Farzam Khorsheed

Buri Sunwalker's page

371 posts. Organized Play character for Merck.


Race

Dwarf druid lvl 3 [ HP 30/30 NL8 | AC 20+2=22 T 12 FF 18 | CMD 16 | F +6 R +3 W +6 | Init +6 Per +9 SM +3]

Alignment

NG

Languages

Common, Dwarven, Sylvan, Druidic

About Buri Sunwalker

PFS # 35561-8
STR 15, DEX 14, CON 16, INT 10, WIS 17, CHA 05
Dwarf
Male
Medium Size
Saurian Shaman Druid lvl 3

COMBAT STATS
BaB +2
Init +6; Senses Perception 9, Darkvision 60ft.
CMB +4 (+2BaB +2strength)
CMD 16 (+2BaB +2strength +2dexterity +10)
Favored class Druid (+3 HP at lvl 3)

DEFENSE
AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
HP 30/30 (3d8+9)(+3 Favored Class)
Fort +6 (+2 racial bonus vs poison, spells, and spell-like abilities)
Ref +3 (+2 racial bonus vs poison, spells, and spell-like abilities)
Will +6 (+2 racial bonus vs poison, spells, and spell-like abilities)

OFFENSE
Speed 20 ft, 20 ft Armored
Melee Mwk Silver Warhammer +5 (1d8+2/x3)
Melee Cold Iron Battleaxe +4 (1d8+2/x3)
Melee Club +4 (1d6+2/x2)
Melee Dagger +4 (1d4+2/19-20x2)
Ranged Sling +4 (1d4+2/x2), range 50 ft.
Space 5 ft; Reach 5 ft

TRAITS
Focused Mind: +2 concentrations checks.
Easy of Faith: +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

FEATS
Improved Initiative
Power Attack

SKILLS
6 Climb (3+1rank+2str)
2 Diplomacy (3+1rank-3cha+1trait)
Handle Animal
7 Heal (3+1rank+3wis)
6 Knowledge Nature (3+1rank+0int+2class)
9 Perception (3+3rank+3wis)
4 Spellcraft (3+1rank+0int)
11 Survival (3+3rank+3wis+2class)
6 Swim (3+1rank+2str)

EQUIPMENT:

Dragon Hide Breastplate (+6/+3/-3), 700gp, 30 lbs.
Alchemical Silver Mkw Warhammer (B) 1d8 dmg, crit x3, 402 gp, 5 lbs
Cold Iron Battleaxe (S), 1d8 dmg, crit x3, 20 gp, 6 lbs
Club (B), 1d6 dmg, crit x2, 3 lbs
Dagger (P or S), 1D4 dmg, crit 19-20 x2, 2gp, 1 lbs
Sling (B), 1d4 dmg, crit x2,
Large Wooden Shield (+2/ - /-2), 5gp, 3 lbs
Backpack, 2gp, 2 lbs
Bedroll, 0.01gp, 5 lbs
Flint and Steel, 1gp, - lbs
Grappling Hook, 1gp, 4 lbs
5x Oil (1 pint flask), 0.05gp, 5 lbs
Belt Pouch, 1gp, 1/2 lbs
Hemp Rope (50ft.), 1 gp, 10 lbs
Waterskin, 1gp, 4 lbs
Explorer's Outfit, 8 lbs
Spell component pouch, 5gp, 2 lbs
3x Trail Rations, 0.15gp, 3 lbs
20x sling bullets 2 sp
Scroll Case
Wand of CLW - 45/50 charges
Scroll of Faerie Fire

Money spent:$
Money left:$

Total equipment weight:
Equipment carried on his body:
Equipment carried on backpack:

SPELLS:

Memorised

Orisons:

Read Magic
Detect Magic
Guidence
Stabilize

1st LVL:3
Entangle
Cure Light Wounds
Fairy Fire

2nd LVL:2
Barkskin
Warp Wood

Tactics (War) Domain:

Granted Powers:

Seize the Initiative (Su):
Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Weapon Master (Su):
At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.

Domain Spells: 1st— Magic Weapon, 2nd— Aid, 3rd— Magic Vestment, 4th— Divine Power, 5th— Greater Command, 6th— Blade Barrier

Class Abilities:

Spontaneous Casting
A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

Chaotic, Evil, Good, and Lawful Spells
A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Orisons (Sp)
Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

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. Druids also have access to a set of Animal and Terrain Domains. 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.

Nature Sense (Ex)
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex)
A druid 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 her 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.

Woodland Stride (Ex)
Starting at 2nd level, a druid 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 her.

Trackless Step (Ex)
Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Saurian Shaman Archetype:

Nature Bond
A saurian shaman who chooses an animal companion must select a dinosaur. If choosing a domain, a saurian shaman must choose from the Animal, Destruction, Fire, and War domains.

Wild Empathy (Ex)
A saurian shaman can use wild empathy with dinosaurs and reptiles as a full-round action with a +4 bonus.

Totem Transformation (Su)
At 2nd level, a saurian shaman may adopt an aspect of the saurian while retaining her 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)
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. Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level. The dragon shaman can use this ability for a number of minutes per day equal to her druid level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. This is a polymorph effect and cannot be used while the druid is using another polymorph effect, such as wild shape.

Totemic Summons (Su)
At 5th level, a saurian shaman may cast summon nature’s ally as a standard action when summoning reptiles and dinosaurs, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the dragon shaman’s totemic summons ability.

This ability replaces a thousand faces.

Wild Shape (Su)
At 6th level, a saurian shaman’s wild shape ability functions at her druid level –2. If she takes on the form of a reptile or a dinosaur, she instead uses her druid level +2.

Bonus Feat
At 9th level and every 4 levels thereafter, a saurian shaman gains one of the following bonus feats: Improved Overrun, Nimble Moves, Power Attack, Skill Focus (Intimidate), or Vital Strike. She must meet the prerequisites for these bonus feats.

This ability replaces venom immunity.

Dwarf Traits:

Ability Score Racial Traits: +2 Constitution, +2 Wisdom, and –2 Charisma.

Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.

Type: Dwarves are humanoids with the dwarf subtype.

Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.

Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.

Stonecunning: Dwarves gain a +2 bonus on Perception 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, whether or not they are actively looking.

Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Vanities:

Hunting Lodge membership. (2PP)
You are a master hunter and have been recognized as such by being invited to join an elite hunting lodge. You can use Survival to make Day Job rolls.

Backstory:

The youngest son of a wealthy merchant clan from Qadira Buri grew up crossing the desert with his family's caravan. But while they lived for trade and coin what the young dwarf loved the most was the desert sands and its endless horizons. While his family pay its respects to Torag and Sarenrae Buri found a different form of spirituality, more primal but also more pure. He learned how to commune with the wind, the sun, the sands and even the lizards.

Due to his love of nature Buri grew up to be a druid and the responsabilities of clan life started to feel like shackles. Upon reaching adulthood he joined the pathfinders so he could continue his travels away from family judgements but still serve his people as a Qadiran envoy.