Ranger

Darvesh Ironskull's page

1 post. Organized Play character for Pryllin.


Full Name

Darvesh Ironskull

Race

Male Dwarf

Classes/Levels

Druid 12

Gender

hp 99 / 99 ; AC 31 ; Init +1

Size

Medium

Age

73

Special Abilities

Earth Domain

Alignment

Lawful Neutral

Deity

Abadar

Location

Absalom

Languages

Common, Druidic, Dwarven, Terran, Ancient Osiriani, Kelish, Infernal

Occupation

Osirian Risen Guard

Homepage URL

XP 33; Prestige 34/56

Strength 14
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 22
Charisma 10

About Darvesh Ironskull

Darvesh 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.

Picture

DARVESH "THE RISEN" IRONSKULL CR 11
Male Dwarf Druid 12
LN Medium Humanoid (Dwarf)

COMBAT:
Init +1; Senses Darkvision; Perception +28
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DEFENSE
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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
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OFFENSE
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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)
#2-EX: The Midnight Mauler (PFRPG)
#3-06: Song of the Sea Witch (PFRPG)

#3-05: Tide of Twilight (PFRPG)
Pathfinder Society Special: Blood Under Absalom (PFRPG)
#39: The Citadel of Flame (PFRPG)

#3-09: The Quest for Perfection—Part I: The Edge of Heaven (PFRPG)
#3-11: The Quest for Perfection—Part II: On Hostile Waters (PFRPG)
#3-13: The Quest for Perfection—Part III: Defenders of Nesting Swallow (PFRPG)

#2-01: Before the Dawn—Part I: The Bloodcove Disguise (PFRPG)
#2-02: Before the Dawn—Part II: Rescue at Azlant Ridge (PFRPG)
#7: Among the Living (OGL)
#51: The City of Strangers—Part I: The Shadow Gambit (PFRPG)

#52: The City of Strangers—Part II: The Twofold Demise (PFRPG)
#3-17: Red Harvest (PFRPG)
#2-25: You Only Die Twice (PFRPG)

#3–24: The Golden Serpent (PFRPG)
#2-03: The Rebel's Ransom (PFRPG)
#31: Sniper in the Deep (PFRPG)

#3–26: Portal of the Sacred Rune (PFRPG)
#4–06: The Green Market (PFRPG)
#4–03: The Golemworks Incident (PFRPG)

#40: Hall of Drunken Heroes (PFRPG)
#4–10: Feast of Sigils (PFRPG)
#5–05: The Elven Entanglement (PFRPG)
#4–26: The Waking Rune (PFRPG)

Pathfinder Society Special: Siege of the Diamond City (PFRPG)
#26: Lost at Bitter End
#5-20: The Sealed Gate