Male Dwarf Druid (Earth Domain, Caves subdomain)
LN Medium humanoid (dwarf)
Age 95; Height 4 ft. 2 in. Weight 220 lbs.
Languages: Common, Druidic, Dwarven
Deity
Init +2; Senses Perception +9, Darkvision (90 ft), Dazzled in bright light
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DEFENCE
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AC 16, touch 12, flat-footed 12, shield 2
hp 17
Fort +4 (6 vs poison/spells), Ref +2, Will +7 (9 vs spells/SLAs)
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OFFENCE
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Speed 20 ft.
Melee M/work Scimitar +5 18-20 (d6+3)
Ranged Acid dart +3 (d6+1)
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STATISTICS
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Str 16, Dex 14, Con 12, Int 10, Wis 18, Cha 8
BAB +1; CMB +4; CMD 16(20)
SQ Spellcasting (see below); Nature Bond (Earth domain, Caves subdomain)
Acid Dart 7/day 30 ft D6+1
Nature Sense: +2 on Knowledge (nature) and Survival
Wild Empathy: +2 to influence animals
Deep Warrior: +2 AC and +2 on Grapple checks vs Aberrations
Ancient Enmity: +1 to attack rolls vs Humanoid (elf)
Minesight: Dwarves with this racial trait increase the range of their darkvision to 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor.
Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
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FEATS
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Spell Focus - conjuration
Foeslayer (Story Feat)
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TRAITS
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Relic of the Dwarven Smithy - You possess a weapon forged in the foundries of old Dammerhall. You begin the campaign with a free masterwork melee weapon of dwarven construction. Scimitar
It is missing a gemstone from a socket. If that gem were restored, the weapon would likely become magical
Underworld explorer - You gain a +1 trait bonus on Knowledge (dungeoneering) checks, and a +1 trait bonus on Survival checks made in a specific area. One of these skills becomes class skill for you.
Oathbound - Once per day, you may reroll a saving throw against a charm or compulsion effect. You must take the second result even if it is worse.
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SKILLS - 6 pts/lvl (12)
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Handle Animal 1 (3)
Heal 1 (8)
Knowledge (dungeoneering) 2 (7)
Knowledge (nature) 1 (6)
Perception 2 (9)
Spellcraft 1 (4)
Survival 2 (12)
Stealth 2 (7)
PREPARED SPELLS
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Orisons - 4
Create Water
Detect Poison
Know Direction
Purify Food and Drink
First Level – 3/day +1
Cure Light Wounds
Entangle
Entangle
Magic Stone (D)
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GEAR
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Scimitar (masterwork, free)
2 Daggers
Sling
Leather armour
Large wooden shield
Backpack
Belt pouch
Blanket
Flint and steel
Holly
Holy symbol
Mistletoe
Iron pot
Mess kit
Soap
Spell component pouch
Trail rations (5 days)
2 waterskins