidden, were rare and viewed as an occasional necessity. Aulurius' only interest in stone was the megalithic circles that seemed to be nodes that magic ley lines connected to. He was far more interested in the natural magics of the world, from the ley lines to plant life to animals. This interest drove him to the surface of the mountain more and more as he grew. He ventured to the forests and jungles in the valley from time to time, as well as studying the stone outcroppings that seemed ever interwoven with the natural magic of Golarion. His family disowned him, and he found no friends in his village. One fateful day, Aulurius was accosted and subdued by those that mocked his love of nature, and they bestowed upon him the greatest shame a Dwarf could have; they shaved his beard. Furious and hurt, he struck out to live among nature, starting in the very valleys that he so often trekked. It was there he met Huntress as barely more than a cub looking for a meal. Seemingly abandoned, Huntress started hanging around the Dwarfs campsites and following him when he moved, and it wasn't long before the two were inseparable. Now they travel the world, aiming to learn more about nature, ley lines, and the ways of the druid. He's even caught wind of other planes of existence that naturally exist in completely different ways than the material plane. So, he decided to join the Pathfinder Society in order to broaden his horizons. =================================================
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Aulurius has an average build for a Dwarf and he has dark olive skin. His hazel eyes are filled with a wary curiosity, though this is often overlooked for the shortness of his beard. Though he is by no means clean shaven, his beard has grown painstakingly slow since his brethren had shaved it. The hair on his head fared better, and was long and straight, usually kept somewhat in place with loose braids. Both had turned white at an earlier age than most. |