Machine Slayer

Goliath Maul's page

447 posts. Alias of Grandlounge.


Race

HP 35/35 | AC 24 F 23 T 11 |F +7, R +3, W +7 | CMD 19 | Init +2 | Perc +13|

Classes/Levels

| Therm HP 34/34 |AC 19 | F +6 R +4 W +2 | CMD 15 | Resources

Gender

Loot

About Goliath Maul

Male human (ulfen) druid (goliath druid) 4
LN Medium humanoid (human)
Init +2; Senses Perception +13

DEFENSE
AC 22, touch 11, flat-footed 21 (+9 armor, +1 Dex, +2 shield)
hp 35 (4d8+12)
Fort +7, Ref +3, Will +7, +4 vs. spell-like and supernatural abilities of giants

OFFENSE
Speed 20 ft., Woodland Stride

Melee cold iron/masterwork scimitar +9 (1d6+4/18-20)
Melee quickdraw shield (light/wooden/shield spikes/throwing) +3 (1d4+4)
Melee club +7 (1d6+4)
Melee quarterstaff (two handed) +8 ((two handed) 1d6+6)
Melee silver scythe (two handed) +9 ((two handed) 2d4+5/x4)
Melee shortspear +8 (1d6+4)

Ranged club (thrown) +4 (1d6+4)
Ranged shortspear (thrown) +4 (1d6+4)
Ranged sling (stiched) +4 (1d6+4)
Space 5 ft. by 5 ft.; Reach 5 ft.

Rolls:

[dice=Nature]1d20+8[/dice]

[dice=Flanking Power Attack Quarterstaff TH (B)]1d20 +8-1+3[/dice]
[dice=Damage] 1d6+10[/dice]

[dice=Flanking Slam]1d20+5+2[/dice]
[dice=Damage] 1d6+2[/dice]

Spells
Special Attacks spontaneous casting
Druid Spells Prepared (CL 4th, concentration +6):
2nd—barkskin, resist energy
1st— cure light wounds, faerie fire, produce flame, shillelagh (DC 13)
0 (at will)—detect magic, enhanced diplomacy TEOG, guidance, read magic

STATISTICS
Str 21, Dex 12, Con 14, Int 12, Wis 14, Cha 7
Base Atk +3; CMB +9; CMD 19

Feats: Armor Proficiency, Heavy, Combat Reflexes, Power Attack, Alertness

Skills: Diplomacy +5/+9, Fly +3, Handle Animal +2 Knowledge (Local) +8, Knowledge (Nature) +8, Perception +13, Spellcraft +8, Stealth -6 , Survival +9, Swim -3

Traits: Persuasive Insight, Group Fighter

Languages Common, Druidic, Hallit, Skald

SQ animal companion, bonus feat, bonus languages, class skills, face nature's might, nature bond, orisons, primal bond, primal empathy, primal size, primal summons, skilled, trackless step, wild empathy +2, wild shape, wild shape, woodland stride

Gear: scroll of cure light wounds, scroll (air bubble/druid/1st, air bubble/druid/1st), scroll (faerie fire/druid/1st), scroll (feather step/druid/3rd), scroll (magic fang/druid/1st), scroll (longstrider/druid/1st), scroll (obscuring mist/druid/1st), scroll (shield companion/druid/1st, abstemiousness/druid/1st), scroll (shillelagh/druid/1st);

Other Gear: bless weapon oil (2), magic weapon, masterwork stoneplate, cold iron/masterwork scimitar, training harness, training whip, masterwork tool silent whistle HA, quickdraw shield (light/wooden/shield spikes/throwing), club, quarterstaff, silver scythe, shortspear (3), sling (stiched), masterwork heavy wooden shield (throwing), cloak of resistance +1, ioun torch, ioun stone, druid's kit, cold-weather outfit, kunai, arcane family workbook, silk rope (50 ft.) (2), sling bullets (10) (2), alchemist fire 4, 2 antiplague, 2 antitoxin, grappling hook, common, pathfinder chronicle (2), Crack Magenta Prism Spellcraft, Specialty smog pellet, survival kit, Dusty Rose Prism, medium tent (3), tent cover (3), snowshoes, cleats, cold-weather outfit, companion cold-weather outfit, furs, griffon mane.

SPECIAL ABILITIES:

Animal Companion (Ex)

Bonus Feat Humans select one extra feat at 1st level.
Bonus Languages A goliath druid with an Intelligence bonus can
select Giant as a bonus language.

Class Skills A goliath druid gains Bluff, Diplomacy, and Knowledge (local) as class skills, but does not gain Craft, Profession, and Ride as class skills.

Face Nature's Might (Ex) A goliath druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of giants.

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Nature Bond (Ex) At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. 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. The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in the Animal Companions section beginning on page 51. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

No Racial Subtype You have chosen no racial subtype.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Persuasive Insight You were converted to your faith or taught to bargain with spirits for magic by a figure of inspiring insight who taught you to use keen observation in all dealings. You can use your Wisdom modifier in place of your Charisma modifier on Diplomacy checks to ask favors or gain influence (Ultimate Intrigue 102). During a verbal duel (Ultimate Intrigue 176), you can use your Wisdom modifier in place of your Charisma modifier when using tactics you assigned to Diplomacy or Wisdom-based skills.

Primal Bond (Ex) When a goliath druid forms a nature bond, if she selects a cleric domain, she must selected from the Animal, Destruction, or Strength domains, or the Ferocity, Growth, or Rage subdomains. If the goliath druid selects an animal companion, she must select a dinosaur or megafauna. If she has a dinosaur or megafauna animal companion, she can target it with enlarge person even though the companion isn't of the humanoid type.

Primal Empathy (Ex) A goliath druid's wild empathy functions only with creatures that are Large or larger.

Primal Size A goliath druid adds enlarge person to her list of class spells. She can cast this spell only on herself. She can also channel stored spell energy to cast this spell without preparing it-she can lose a prepared spell of 1st level or higher to cast enlarge person.
Primal Summons A goliath druid adds the following creatures to the list of creatures she can normally summon using summon nature's ally spells. Summon Nature's Ally I: Compsognathus; II: Dimorphodon; III: Velociraptor; IV: Ogre, parasaurolophus; V: Glyptodon, iguanodon; VI: Baluchitherium, megalania; VII: Cliff giant; VIII: Spinosaurus; IX: Diplodocus.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower

Trackless Step (Ex) You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.
Wild Empathy (Su)

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+2 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

Wild Shape (Su) Druids' ability to wild shape into a creature of the animal type allows a goliath druid to assume only the form of a dinosaur or megafauna. She doesn't gain the ability to become an elemental or plant.

Wild Shape (Su) You can change shape 1 time / day for up to 4 hours

Woodland Stride
Woodland Stride (Ex) You may move through any sort of magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at your 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 you.

Therm:

Deinotherium)
N Medium animal
Init +0; Senses low-light vision, scent, Perception +8
DEFENSE
AC 19, touch 10, flat-footed 19 (+3 armor, +6 natural)
hp 34 (4d8+8)
Fort +6, Ref +4, Will +2

OFFENSE
Speed 30 ft.
Melee slam +5 (1d6+3)
Melee gore Tusk Blades CI +6 (1d8+3) 19-20
Space 5 ft. by 5 ft.; Reach 5 ft.

STATISTICS
Str 15, Dex 12, Con 15, Int 2, Wis 13, Cha 3
Base Atk +3; CMB +5; CMD 15
Feats Bodyguard, Combat Reflexes
Skills Perception +8

SQ ability score increase, ac bonus, animal feats, bonus tricks 2, link, low-light vision, scent, shared vigilance, stat bonus

Gear masterwork studded leather barding, slam, gore, pack saddle

SPECIAL ABILITIES

Spoiler:

Ability Score Increase (Ex) The animal companion adds +1 to one of its ability scores.
AC Bonus 2
Animal Companion

Animal Feats In addition to the standard animal companion feats, a bodyguard may select Bodyguard, Combat Patrol, Heroic Defiance, Heroic Recovery, and In Harm's Way.

Bodyguard When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally's AC. You may not use the aid another action to improve your ally's attack roll with this attack.

Bonus Tricks 2

Combat Reflexes You may make 0 additional attacks of opportunity per round. With this feat, you may also make attacks of opportunity while flat-footed.

Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Mod Bonus Tricks
Quadruped (Other) Available Magic Item Slots; armor, belt (saddle), chest, eyes, head, headband, neck, shoulders

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Shared Vigilance (Ex) A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent.
Stat Bonus 1

Tenacious Guardian (Ex) A bodyguard can always act in a surprise round (though it remains flat-footed until it acts). As long as its master is adjacent, a bodyguard remains conscious (though it becomes staggered) when its hit points fall below 0. While below 0 hit points, the bodyguard loses 1 hit point per round but gains a +2 morale bonus on attack rolls, saving throws, and skill checks, dying only if its hit points reach a negative total equal to its Constitution score plus its master's class level.

Backstory adapted from a scene in a previous campaign:

The Ulfen skald asks, "And you, large bear of a druid that would hunt the witches of white? do you have a name, or did the b*~%#es of Irrisen too busy with witch worship to give you one when they gave birth?"

Uthred removes the stopper on his one-gallon clay ale jug and pours to both men.

"Be careful you don't let your opinions cloud your stories, storyteller. Simple stories with simple villains make for uninteresting tales. Not everyone in Irrisen is a witch, many dislike them, and are only loyal because they don't know better, or they are enslaved. I was named by my mother and father, nature worshipers who were part of the Snowstone druid circle. They both descended from Ulfen Slaves and were raised in Irrisen. That name is rarely used, but my enemies call me Goliath, and who am I to disagree."

The angry dwarf cleric chimes in, ”I hate damn witches. Just a good opportunity to smash some of 'em and their bloody servants. Aye, my patron likes this a lot.”

Goliath retorts calmly, "I fail to understand the hatred of witches. The descendants of Baba Yaga are a problem, but they represent neither witches nor the people of the Irrisen wholly. The Jadwiga represent the problems of monarchy, class and consolidated power more then they represent the problems of witchcraft."

Frustrated, the dwarf snaps back, ” Trying to sound smart, big guy? Bhahaha! Keep it simple. Look. Witches desecrate these lands, but by the grace of Father Frost, we will send 'em to sleep forever in these snowdrifts... Aye, all of 'em! Ye don't have to be a dwarf to understand that.”

Goliath waits for the dwarf to stop huffing. "I sound how I sound. Smart was your word, not mine. Simple was also your word. I know little of either."
Goliath shrugs. "What I do know is Jadwiga are the ruling class. The queen is a witch, but other Jadwiga are soldiers, barbarian, aristocrats, sorcerers, and much more. The White Queen also employs fey, demons and giants to oppress the people who live here. People tend to their yokes to feed their children. There is no freedom for the dead."
Goliath pauses, and his voice deepens and goes soft, addressing the Ulfen Skald, [b]"They’re Ulfen children you know. OUR people lost a war to a single witch. The Ulfen that live outside of Irrisen stop fighting this war a century ago, while my family has fought it this whole time. Yes, at times, we tend our yokes, but each time we build them, we make them weaker and easier to escape. Fighting a stupid war with stupid tactics, and no weapons is not as noble as you seem to think, however wonderful it makes a story to tell babes."
Taking a last breath to make his final point, he says, [b]"My family of 1000-year-abandon Ulfen people cultivated natural magic and freed ourselves from the bonds of slavery and with that power we stayed to keep fighting the Jadwiga witch, barbarian, fighter or otherwise. I know my enemy because, for 20 generations, I have looked them in the eye. My hatred is a thousand years fermented. My story in this land is wine, and yours is ale, both great but very different. In that time, my blood knows the difference between a witch and the Jadwiga."