Varisian Barbarian

Grit's page

1,058 posts. Alias of Skorn.


Full Name

Grit Stonekin

Race

Mul - Dwarf and Human, raised by dwarves

Classes/Levels

Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Gender

M

Size

M

Age

20

Special Abilities

Druid abilities including Shape Change

Alignment

NG

Deity

Nature

Location

Dark Sun

Languages

Common, Dwarven, Kreen

Strength 22
Dexterity 16
Constitution 17
Intelligence 13
Wisdom 17
Charisma 12

About Grit

Physical Description:

Grit is short, even for a Mul, standing just 5 feet tall. But he is lean and hairless and almost as wide as a dwarf. His thick skin is the color of red sandstone and its texture is not far off from the stone either. His clan tattoos mark his family and trade, but new marks have been added that also show his status as property. Used to dressing in Animal hides and chitin, and using weapons of stone and bone, he prefers a staff or club of fire hardened wood when he can get it. Often he shares the company of some animal he has befriended.

Background:

A half human raised by dwarves, grit is a druid and friend of nature. His dwarven training was as a weapon smith and his favored materials are stone and bone and, and when he can get it wood. His dwarven mother loved him but failed to truly integrate him into dwarven society. His crafting skills were sub-par compared to true dwarves and his love for nature further alienated him from his clan.

As a young adult he was allowed to apprentice with a group of kreen druids where he thrived, even if he did not quite fit in. He visited him home often and his new skills with druidic magic made him quite welcome in the clan hold. But his visits were always short as he cared for the land and wanted to try to heal its wounds.

In the end that is how he was taken. He refused to retreat from a group of humans that contained at least one defiler. He recalls well the life draining magic that took him. He watched his animal friend die to feed the destructive magic of the defiler and felt his own strength weakened from it. He had seen defiling magic destroy the land, turning fertile ground, green with life, to ask from the casting of a single spell. But until the day of his capture he had never realized what would happen to the living around the casting of such a spell if there was no life in the land to power the spell.

And so he was taken. Vows were sworn that day. He worked for his captors, crafting items as best he can and even working the mines. He even sometimes has to fight in arenas for them, although he is no pit fighter. But he does not cast his magics for them. That power is his secret, at least so far. That power belongs to the land and he does not want to taint it in the service of those unworthy of it.

Mul
Male Dwarf Druid 10
NG Medium Humanoid (Mul)
Init +3; Senses darkvision 60 ft.; Perception +18
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Defense
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AC 27, touch 15, flat-footed 23 (+3 Dex, +7 Armor, +3 Shield, Deflect 1, Ring +2)
hp 100 (10d8+34)
Fort +14, Ref +9, Will +15; +2 vs. disease, Immune to poison
Resilient: Muls gain a +2 racial bonus to saving throws against disease and poison and regain hit points at twice the normal rate.

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Offense
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Speed 20 ft. + Longstrider

Melee:
Heavy Shield Bash +9(1d4+6)
Dagger +13/+8 (1d4+6/19-20x2),
Club +13/+8 (1d6+6 or 9/x2),
Staff +13/+8 (1d6+9/x2),
+1 Steel Scimitar +15/+10 (1d8+8/18-20x2)
+1 Steel Spear +15/+10 (1d10+8/20x3)

Ranged
MW Sling +11 (1d4+6/x2)

Special Attack: Wild Shape 5/day

Wild Talent: Prescience, Offensive - Your awareness extends a fraction of a second into the future, allowing you to better aim blows against your opponent. You gain a +2 insight bonus on your damage rolls.

Druid Spells Prepared (CL 9th; concentration +13)
5th—Animal Growth, Blessings of the Salamander, Stoneskin
4th—air walk, Echolocation, freedom of movement, Spike Stones,
3rd—Delay Poison Communal, greater magic fang, resinous skinUC, communal resist energyUC
2nd—barkskin, barkskin, resist energy, lesser restoration. Soften Earth and Stone
1st—Cheetah's Spirit(swift), cure light wounds, frostbiteUM, frostbiteUM, longstrider, Expeditious Excavation
0 (at will)—detect poison, guidance, mending, purify food and drink (DC 14)

Spells Used:
Shifts used:

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Statistics
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Str 22, Dex 16, Con 19, Int 13, Wis 20, Cha 12

Base Atk +7; CMB +13; CMD 28 (32 vs Bull Rush and Trip).
Feats: Power Attack, Furious Focus, Natural Spell, Elemental Wild Shape,
Traits: Animalistic Affliction (Ulfen), Beast of the Society

Skills:
Acrobatics +3 (-1 jump),
Appraise +1 ,
Bluff +1,
Climb +7,
Craft (weapons) +3,
Diplomacy +2,
Fly +10,
Handle Animal +8,
Heal +12,
Intimidate +1,
Knowledge (geography) +5,
Knowledge (nature) +11,
Linguistics +2,
Perception +17,
Ride +7,
Sense Motive +10,
Spellcraft +10,
Stealth +0,
Survival +18,
Swim +7

Languages Common, Druidic, Dwarven, Kreen, Giant

SQ:
Animal companion link,
Nature bond abilities (animal companion),
Share spells with companion,
Spontaneous casting,
Wild empathy +12,
Woodland stride,
Trackless Step

Gear
Weapons:
+1 steel scimitar (so +1 to hit/damage and inflicts 1d8 damage rather than 1d6)
MW steel spear (+1 hit, 1d10 damage)
MW sling and bullets (+1 hit, 1d4 damage)
quarterstaff
club
Armor:
+2 agafari heavy shield
+1 spiked Wild Crawling Doom breastplate

Other:

Klar-Killer's cloak:

This heavy cloak of klar hide grants a +1 resistance bonus to saving throws and +1 deflection bonus to AC. When reduced below half his normal hit point total, the wearer must make a DC 14 Will save or be affected by a rage spell for five rounds. Note the cloak has been upgraded to +3 resistance.

Feral Talisman:

This simple hide cord is strung with the claws of many beasts. When the wearer assumes a new form using wildshape or a similar ability or spell, the new shape takes on a feral appearance, with larger horns and claws or a protective carapace. Any bonus to natural armor granted as part of the change is increased by 2 and the wearer gains a +2 enhancement bonus to either Strength, Dexterity or Constitution while in the new form.

fist-sized stone enchanted with continual flame
Druid Vestments
(3) one-gallon water skins (Full),
2 two-gallon waterskin (full)
good quality leather outfit and sandals
healer's kit (10 uses)
MW weaponsmithing tools
riding kank with saddle,
+1 studded leather barding and Battle Fettish for tigone

Orb of Jah-hoz:

This fist-sized chunk of red marble can be used by a druid to augment wildshape. By calling on the orb and taking on an aspect of the spirit within, the druid can wildshape into an earth elemental as if his or her druid level was two levels higher than normal. The druid also gains a +4 enhancement bonus to Constitution while in earth elemental form. For 24 hours after using the orb, the druid is treated as two levels lower when using wildshape to take any form other than an earth elemental.

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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Beast of the Society Whenever you use your wild shape class ability to turn yourself into a Small or Mediumsized
animal, the effect lasts for 2 hours per druid level instead of 1 hour per druid level.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Ferocity: If a mul’s hit points fall below 0 but he is not yet dead, he can continue to fight. If he does, he is staggered, and loses 1 hit point each round. The character still dies when his hit points reach a negative amount equal to his Constitution score.
Immunity to Poison You are immune to poison.
Natural Spell - Cast spells while in wild shape
Resilient: Muls gain a +2 racial bonus to saving throws against disease and poison and regain hit points at twice the normal rate.
Tireless: Muls gain a +4 racial bonus to checks for performing extended physical activity. This bonus stacks with the bonus provided by the Endurance feat and also applies to Fortitude saves versus weakness, fatigue, exhaustion or enfeeblement. Muls can engage in up to 12 hours of strenuous activity before suffering fatigue.
Quick Wild Shape Wild shape quickly into a less powerful form
Share Spells with companion
Trackless step
Wild Empathy +12
Wild shape (10 hours) 5/day
Woodland Stride

Elemental Wild Shape May add an Elemental template to your animal form

Elemental template:

Elemental Wild Shape
You can infuse your wild shape with the power of the natural elements.
Prerequisite: Wild shape class feature, Knowledge (nature) 5 ranks.
Benefit: When you use wild shape to take the form of an animal, you can expend an additional daily use of your wild shape class feature to add the elemental template to your animal form. This form grants you the following abilities:
*Darkvision 60’
*Damage reduction 5/-. This increases to DR 10/- at 11th level.
*A 50 percent chance to ignore critical hits, bleed, paralysis, poison, sleep effects, and stunning. The chance to ignore increases to 75 percent at 11th level.
*Immunity to fire, cold, electricity or acid (choose one when you change form).
*Once per use of wild shape, as a swift action, you can shroud your limbs in the energy type to which you are immune. For one round per level your natural attacks deal +1d6 points of damage of the chosen energy type.

Power Attack
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.
Wild Empathy +11 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Wild Shape 4/day: Beast Shape I (Small and medium animal) for 9 hours.
Woodland Stride (Ex) Move through undergrowth at normal speed

Wishlist:

Long term (4TH Level and beyond), Some druid specific items, like the reasonably cheap druid's vestment that allows an extra shape change a day and armor with the Wild Shape enchantment (my first choice really). At some point heavy chittin or dragon hide full plate armor with the wild enchant. And finally some cool druid useful staff with magic that summons swarms, or controls large bugs, or something dark sun ish.

Huge Dire Tiger:

Init +3; Senses low light vision, Scent; Perception +13
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Defense
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AC 26, touch 14, flat-footed 21 (+7 armor, +2 Dex, +6 natural, +2 Deflect, -1 Size )
hp 110 (10d8+44)
Fort +14, Ref +7, Will +15; +2 vs. Poison and Disease
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Offense
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Speed 40 ft.
Melee 2 Claws +15 (2d6+9) + Grab, +15 Bite (2d8+9) + Grab
Pounce, Rake for 2 Claws +15 (2d6+9)
Space 15 ft.; Reach 10 ft.
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Statistics
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Str 28, Dex 14, Con 19, Int 13, Wis 20, Cha 12
Base Atk +5; CMB +15; CMD 31

Elemental Template:
*Darkvision 60’
*Damage reduction 5/-. This increases to DR 10/- at 11th level.
*A 50 percent chance to ignore critical hits, bleed, paralysis, poison, sleep effects, and stunning. The chance to ignore increases to 75 percent at 11th level.
*Immunity to fire, cold, electricity or acid (choose one when you change form).
*Once per use of wild shape, as a swift action, you can shroud your limbs in the energy type to which you are immune. For one round per level your natural attacks deal +1d6 points of damage of the chosen energy type.

Medium Combat Form:

Deinonychus, Raptor
Init +3; Senses low light vision, Scent; Perception +13,
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Defense
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AC 26, touch 14, flat-footed 23 (+7 armor,, +3 Dex, +4 natural, +2 Deflect)
hp 110 (10d8+44)
Fort +14, Ref +9, Will +15; +2 vs. Poison and Disease

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Offense
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Speed 40 ft.
Melee 2 Talons +12 (1d8+8), +12 Bite (1d6+8), +8 Foreclaws (1d4+3)
Pounce

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Statistics
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Str 26, Dex 16, Con 19, Int 13, Wis 20, Cha 12
Base Atk +5; CMB +13; CMD 27

Large Combat Form:

Dire Tiger
Init +3; Senses low light vision, Scent; Perception +13
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Defense
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AC 26, touch 14, flat-footed 21 (+7 armor, +2 Dex, +6 natural, +6 Deflect, -1 Size )
hp 110 (10d8+44)
Fort +14, Ref +9, Will +15; +2 vs. Poison and Disease

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Offense
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Speed 40 ft.
Melee 2 Claws +15 (2d4+9) + Grab, +15 Bite (2d6+9) + Grab
Pounce, Rake for 2 Claws +15 (2d4+9)

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Statistics
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Str 28, Dex 14, Con 19, Int 13, Wis 20, Cha 12
Base Atk +5; CMB +15; CMD 31

Flight Form:

Eagle - Small Animal
Init +5; Senses low light vision, Scent; Perception +13
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Defense
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AC 28, touch 17, flat-footed 22 (+7 armor, +5 Dex, +3 natural, +1 Defelct, +2 Size )
hp 110 (10d8+44)
Fort +14, Ref +8, Will +15; +2 vs. Poison and Disease

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Offense
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Speed 10/fly 60 ft.
Melee 2 Talons +11 (1d4+6), +11 Bite (1d4+6)

Statistics
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Str 22, Dex 20, Con 19, Int 13, Wis 20, Cha 12
Base Atk +5; CMB +11; CMD 26

Fly skill is +5, Stealth is +3

Swim Form:

Dolphin or Squid, Medium Animal
Init +3; Senses low light vision, Scent; Perception +13
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Defense
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AC 26, touch 14, flat-footed 23 (+7 armor, +3 Dex, +4 natural, +2 Deflect )
hp 110 (10d8+44)
Fort +14, Ref +9, Will +15; +2 vs. Poison and Disease

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Offense
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Speed Swim 60 ft.
Melee Slam +13 (1d4+8) or 10 Tentacles +12 (1d4+8), +12 Bite (1d3+8)
Druid (Saurian Shaman) Spells Prepared (CL 6):

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Statistics
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Str 26, Dex 16, Con 19, Int 13, Wis 20, Cha 12
Base Atk +5; CMB +13; CMD 27

Tigone:

Animal Companion
Tigone
N Large Animal
Init +4; Senses low-light vision, scent; Perception +9

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Defense
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AC 28, touch 13, flat-footed 24 (+4 Dex, +11 natural, +4 Armor, -1 size)
hp 82/82 (9d8+36)
Fort +11, Ref +13, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities: Evasion, Devotion

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Offense
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Speed 40 ft./50 ft. with Longstrider
Melee bite +13 (2d6+6 plus grab) and
2 claws +12 (1d6+6 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +12, 1d6+6 plus grab)

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Statistics
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Str 24, Dex 18, Con 18, Int 2, Wis 15, Cha 10
Base Atk +6; CMB +14 (+18 grapple); CMD 28 (32 vs. trip)

Feats Armor Proficiency (light), Improved Natural Armor, Improved Natural Weapon (Bite), Lightning Reflexes, Weapon Focus Bite

Tricks Air Walk, Attack, Attack, Attack Any Target, Defend, Down, Fighting, Guard, Seek, Stay, Track
Skills Acrobatics +7, Climb +10, Perception +9, Stealth +3, Swim +10
SQ air walk, attack any target, defend, devotion, fighting, guard, seek, track
Other Gear +1 studded leather, battle fetish - +1 NA, +1 resistance, +2 perception

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Special Abilities
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Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
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.
Multiatack / Extra Attack at -5
Pounce (Ex) You can make a full attack as part of a charge.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.