Kaigon the Miscreant

Harkuf Tombguard's page

200 posts. Alias of Signboy77.


Race

Jafar:
Snake (Constrictor) 4 HP 34/34 | AC 18 T 13 FF 14 | Fort +8 Ref +7 Will +2 | CMD 25 | Init +3 | Perc +1

Classes/Levels

Druid 4 | HP 35/35 | AC 16 T 12 FF 14 | Fort +5 Ref +3 Will +7 | CMD 18 | Init +2 | Perc +9

Strength 16
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 17
Charisma 8

About Harkuf Tombguard

Male Druid
CG Medium Humanoid (Dwarf)
Level 2
Initiative+2 (+2 when underground); Senses Darkvision 60, Perception +9

Defense:

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Defense
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AC 16, touch 12, flat-footed 14 (+2 Dex, +4 Armor)
HP 35 (4d8+12)
Fort+5, Ref+3, Will +7

Offense:

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Offense
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Speed 20 ft. (in armor)
Melee mwk. quarterstaff (two-handed)+7 (1d6+4/x2) or
adamantine warhammer (two-handed)+7 (1d8+4/x3)
Ranged sling +5 (1d4+3/x2)

Spells:

Spells CL 4
2nd Level: (3/day) gust of wind, flaming sphere, bull's strength
1st Level: (4/day) produce flame, cure light wounds, shillelagh, faerie fire
0 Level: Guidance, Know Direction, Purify Food & Drink

Stats (Abilities, Feats, Skills, Traits):

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Statistics
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Str 16, Dex 14, Con 12, Int 10, Wis 17, Cha 8
Base Attack +1; CMB +4; CMD 16
Feats Toughness, Spell Focus (Conjuration)
Skills Acrobatics -1
Appraise +0
Bluff -1
Climb +1
Craft +0
Diplomacy -1
Disguise -1
Escape Artist +0
Fly +0
Handle Animal +6 [4]
Heal +3
Intimidate -1
Knowledge (Nature) +7 [4]
Perception +10 [4]
Perform +0
Ride +0
Sense Motive +3
Stealth -1
Survival +12 [4]
Swim +1
Traits Tunnel Fighter, Mummy Cursed
Languages Common, Dwarven

Gear:

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Gear
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mwk. adamantine hammer, quarterstaff, sling, bullets (10)[1sp], hide armor [15gp], scroll case [1gp], scroll jump [25gp], scroll endure elements [25gp], pathfinder's kit [12gp], 50' hemp rope [1gp], grappling hook [1gp], 14 gp 9 sp

Special Abilities:

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Special Abilities
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Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Woodland Stride: Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her 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 her.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

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 Animal Choices. 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.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier 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, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Wild Shape: At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.

Animal Companion:

Jafar

Level 4
N Large Animal (Snake - Constrictor)
Initiative+3; Senses low-light vision, scent; Perception +1

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Defense
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AC 18, touch 13, flat-footed 14 (+3 DEX, +5 natural, +1 Dodge, -1 size)
HP 16 (4d8+16 Con)
Fort +8, Ref +7, Will +2;

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Offense
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Speed 20 ft. (also for climb and swim)
Melee bite +10 (1d4+7 & grab)
Grab +8 vs. CMD

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Statistics
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Str 24, Dex 16, Con 18, Int 1, Wis 12, Cha 2
Base Attack +3; CMB +11; CMD 25
Feats Weapon Focus (Bite), Dodge
Skills Perception +5, Stealth +8
SQ tricks, Link, Share Spells
Tricks
1-2. Attack All Creatures
3. Down

Bonus Tricks
1. Stay
2. Guard

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Special Abilities
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Link: A druid 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 druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells: The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Evasion: If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.