Orc Ranger

Dragonbone's page

1 post. Organized Play character for Draco Bahamut.


Full Name

Dragonbone

Race

Half-Orc

Classes/Levels

Druid 5

Gender

Male

Size

Medium

Age

18

Alignment

Neutral Good

Location

Absalom

Languages

Common, Orc

Occupation

Hunter/gartherer

Strength 16
Dexterity 12
Constitution 14
Intelligence 8
Wisdom 16
Charisma 10

About Dragonbone

Raised by a circle of druids in the mountains of isle of Kortos after be found alone in forest, Dragonbone joined Pathfinder Society in hope of using his skills to protect nature and help his friends os Szarni.

Dragonbone
Male Half-Orc Druid 6
NG Medium Humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 16 (+5 armor, +1 Dex, +1 deflection)
hp 45 (6d8+12)
Fort +8, Ref +4, Will +9; +4 vs. spell-like and supernatural abilities of Fey and against effects that target plants
Defensive Abilities orc ferocity (1/day)
--------------------
Offense
--------------------
Speed 20 ft.
Melee Unarmed strike +8 (1d3+4/x2)
Druid Spells Prepared (CL 6):
3 (3/day) Call Lightning (DC 16), Resist Energy, Communal, Cure Moderate Wounds
2 (4/day) Restoration, Lesser, Bull's Strength, Barkskin, Animal Aspect
1 (4/day) Magic Fang, Produce Flame, Obscuring Mist, Cure Light Wounds
0 (at will) Resistance, Stabilize, Detect Poison, Guidance
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 8, Wis 17, Cha 10
Base Atk +4; CMB +7; CMD 19
Feats Combat Casting, Improved Unarmed Strike, Natural Spell
Traits Bullied, Outcast
Skills Acrobatics -1 (-5 jump), Bluff +1, Climb +5, Diplomacy +1, Escape Artist -1, Fly -1, Handle Animal +9, Heal +7, Intimidate +2, Knowledge (geography) +3, Knowledge (nature) +10, Perception +12, Ride -1, Stealth -1, Survival +11 (+13 to avoid becoming lost), Swim +5; Racial Modifiers +2 Intimidate
Languages Common, Druidic, Orc
SQ animal companion link, nature bond abilities (animal companion, bear), resist nature's lure, share spells with companion, spontaneous casting, trackless step, wild empathy, wild shape (2/day), wild shape (animal), wild shape (elemental), woodland stride
Combat Gear Pearl of power (1st level) (1/day), Potion of blur, Potion of cure moderate wounds, Wand of cure light wounds; Other Gear +1 Hide armor, Amulet of mighty fists +1, Cloak of resistance +1, Ioun stone (mulberry pentacle, cracked), Ring of protection +1, Wayfinder (1 @ 0 lbs), Druid's kit, 4056 GP, 5 SP
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Bullied +1 to hit with unarmed AoEs.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Natural Spell You can cast spells while in Wild Shape.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Resist Nature's Lure (Ex) +4 save vs. effects from Fey and effects using plants.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (2/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape II: Tiny - Large animal) You may use your Wild Shape ability to become an animal.
Wild Shape (Elemental Body I: Small elemental) You may use your Wild Shape ability to become an elemental.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Animal Companion (Dragonroar)
Male Bear
N Medium Animal
Init +2; Senses low-light vision, scent; Perception +7
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+2 Dex, +6 natural, +1 dodge)
hp 51 (+24)
Fort +8, Ref +7, Will +3 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee Bite (Bear) +9 (1d6+5/x2) and
. . Claw x2 (Bear) +9 x2 (1d4+5/x2) and
. . Unarmed strike +9 (1d3+5/x2)
--------------------
Statistics
--------------------
Str 21, Dex 15, Con 16, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +9; CMD 22 (26 vs. Trip)
Feats Dodge, Power Attack -2/+4, Toughness
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Flank [Trick], Guard [Trick], Stay [Trick]
Skills Acrobatics +6 (+10 jump), Climb +9, Perception +7, Swim +9
Languages
SQ attack [trick], attack any target [trick], come [trick], defend [trick], devotion +4, down [trick], fetch [trick], flank [trick], guard [trick], stay [trick]
Other Gear You have no money!
--------------------
Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Flank [Trick] Attempts to attack and flank indicated enemy.
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stay [Trick] The animal will stay where it is.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.