Race |
Dwarf |
Classes/Levels |
Druid/3 |
Gender |
Male |
Strength |
14 |
Dexterity |
12 |
Constitution |
15 |
Intelligence |
8 |
Wisdom |
16 |
Charisma |
9 |
About Gondoontmyne 'Sleepy'
Pride:Would rather have some sleepy type drawback. You can't abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a —2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
Xenophobic: You have a hard time understanding and trusting those with unfamiliar ways and appearances. You take a —2 penalty on Diplomacy and Sense Motive checks made against creatures of a different race or from a different culture.
Gondoontmyne 'Sleepy'
Dwarf Druid (Cave Druid) 3
LN Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 17, touch 11, flat-footed 16 (+3 armor, +2 shield, +1 Dex, +1 natural)
hp 24 (3d8+6)
Fort +5, Ref +2, Will +6; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
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Offense
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Speed 20 ft.
Melee armor spikes +0 (1d6+2) and
. . masterwork cold iron battleaxe +5 (1d8+2/×3) and
. . masterwork silver warhammer +5 (1d8+2/×3) and
. . shortspear +4 (1d6+2) and
. . shortspear +4 (1d6+2) and
. . shortspear +4 (1d6+2) and
. . shortspear +4 (1d6+2) and
. . shortspear +4 (1d6+2)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids
Druid (Cave Druid) Spells Prepared (CL 3rd; concentration +8):
2nd—soften earth and stone, stone call
1st—longstrider, magic fang, stone fist
0 (at will)—create water, detect magic, guidance, mending
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Statistics
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Str 14, Dex 12, Con 15, Int 8, Wis 16, Cha 10
Base Atk +2; CMB +4; CMD 15 (19 vs. bull rush, 19 vs. trip)
Feats Ironhide, Steel Soul
Traits focused mind, goldsniffer, sacred touch
Skills Handle Animal +6, Heal +7, Knowledge (dungeoneering) +5, Perception +9 (+11 on checks related to metals, jewels, and gemstones), Profession (miner) +7, Spellcraft +5, Survival +5
Languages Common, Druidic, Dwarven
SQ lightfoot, nature bonds (animal companion), tunnelrunner, wild empathy +3
Combat Gear wand of cure light wounds; Other Gear +1 armor spikes rosewood armor, darkwood shield, masterwork cold iron battleaxe, masterwork silver warhammer, shortspear, shortspear, shortspear, shortspear, shortspear, 70 gp
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Focused Mind +2 to Concentration checks
Goldsniffer +2 Perception for metals, jewels and gemstones.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Ironhide Your skin is thicker and more resilient than that of most of your people.
Prerequisites: Con 13; dwarf, half-orc, or orc.
Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Lightfoot (Ex) Cannot be detected with Tremorsense
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Tunnelrunner (Ex) Move through rubble and squeeze through narrow passages at normal speed.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Animal Companion
Dire Bat
N Medium animal
Init +4; Senses blindsense 40 ft., low-light vision; Perception +6
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Defense
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AC 17, touch 15, flat-footed 12 (+4 Dex, +2 natural, +1 dodge)
hp 18 ()
Fort +2, Ref +7, Will +3
Defensive Abilities evasion
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Offense
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Speed 20 ft., fly 40 ft. (good)
Melee bite +2 (1d6)
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Statistics
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Str 10, Dex 18, Con 9, Int 2, Wis 14, Cha 6
Base Atk +2; CMB +2; CMD 17
Feats Dodge, Toughness
Tricks Attack, Attack, Attack Any Target, Cinderbrave, Come, Down, Fetch, Fighting, Seek, Stay
Skills Fly +12, Perception +6, Stealth +8; Racial Modifiers +4 perception for blindsense
SQ attack any target, cinderbrave, come, fetch, fighting, seek
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Special Abilities
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+4 Perception for Blindsense +4 to Perception checks while using blindsense.
Attack Any Target [Trick] The animal will attack any creature on command.
Blindsense (40 feet) (Ex) Sense things and creatures without seeing them.
Cinderbrave [Trick] The animal will carry or follow its master into an area enshrouded with flames, even if placed at risk.
Come [Trick] The animal will come to you on command.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Fighting [Trick] The animal has been trained to fight.
Flight (40 feet, Good) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.