Ranger

Beromir's page

107 posts. Organized Play character for KnightFever.


Full Name

Beromir Bear-blood

Race

Human

Classes/Levels

Druid (bear shaman) 3, hp 30/30, AC 18 (T 10, FF 16), Fort +6, Ref +4, Will +6, Perc. +8, Init. +2

Gender

Male

Size

Medium

Age

24

Alignment

NG

Deity

Erastil

Languages

Common, Druidic

Strength 17
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 14
Charisma 8

About Beromir

Beromir is a 6,3 ft towering man with long, thick hair and beard. Dressed in simple, coarse clothes over a green dragonhide armor, he looks like someone who has always lived in forests or in remote countryside. He carries several weapons - spears, longbow, scimitar - and notably a greataxe that hangs on his back.

PFS information:
# 21768-3
XP: 7
Faction: Liberty's Edge
Fame: 12
Prestige points: 6
Scenario completed:
1. #39: The Citadel of Flame (GM credit)
2. #3-01: The Frostfur Captives
3. The Emerald Spire Superdungeon: The Tower Ruins
4. #3–05: Tide of Twilight
5. #4–05: The Sanos Abduction

Male human druid (bear shaman) 3
NG Medium Humanoid (Human)
Init +2; Senses Perception +8

DEFENSE

AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 30 (3d8+12)
Fort +6, Ref +4, Will +6

OFFENSE

Speed 20 ft.
Melee masterwork greataxe +7 (1d12+4/x3) or cold iron spear +5 (1d8+4/x3) or silver scimitar +5 (1d6+3/18–20)
Ranged shortspear +4 (1d6+3) or longbow +4 (1d8/x3)
Domain Spell-Like Abilities (CL 3rd; concentration +5)
5/day - Strength Surge (Sp) (+1)
Druid Spells Prepared (CL 3rd; concentration +5)
2nd - aspect of the bear, bull's strength (D), lesser restoration
1st - cure light wounds (x2), enlarge person (D), entangle (DC 13)
0 (at will) - detect magic, guidance, know direction, stabilize
Domain Strength

STATISTICS

Str 17, Dex 14, Con 14, Int 10, Wis 14, Cha 8
Base Atk +2; CMB +5; CMD 17
Feats Martial Weapon Proficiency (greataxe), Toughness, Weapon Focus (greataxe)
Traits Hunter’s Eye (Longbow), Poverty-Stricken
Skills Climb +9, Heal +6, Knowledge (dungeoneering) +1, Knowledge (local) +1, Knowledge (nature) +8, Perception +8, Survival +11; Armor Check Penalty -3
Languages Common, Druidic
SQ nature bond (Strength domain), totem transformation, trackless step, wild empathy +2 (+6 with bears and wolverines), woodland stride
Combat Gear oil of magic weapon, scroll of enlarge, scroll of barskin, scroll of lesser restoration, wand of cure light wounds (32 charges), flask of acid, flask of alchemist's fire; Other Gear green dragonhide agile breastplate, masterwork greataxe, cold iron greataxe, silver scimitar, shortspear, dagger, longbow with 17 arrows, cloak of resistance +1, waterskin, flint and steel, scroll case, masterwork backpack, 50 ft. silk rope, grappling hook, spell component pouch, sprig of holly and mistletoe, everburning torch, 1,268 gp, 4 sp, 5 cp

Enlarged

Size large
Str 19, Dex 12
AC 16, touch 10, flat-footed 16
Space/reach 10/10
Melee masterwork greataxe +7 (3d6+6/x3)
Ranged shortspear +2 (1d6+4) or longbow +2 (1d8/x3)

Boons/Vanities:

BOON

Goblin Bane (The Emerald Spire Superdungeon: The Tower Ruins): You gain a +2 bonus on Intimidate checks against humanoids with the goblinoid subtype.

VANITY

Hunting Lodge: You can use Survival to make Day Job rolls.

BACKGROUND

Born in a large lumberjack family from Andoran, Beromir lived his early years in the Verduran Forest near a small village. He was rapidly attracted by the wildlife and the natural world, especially by the powerful bears which he could see some specimens. One day, he managed to free a young bear, which he has nearly tamed, from a group of hunters. This got him the anger of the villagers and, as this kind of accident tended to repeat itself, he eventually left. He roamed around Anduran and eventually connected with a bunch of free fighters who was helping Anduran army to defend Cheliax border. Amongst them was a druid who learned him the powers of natural forces and helped him to become himself a druid. At the same time, he became aware of the Andoran moral values - defence of freedom, fight against slavery and oppression - and he more or less consciously made it his own.
One day, he and his fellow comrades saved an Andoran Pathfinder Society emissary from an orc attack. The man talked lengthily to them about the Pathfinder Society and offered anyone interested to join the Pathfinder Andoran faction. As an afterthought, Beromir accepted the proposition to defend Andoran interests, see new places et continue to improve his druidic abilities.

Level Progression:

Level 1
Class: Druid
Class Features: Nature bond (Strength domain), nature sense, orisons, wild empathy
Hit points: 8+2 Con +1 favored class +3 Toughness
Skill points (4+1 human): Climb (1 rank), Heal (1 rank), Knowledge (nature) (1 rank), Perception (1 rank), Survival (1 rank)
Feats: Martial Weapon Proficiency (greataxe), Toughness

Level 2
Class: Druid
Class Features: Woodland stride, totem transformation
Hit points: 5+2 Con + 1 favored class
Skill points (4+1 human): Climb (1 rank), Knowledge (local) (1 rank), Knowledge (nature) (1 rank), Perception (1 rank), Survival (1 rank)

Level 3
Class: Druid
Class Features: Trackless step
Hit points: 5+2 Con + 1 favored class
Skill points (4+1 human): Climb (1 rank), Knowledge (dungeoneering) (1 rank), Knowledge (nature) (1 rank), Perception (1 rank), Survival (1 rank)
Feat: Weapon Focus (greataxe)

Advancement:

Feats: Spell Focus (conjuration)/Augment Summoning, Blind-Fight, Combat Casting, Combat Reflexes, Dodge, Endurance, Natural Spell, Power Attack, weapon versality

Stuff: amulet of natural armor (2,000 gp), +1 dragonhide agile breastplate (1,000 gp), +1 greataxe (2,000), masterwork composite longbow (+3 str) (675), Green Faith (+2 circumstance bonus on all Knowledge (nature) checks) (4 PP), potion of darkvision (300)

Equipment:

Green agile dragonhide breastplate (25 lbs.)
Masterwork greataxe (12 lbs.)
Cold iron greataxe (12 lbs.)
Shortspear (3 lbs.)
Longbow (3 lbs.)
Silver scimitar (4 lbs.)
Quiver of 17 arrows (2,55 lbs.)
Dagger (1 lb.)
Waterskin (4 lbs.)
Flint and steel
Scroll case (0,5 lb.)
Masterwork backpack (4 lbs.)
50 ft. silk rope (5 lbs.)
Grappling hook (4 lbs.)
Spell component pouch (2 lbs.)
Sprig of holly and mistletoe
Everburning torch (1 lb.)
Flask of alchemist's fire (1 lb.)
Flask of acid (1 lb.)
Cloak of resistance +1 (1 lb.)
Scroll of enlarge
Scroll of barskin
Scroll of lesser restoration
Oil of magic weapon
Wand of cure light wounds (32 charges)

1,268 gp
4 sp
5 cp

Total weight : 86,05 lbs (light load)

Spell list:

Lvl 1: cure light wounds, entangle, feather steps

Lvl 2: lesser restoration, resist energy, aspect of the bear