Full Name |
Domrilin |
Race |
Dwarf |
Classes/Levels |
Druid 2 |HP 17/17| AC 17 T: 12 FF: 15 CMD 14(18v bull rush and trip) | W + 7 | R + 1 | F + 4 | + 2 vs poison spells or spell-like abilities | Init + 1 | Perc + 8 | Dark vision 60ft | acid dart 7/7 | |
Special Abilities |
Cure light wounds [1], Magic stone [Used]. Stone fist [1], Thunderstomp [1]. |
Alignment |
NG |
About Domrilin
Domrilin
Dwarf druid 2
NG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 17, touch 12, flat-footed 15 (+4 armor, +1 Dex, +1 dodge, +1 shield)
hp 17 (2d8+4)
Fort +4, Ref +1, Will +7; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee warhammer +2 (1d8+1/×3)
Ranged shortbow +2 (1d6/×3)
Special Attacks hatred
Domain Spell-Like Abilities (CL 2nd; concentration +6)
. . 7/day—acid dart (1d6+1 acid)
Druid Spells Prepared (CL 2nd; concentration +6)
. . 1st—cure light wounds, magic stone[D], stone fist[APG], thunderstomp[ACG]
. . 0 (at will)—create water, detect magic, guidance, light
. . D Domain spell; Domain Earth domain
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Statistics
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Str 12, Dex 13, Con 12, Int 14, Wis 18, Cha 8
Base Atk +1; CMB +2; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Dodge
Traits highlander (hills or mountains), tunnel fighter
Skills Acrobatics -3 (-7 to jump), Appraise +2 (+4 to assess nonmagical metals or gemstones), Climb +1, Handle Animal +4, Heal +8, Knowledge (nature) +8, Perception +8 (+10 to notice unusual stonework), Spellcraft +7, Stealth +2 (+4 in hilly or rocky areas), Survival +11, Swim +1; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, highlander (hills or mountains), +2 Perception to notice unusual stonework
Languages Common, Druidic, Dwarven, Giant, Goblin
SQ nature bond (Earth domain), nature sense, wild empathy +1, woodland stride
Combat Gear potion of cure light wounds (3), acid (3), alchemist's fire; Other Gear hide armor, light wooden shield, arrows (20), shortbow, warhammer, wayfinder[ISWG], 1,725 gp
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Special Abilities
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Acid Dart 1d6+1 acid (7/day) (Sp) As a standard action, ranged touch attack deals acid dam to foe in 30 ft.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
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 to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.