Berserker Cannibal

Diabolito Stormbeard's page

576 posts. Alias of ShadowyFox.


Classes/Levels

Dwarf Druid (Shark Shaman) 5

About Diabolito Stormbeard

Sheet:

Male Dwarf Druid (Shark Shaman) 5
NG Medium Humanoid (Human)
Init +2; Senses Darkvision 60 ft; Perception +11
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AC 18 (Touch 13, FF 16)(+5 Armor, +2 Dex, +1 Deflection)
HP 42 (d8+2[con]+5+2[con]+5+2[con]+5+2[con]+7+2[con]+2[favored class])
Fort +6, Ref +3, Will +6 (+6 vs Spells & SLAs, +2 vs poison)
Defensive Abilities
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Speed 20 ft
Melee +7 Battleaxe (1d8+4, x3, S)
+7 Morningstar (1d8+4, x2, B&P)
Bite +8 (1d6+4, x2, P)
Ranged +5 Sling (1d4+3, x2, 90 ft)
Spells Prepared (CL 4)
Orisons (4): Guidance, Stabilize, Detect Magic
1st (4+1): Burning Disarm, Cheetah's Sprint, Magic Fang, Cure Light Wounds, Magic Weapon*
2nd (3+1): Natural Rhythm, Lockjaw, Spiritual Weapon*, Stone Call
3rd (1+1): Swarm of Fangs, Vampiric Touch*
Domain: Blood
SQ: Battle Rage (5/day), Wild Empathy (+3 on normal animals, +7 on fish, -1 on magical creatures (Int 1 or 2), +3 on magical (Int 1 or 2) fish), Totemic Transformation (5 minutes/day), Trackless Step, Resist Nature's Lure, Wildshape (1/day, 5 hours), Totemic Summons
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Str 16, Dex 14, Con 14, Int 12, Wis 15, Cha 8
BAB +3, CMB +6, CMD 18
Feats Steel Soul, Natural Spell, Weapon Focus (Bite), Power Attack (-1/+2)
Skills (28 – 4 Base + 1 Intelligence + 3 Favored Class) Climb +8, Fly +2, Handle Animal +3, Heal +8, Intimidate +8, Knowledge (geography) +8 (+9 on ocean), Knowledge (nature) +12 (+13 on ocean), Lore (Chelaxian Navy) +3, Lore (Sea Creatures) +3 Perception +11, Profession (sailor) +10 (+11 with morningstar), Profession (cook) +9, Ride +2, Spellcraft +5, Survival +12 (+14 while at sea), Swim +9 (+10 with morningstar)
Languages Dwarven, Common, Polygot, Druidic
Traits Shackles Seafarer, Besmara's Blessing, Bruising Intellect
Racial Saltbeard, Darkvision, Slow and Steady, Hardy, Relentless, Weapon Familiarity
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Special Qualities
Battle Rage (Sp): You can touch a creature as a standard action (or swift action, if natural weapons) to give it a bonus on melee damage rolls equal to 1/2 your druid level (+2) for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier (5/day).

Wounding Blade (Su): At 8th level, you can give a weapon that you touch the wounding special weapon quality for a number of rounds equal to 1/2 your druid level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood.

A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells: A druid casts divine spells which are drawn from the druid spell list presented in Spell Lists. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

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: 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.

Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

Nature Bond: Blood (War subdomain) 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.

Domain Spells: 1st—magic weapon, 2nd—spiritual weapon, 3rd—vampiric touch, 4th—divine power, 5th—wall of thorns, 6th—blade barrier, 7th—inflict serious wounds (mass), 8th—power word stun, 9th—power word kill.

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

Wild Empathy (Ex)(+3, -1): 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 (see Using Skills). 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 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.

Totem Transformation (Su): At 2nd level, a shark shaman may adopt an aspect of the shark 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 (can breathe water, swim speed 30 feet), senses (scent 30 feet, scent 90 feet in water), natural weapons (bite 1d6 for a Medium shaman), or shark skin (+2 natural armor, creatures grappling the shaman take 1 point of slashing damage per round of grapple). While using totem transformation, the shark shaman may speak normally and can cast speak with animals (fish 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 shark shaman can use this ability for a number of minutes per day equal to her druid level (4 minutes). 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.

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.

Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.

Wild Shape (Su): At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

Totemic Summons (Su): At 5th level, a shark shaman may use summon nature’s ally I to summon a stingray and summon nature’s ally II to summon a manta ray. She may cast summon nature’s ally as a standard action when summoning rays and sharks, and summond rays and sharks gain a number of temporary hit points equal to her druid level. This ability otherwise functions as the dragon shaman’s totemic summons ability.

Racial:
Saltbeard: Dwarves occasionally found iron cities along rugged seacoasts, and natives of such cities gain a +2 bonus on Profession (sailor) and Survival checks while at sea. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones. This racial trait replaces defensive training, hatred, and stonecunning.

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

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

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.

Relentless: Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.
Traits:

Bruising Intellect (use Int instead of Cha for Intimidate; Intimidate is a class skill)

Besmara's Blessing (You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).)

Shackles Seafarer: You gain a +1 trait bonus on Knowledge (nature) and Knowledge (geography) checks while on the ocean. You also gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you.

Feats: Steel Soul (+4 against spells & SLAs)
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Items:

Background:

Diabolito, “The Little Devil”, is a fierce individual who, despite experiencing overwhelming racism in his life, has forced his way through every obstacle. And this very thing has been a trademark of the Stormbeard line.

Diabolito's great grandfather was from a now decimated family line that began a fierce search for the lost sky citadels in the Shackles realm. This dream was dashed shortly after getting above ground when his band turned out to be more of an escort to a slave galley, his great grandfather's home for the next 40 years, while the great dwarven line was destroyed by in-fighting and political scheming, so that when the scarred and battered beast of a man, there was no home left to come back. Rather than attempt to face the overly critical xenophobia the dwarf was now experiencing among his own people, the former slave returned to the surface and began serving legally and in paid capacity among ships.

And so it has been for every generation since then: serving on a Shackles seafaring vessel in some capacity or another. His family has always stressed the importance of fighting for whatever one believes for. With such a true devotion for the waves, Diabolito's father taught him the two most important parts of a ship: the rigging and the belly. The druid's father said the first was for the majority of life, when the body is fully capable of hard labor and the spray of the salt and the burn of the hemp; the latter, though, was when the body broke or when someone needed to know the ins and outs of the ship.

But who taught him the secret whispers of nature? That was his grandfather, the originator of the family surname Stormbeard: Rogar Stormbeard. He taught him to ride the waves, to speak the currents of the ocean and the land, but also to know what power he represented. And it was with that burgeoning knowledge that the young dwarf left his place on a small merchant vessel and headed for the Formidably Maid, hoping to find fame, fortune, and time to expand into creating his own name in the world. To make the “Little Devil” the truth of why dwarves are truly meant for the sea.

As for the shark? No one has yet to really understand why, outside of his ferocity in battle, but in reality, it is a very simple thing. Blood is the life of the world: sea, land, above, and below. And the one creature that best exemplifies the power of blood: the shark. Cold, calculated, effortless in its power; the beast that makes fearful children of even the greatest captain or devil alike.

Gear:

Lamellar (horn), battleaxe, morningstar, sling & 10 bullets, druid's kit, 2659 g 50 s

Loot:

+1 Amulet of Mighty Fists (with Weapon Focus [Bite])
1 Seaborne Morningstar (+1 to Swim & Profession (Sailor); If the wielder uses a polymorph or supernatural effect to take the shape of a creature with a natural bite attack, the morningstar vanishes and the wielder's bite attack gains a +1 enhancement bonus until the shapechanging effect ends and the morningstar reappears.)
Ring of Protection +1

Favored Class Bonuses:

Lv 1: Skill Point
Lv 2: Skill Point
Lv 3: +1 HP
Lv 4: +1 HP
Lv 5: Skill Point

Used:

Transformation: 0/5 minutes
Battle Rage: 0/5 uses

Special Notes:

If using Seaborne Morningstar while using Totemic Transformaion, bite attack is
Bite +9 (1d6+5, x2, P)

Deinonychus:

AC 15
STR 18
Speed 60

Attacks

2 talons +8(1d8+4)
bite +9(1d6+6)
frontclaws +3 (1d4+2)

PA Stats
2 talons +7 (1d8+6)
bite +8 (1d6+8)
frontclaws +2 (1d4+3)