Tsadok Goldtooth

Ausk the Heathenbane's page

318 posts. Alias of nilesr.


Full Name

Ausk the Heathenbane

Race

Consumables

Classes/Levels

| HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

About Ausk the Heathenbane

Ausk the Heathenbane
Male Half-orc Druid 6
NG medium humanoid
Init 0 Senses Darkvision (60) Perception +14
DEFENSE
AC 14, touch 11, flat-footed 14
hp 51
Fort 8 Reflex 3 Will 11
OFFENSE
Speed 30 ft
Melee
+1 Greataxe +7 (1d12+4 x3)
Ranged
Sling +4 (1d4+2 x2)
Space 5 Reach 5
STATISTICS
STR 14 DEX 10 CON 14 INT 10 WIS 20 CHA 12
BAB 4 CMB 6 CMD 17
Feats Combat Casting, Natural Spell, Spell Penetration
Skills Acrobatics 5, Appraise 0, Bluff 1, Climb 6, Craft (Leatherworking) 6, Diplomacy 1, Disguise 1, Escape Artist 0, Fly 0, Handle Animal 7, Heal 13, Intimidate 9, Knowledge (geography) 6, Knowledge (nature) 12, Linguistics 1, Lore (Druidic Ritual) 4, Perception 14, Ride 0, Sense Motive 5, Spellcraft 8, Stealth 5, Survival 16, Swim 6
Languages Orc, Common, Druidic, Polyglot
Gear +1 Greataxe, Sling, Backpack, Rations - trail (per day) (3), Waterskin, Pearl of Power; 1st Level Spell

Half-orc Traits (Core 25)

• Intimidating: Half-orcs receive a +2 racial bonus on

Intimidate skill checks due to their fearsome nature.*

• Orc Blood: Half-orcs count as both humans and orcs for any

effect related to race.

• Orc Ferocity: Once per day, when a half-orc is brought below 0

hit points but not killed, he can fight on for one 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.*

• Darkvision: You can see in the dark up to 60f

Traits

• Boarded in the Mwangi Expanse (APSS 10): You gain Polyglot as

a bonus language* and receive a +1 trait bonus on all

Knowledge (nature) checks regarding the jungle.

• Child of Nature (Survival) (APG 333): You gain a +2 trait

bonus on Survival checks to find food and water, and a +1

trait bonus on Knowledge (nature) checks*. Survival is always

a class skill for you*.

Class Features

• Archetypes: Jungle Druid

• Armor and Shield Proficiency: You are proficient in Light and

Medium Armor. You are proficient with shields (excluding

tower shields.) *

• Weapon Proficiency: You are proficient with the following

weapons: Club; Dagger; Dart; Falchion; Greataxe;

Quarterstaff; Scimitar; Scythe; Shortspear; Sickle; Sling;

Spear; Unarmed Strike; Dart, Jolting; Pistol, dagger (melee

attack)

• Nature Bond (Core 50): You have access to the Jungle domain.*

• Nature Sense (Core 50): You get a +2 to Knowledge (nature) and

Survival checks.*

• Spontaneous Casting (Core 49): You can channel stored spell

energy into Summon Nature's Ally spells that you haven't

prepared ahead of time.

• Wild Empathy (Ex) (Core 50): You can improve the attitude of

an animal. This ability functions just like a Diplomacy check

made to improve the attitude of a person. Your Wild Empathy

Check is 1d20 +7.

• Domain Powers: You gain the following domain powers:

• Brachiation (UM 34): As a free action you may climb with a

climb speed equal to your land speed, and gain a +6 bonus

on Acrobatics checks for up to 6 rounds a day.

• Trap Sense (UM 34): You get a +2 bonus to Reflex save to

avoid traps and a +2 dodge bonus to Armor Class against

attacks made by traps.

• Woodland Stride (Core 51): You may move through any sort of

undergrowth (such as natural thorns, briars, overgrown areas,

and similar terrain) at your normal speed and without taking

damage or suffering any other impairment.

• Jungle Guardian (Ex) (APG 100): You gain a +3 bonus on

Initiative checks and Knowledge (geography), Perception,

Stealth, and Survival checks in jungle terrain, and you

cannot be tracked in such environments.

• Torrid Endurance (Ex) (APG 100): You ignore the effects of a

hot climate as if under the effects of endure elements. You

also gain a +4 bonus on saves against disease and the

exceptional abilities of animals and magical beasts.

• Wild Shape (Su) (APG 100): You can turn yourself into other forms. Changing form is a standard action that doesn't

provoke an attack of opportunity, and each use lasts for up

to 4 hours. You can turn into a Small to Medium animal, as

beast shape I. You can use wildshape 1 time per day.

Feats

• Combat Casting (Core 119): You get a +4 bonus on concentration

checks when casting on the defensive or while grappled

• Natural Spell (Core 131): You can complete the verbal and

somatic components of spells while using wild shape.

• Spell Penetration (Core 134): You get a +2 bonus on caster

level checks made to overcome spell resistance

• Armor Proficiency, Medium (Core 118): You are proficient

wearing medium armor.

• Armor Proficiency, Light (Core 118): You are proficient

wearing light armor.

• Shield Proficiency (Core 133): When you use a shield, the

shield's armor check penalty only applies to Strength- and

Dexterity-based skills.*

Automatic Bonus Progression

• Resistance: You gain a +1 resistance bonus on all saving

throws.*

• Armor Attunement: You can attune yourself to a suit of armor

and shield, gaining an enhancement bonus. A normal set of

clothing counts as having a starting enhancement bonus of 0.

You can change this attunement once per day. You can grant a

+1 bonus to either your armor or shield.

• Weapon Attunement: You can attune yourself to one or two

weapons, granting them an enhancement bonus. You can change

this attunement once per day. You can grant a +1 bonus to a

single weapon.

• Deflection: You gain a +1 deflection bonus to AC.*

• Mental Prowess: You gain .*

Magic Items

• Boots of Elvenkind (Core 503): These boots grant a +5

bonus on Acrobatics checks.*

• Cloak of Elvenkind (Core 507): Grants a +5 Competence

bonus to Stealth checks.*

• Pearl of Power; 1st Level Spell (Core 525): Once per day

on command you can recall any 1st level spell you

prepared then cast and the spell is prepared again as if

you had not cast it