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About Darvesh IronskullDarvesh Ironskull is average height and build for a dwarf, with sandy brown skin, muddy brown hair and earthy brown eyes. He wears subdued colours like oranges, browns and reds, with a touch of green to acknowledge his druidic nature. He wears dragon hide full plate armour and carries a darkwood shield to remind him of the life giving earth, but also carries a mean masterwork silver battleaxe as a tribute to his dwarvish heritage. DARVESH "THE RISEN" IRONSKULL CR 11
COMBAT:
Init +1; Senses Darkvision; Perception +28
-------------------- DEFENSE -------------------- AC 31, touch 12, flat-footed 30. . (+10 armor, +4 shield, +1 Dex, +5 Barkskin, +1 deflection) hp 99 (12d8+24+12) Fort +12, Ref +7, Will +16 Defensive Abilities Defensive Training; Immune poison; Resist acid 20; Spell Resistance 20 -------------------- OFFENSE -------------------- Spd 30 ft. Melee Masterwork Silver Battleaxe +9/+4 (1d8+7/20/x3) Spell-Like Abilities Acid Dart 1d6+6 (9/day) Druid Spells Prepared DC: 16 + spell level CL: 12 (vs.SR: +12, Concentration: +18) Melee Touch +11, Ranged Touch +10 6 (3/day) Greater Dispel Magic, Mass Bear's Endurance, Mass Cure Light Wounds, Stoneskin* 5 (4/day) Baleful Polymorph (DC 21), Cure Critical Wounds (DC 21), Death Ward, Fire Snake (DC 21), Wall of Stone* (DC 20) 4 (4/day) Cure Serious Wounds (DC 20), Dispel Magic, Flame Strike (DC 20), Freedom of Movement (DC 20), Spike Stones* (DC 20) 3 (5/day) Call Lightning (DC 19), Cure Moderate Wounds (DC 19), Dominate Animal (DC 19), Protection from Energy (DC 19), Remove Disease, Stone Shape* 2 (6/day) Barkskin, Bull's Strength (DC 18), Flaming Sphere (DC 18), Lesser Restoration, Soften Earth and Stone*, Summon Swarm, Wood Shape (DC 18) 1 (6/day) Cure Light Wounds (DC 17), Cure Light Wounds (DC 17), Entangle (DC 17), Faerie Fire, Longstrider (DC 17), Magic Stone (DC 17), Shillelagh (DC 17) 0 (at will) Detect Magic, Guidance, Read Magic (DC 16), Stabilize STATISTICS:
Str 14, Dex 12, Con 14, Int 12, Wis 20/22, Cha 10 Base Atk +9; CMB +11; CMD 23 FEATS:
Armour Proficiency (Light)
Armour Proficiency (Medium) Shield Proficiency 1st Alertness 3rd Power Attack (-3/+6) 5th Natural Spell 7th Cleave 9th Armour Proficiency (Heavy) 11th Toughness TRAITS:
Suspicious: Class Skill Sense Motive +1
Tomb Raider: Class Skill Knowledge: Dungeoneering and Perception +1 SKILLS:
RANKS 72 (4+1+1)x12
-4 Acrobatics DEX(1)-5 +1 (+3 SA) Appraise INT(1) +0 Bluff CHA(0) -3 Climb* STR(2)-5 +0 Diplomacy CHA(0) +10 Disguise CHA(0) -4 Escape Artist DEX(1)-5 +2 Fly* 3+DEX(1)-5 +13 Heal* 2+WIS(6)+2 +0 Intimidate CHA(0) +17 Knowledge: Dungeoneering* 12+INT(1)+1 +5 Knowledge: Geography* 1+INT(1) +11 Knowledge: Nature* 5+INT(1)+2 +3 Knowledge: the Planes 2+INT(1) +3 Linguistics 2+INT(1) +28 (+30 SA) Perception* 12+WIS(6)+2+1+4 -4 Ride DEX(1)-5 +28 Sense Motive* 12+WIS(6)+2+1+4 +13 Spellcraft* 9+INT(1) -4 Stealth DEX(1) +23 Survival* 12+WIS(6)+2 -3 Swim STR(2)-5 SPECIAL ABILITIES:
Acid Dart (1d6+6) (9/day) (Sp) 30' Ranged touch attack deals 1d6+6 Acid damage.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC. Damage Resistance, Acid (20) You have the specified Damage Resistance against Acid attacks. Darkvision (60 feet) You can see in the dark (black and white vision only). Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype. Dwarf +2 Con, +2 Wis, -2 Cha Druid Domain: Earth Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures. Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones. Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects. Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs. Immunity to Poison You are immune to poison. Natural Spell You can cast spells while in Wild Shape. Nature Sense (Ex) +2 Knowledge (Nature), +2 Survival Power Attack -3/+6 You can subtract from your attack roll to add to your damage. Resist Nature's Lure (Ex) +4 save vs. effects from Fey and effects using plants. Slow and Steady Your base speed is never modified by encumbrance. Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells. Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground. Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet. Trackless Step (Ex) You do not leave a trail as you move through natural surroundings. Weapon Familiarity: proficient with battleaxes, heavy picks and warhammers Wild Armor can be used in Wild Shape. Wild Empathy +10 (Ex) Improve the attitude of an animal, as if using Diplomacy. Wild Shape (6/day) (Su) Shapeshift into a different creature one or more times per day. Wild Shape (Beast Shape III: Diminutive - Huge animal) You may use your Wild Shape ability to become an animal. Wild Shape (Elemental Body IV: Small - Huge elemental) You may use your Wild Shape ability to become an elemental. Wild Shape (Plant Shape II: Small - Large plant creature) You may use your Wild Shape ability to become a plant creature. Woodland Stride (Ex) Move through undergrowth at normal speed. BOONS:
Trained Eye: +2 on all Perception checks
Resisting the Gossamer King: +1 to saves against poisons and diseases. Heroes of Magnimar: +2 to Bluff, Diplomacy and Intimidate checks in Magnimar and in the cities and towns allied with it when displaying medal Contraband Dividends: Item up to 150gp- Scroll of Resist Energy Koboldfriend: +2 on Diplomacy checks with Humanoid(reptilian) necklace Averted Mauling: Item up to 400gp- Masterwork Alchemical Silver Battleaxe Master of Blades saved: +4 Diplomacy and Intimidate Pathfinders <= Level Twin Tomes: Spent 1 prestige- learn Infernal Favour of Cartahegn: 10% discount purchasing mundane equipment in settlement >= 5000 in Garund Risen Guard: +2 bonus on Fort saves vs death effects and to prevent negative level from becoming permanent. (8 prestige + 2x4 Restoration) Lore of the Lotus Annals: +2 Knowledge checks on nagas, the nagaji people, the nation of Nagajor and the goddess Nalinivati. +1 attack rolls and Charisma-based skill checks against nagaji or nagas Sendeli Foxglove's Favour Shortcut to the Centre of the World: Use boons or vanities that rely on being in Absalom in Varisia Greenheart's Blessing: +2 bonus on all Day Job checks Honoured Guests of the Hall: Free drinks and +1 to any Knowledge skill check while with Clerics of Cayden Cailean in Absalom Siege-Hardened: +1 weapon damage vs demons. +3 caster level check vs demon and remove boon Scion of Geb: +1 to charisma based checks when dealing with Gebbites LANGUAGES:
Ancient Osiriani, Common, Druidic, Dwarven, Infernal, Kelish, Terran TRACKED RESOURCES:
Acid Dart (1d6+6) (9/day) (Sp) - 0/8 Club - 0/1 Disguise Self (At will) - 0/0 Healer's kit (10 uses) - 0/10 Rations, trail (per day) - 0/2 Scarab of Protection (12 uses) - 0/12 Wild Shape (4/day) (Su) - 0/4 EQUIPMENT:
Backpack 2gp
Blanket, winter 5sp Candle 1cp Case, map or scroll 1gp Club Explorer's Outfit (Free) Flint and steel 1gp Healer's kit (5 uses) 50gp Holly and mistletoe Ink 8gp Inkpen 1sp Parchment (sheet) 5x2sp Pouch, belt 1gp Rations, trail (per day) 2x5sp Rope, hempen (50 ft.) 1gp Sack 1sp Shield, Heavy Wooden 7gp Waterskin 1gp Total (74gp, 7sp, 1cp) MAGIC EQUIPMENT:
Amulet of Natural Armor +1 2000gp Battleaxe, Masterwork Silver 400gp Cloak of Resistance +2 4000gp Full Plate, Wild Dragonhide +1 19300gp Hat of Disguise 1800gp Headband of Inspired Wisdom +2 4000gp Pearl of Power 1st Level 1000gp Pearl of Power 2nd Level 4000gp Ring of Protection +1 2000gp Shield, Darkwood Heavy +2 4257gp Scarab of Protection 38000gp Sword of Station 1680gp Vestment, Druid's 3750gp CASH:
8068 GP, 9 SP, 9 CP BACKGROUND:
Darvesh Ironskull is a scavenger and explorer from way back who learned to commune with the caves and tunnels he called home. He tends and protects the rocks and dirt around him while giving thanks to Mother Earth and the Stonefather. HISTORY:
#35: Voice in the Void (PFRPG)
#55: The Infernal Vault (PFRPG) #1: Silent Tide (OGL) Pathfinder Module: Feast of Ravenmoor (PFRPG) #3-02: Sewer Dragons of Absalom (PFRPG)
#3-05: Tide of Twilight (PFRPG)
#3-09: The Quest for Perfection—Part I: The Edge of Heaven (PFRPG)
#2-01: Before the Dawn—Part I: The Bloodcove Disguise (PFRPG)
#52: The City of Strangers—Part II: The Twofold Demise (PFRPG)
#3–24: The Golden Serpent (PFRPG)
#3–26: Portal of the Sacred Rune (PFRPG)
#40: Hall of Drunken Heroes (PFRPG)
Pathfinder Society Special: Siege of the Diamond City (PFRPG)
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