![]()
About Buri SunwalkerPFS # 35561-8
COMBAT STATS
DEFENSE
OFFENSE
TRAITS
FEATS
SKILLS
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:$
Total equipment weight:
SPELLS:
Memorised Orisons: Read Magic
1st LVL:3
2nd LVL:2
Tactics (War) Domain:
Granted Powers: Seize the Initiative (Su):
Weapon Master (Su):
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
Orisons (Sp)
Nature Bond (Ex)
Nature Sense (Ex)
Wild Empathy (Ex)
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)
Trackless Step (Ex)
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)
Totem Transformation (Su)
Movement (+10 enhancement bonus to land speed)
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)
This ability replaces a thousand faces. Wild Shape (Su)
Bonus Feat
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.
|