Bard

Druamin's page

422 posts. Alias of MindXing.


Full Name

Druamin

Race

CMD 19 (18 fl) | Spells used: |

Classes/Levels

Conditions: none

Gender

NG Male Dwarf Druid 8 | Speed 20 ft. | AC 20, T 11, FF 19 (fort armor) | hp 71/71 (3NL)| Fort +8, Ref +4, Will +11 | Init +1 | Percep +15 |

About Druamin

Druamin
Male dwarf druid 8
NG Medium humanoid (dwarf)
Init 5; Senses darkvision 60 ft.; Perception +15 (+17 to notice unusual stonework)
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Defense
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AC 20, touch 11, flat-footed 19 (+6 armor, +1 Dex, +1 natural, +2 shield)
hp 71 (8d8+16)
Fort 8, Ref 4, Will 11; +2 vs. poison, spells, and spell-like abilities, +4 vs. fey and plant-targeted effects
Defensive Abilities defensive training, fortification 25%
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Offense
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Speed 20 ft.
Melee +1 battleaxe +9/+4 (1d8+3 S/×3) or
. . quarterstaff +8/+3 (1d6+2 B)
Ranged sling +7 (1d4+2 B)
Special Attacks hatred, wild shape 3/day
Druid Spells Prepared (CL 8th; concentration +12)
. . 4th—cape of wasps[UM], strong jaw[APG] (DC 18), summon nature's ally IV
. . 3rd—badger's ferocity[UM] (DC 17), nauseating trail[ACG] (DC 17), rain of frogs[UM], spit venom[UM] (DC 17)
. . 2nd—bull's strength, flaming sphere (DC 16), hold animal (DC 16), vine strike[UW] (DC 16)
. . 1st—faerie fire, magic fang, produce flame, shillelagh (DC 15), thunderstomp[ACG]
. . 0 (at will)—create water, detect magic, guidance, light
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Statistics
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Str 14, Dex 12, Con 12, Int 12, Wis 19, Cha 10
Base Atk +6; CMB 8; CMD 19 (23 vs. bull rush, 23 vs. trip)
Feats Believer's Boon[ACG], Improved Initiative, Natural Spell, Point-Blank Shot
Traits sacred touch, student of faith
Skills Acrobatics -2 (-6 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +3, Handle Animal +11, Heal +8, Knowledge (geography) +5, Knowledge (local) +2, Knowledge (nature) +14, Knowledge (religion) +2, Perception +15 (+17 to notice unusual stonework), Spellcraft +7, Survival +14, Swim +3, Use Magic Device +2; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Druidic, Dwarven, Goblin
SQ nature bond (giant porcupine named Kobu), nature sense, trackless step, wild empathy +8, woodland stride
Combat Gear potion of blur, scroll of cure light wounds, scroll of cure light wounds, scroll of cure light wounds, scroll of remove fear, scroll of remove sickness, wand of cure light wounds (48 charges), wand of liberating command (50 charges), alchemist's fire (3); Other Gear +1 light fortification lamellar (horn) armor[UC], +1 battleaxe, quarterstaff, sling, amulet of natural armor +1, bag of holding i, cloak of resistance +1, ring of force shield, sling bullets (20), backpack, bedroll, canteen[UE], hemp rope (50 ft.), Kobu, 1,359 gp, 7 sp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Believer's Boon Domain (Charm)
Darkvision (60 feet) You can see in the dark (black and white only).
Dazing Touch (1 HD max, 1/day) (Sp) Melee touch attack dazes foe for 1 rd, Immune if more HD than your level.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Fortification 25%
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.
Natural Spell You can cast spells while in Wild Shape.
Nature Sense (Ex)
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
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.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (8 hours, 3/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.

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Kobu CR –
Male giant porcupine (Ultimate Wilderness 181)
N Medium animal
Init 1; Senses low-light vision, scent; Perception +6
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Defense
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AC 20, touch 11, flat-footed 19 (+1 Dex, +9 natural)
hp 73 (7d8+28)
Fort 9, Ref 6, Will 5 (+4 morale bonus vs. enchantment effects)
Defensive Abilities evasion, quills
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Offense
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Speed 30 ft.
Melee tail slap +9 (1d8+6 B)
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Statistics
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Str 19, Dex 12, Con 19, Int 2, Wis 13, Cha 5
Base Atk +5; CMB 9; CMD 20
Feats Improved Natural Armor, Improved Natural Armor, Improved Natural Attack (tail slap), Iron Will
Tricks Attack, Down, Fighting, Flank, Intimidate, Menace, Speak, Stay, Track
Skills Acrobatics +5, Climb +8, Perception +6, Stealth +5, Survival +2, Swim +8
SQ devotion, fighting, flank, intimidate, menace, speak, track
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Special Abilities
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Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Flank [Trick] Attempts to attack and flank indicated enemy.
Intimidate [Trick] Trained to intimidate and assist master with Intimidate checks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Menace [Trick] Attempts to keep creature from moving.
Quills (Ex) Foe making non-2 handed weapon attack takes 1d3 dam or 2d4 if grapple.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Speak [Trick] Communicate with barks, gestures, whistles, or smiliar actions.
Track [Trick] The animal will track a scent.

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Spells used: strong jaw, badger's ferocity
Items picked up: acid flask
CLW wand: 7 charges used