Male Human (Desert) Druid 15 HP 160/160 + 1d8+7 temp hp | AC 23 , T 13, FF 20 | F: +13, R: +9, W: +18 | CMD 21 | Perc. +23 | Init. +0 | Stealth +4
Classes/Levels
Resources:
Heat Shimmer 10/10 | Wild Shape 6/7 |Rod x2 6/6
Gender
Current form: Huge Air Elemental; +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects
Hazreem Al'Shakar
Human Druid 15
AL: NG
Deity: Gozreh
Languages: Common, Druid
STR 14 (16) +2(+3)
DEX 10 0
CON 14 +2
INT 10 0
WIS 20(24) +5(+7)
CHA 12 +1
Combat Defense
HP: 160
AC: 23 (+6 armor, +2 shield, +3 deflection, +2 amulet) Touch 13; FF 20; currently 23; CMD 21
Concentration +19
Saves (Base + Ability + feats):
Fort +13 (9+2+2)
Ref +9 (5+0+2+2)
Will +18 (9+5+2+2)
*Heat Shimmer (Su): As a free action, you can surround yourself with heat distortion that acts as the blur spell. Creatures that strike you in melee while you're using this ability are dazzled for 1 round (Fortitude DC 21 negates). You may use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds need not be consecutive. Use 10/10 rounds/day.
Offense
Init: +0; Move: 30'
BAB: +11/+6+1 CMB: +13
+1 fire outsider bane frost scimitar (+15/+10/+5 to hit, 1d6+4+1d6 cold, 18-20/x2) S
Spells
0-level; 4/day (DC 17)Create Water, Detect Magic, Light, Stabilize 1st level: 6/day (DC 18), Endure Elements, Frostbite x2, Keen Senses, Longstrider, Tears to Wine; Cloak of Shade (D)
2nd level: 6/day (DC 19)Barkskin x2, Lesser Restoration x2, Quick Change; Shifting Sand (D)
3rd level: 6/day (DC 20)Neutralize Poison x2, Protection From Energy x2, Quench x2; Cup of Dust (D)
4th level: 5/day (DC 21)Ball Lightning, Freedom of Movement, Ice Storm, Spike Stones; River of Wind; Hallucinatory Terrain (D)
5th level: 5/day (DC 22): Baleful Polymorph, Cure Critical Wounds, Geniekind, Fickle Winds, Stoneskin; Transmute Rock to Mud {loose sand} (D)
6th level; 4/day (DC 23): Chain Lightning, Find the Path, (Greater) Dispel Magic, Mass CLW; Sirocco; (D)
7th level; 3/day (DC 24): Heal x2, Mass CMW x2; Sunbeam (D)
8th level; 1/day (DC 25): Earthquake; Sunburst (D)
Servant of the Sands (Sp): At 12th level, you may call upon the aid of any type of common (non-noble) genie as if using planar ally.
Equipment
Explorers outfit
+2 Wild Lamellar Leather Armor
Heavy Wooden Shield
+2 Amulet of Natural Armor
+4 Headband of Inspired Wisdom
+2 Cloak of Resistance
+1 fire outsider Bane Frost Scimitar
+3 Ring of Protection
Druids Vestments
Belt of Giant Strength +2
Ring of Fire Resistance (minor)
Spellguard Bracers
Wooden Holy symbol of Gozreh
Thunderstone
Wand of Bull's Strength (3 charges)
Wand of Cure Moderate Wounds {2d8+3} (CL 3, 2 charges)
Wand of Cure Moderate Wounds {2d8+3} (CL 3, 50 charges)
Wand of Stone Shape (21 charges)
2 Lesser Metamagic (Extend) rods
3 vials of soften earth and stone
2 Potions of Cure Moderate Wounds
2 Potions of Shield of Faith (+2)
2 Potions of Heroism
6 Goodberrys (7 days)
Emerald hair comb. (Focus for Aliya)
2,946 gp
Looks:
Male, 27 years old. Strongly tanned and looking weathered from his time in the sun drenched sands of the southern desserts, Hazreem isn't a picture of beauty. His hair is dishevelled and wind tossed, even on days when no winds seem to be about, and the crackle of static can often be heard as he moves around. His grey eyes always seem to twinkle with humour however, an his face is often creased with a smile as he finds new joys in the wilderness of the deserts.
Background:
Hazreem always believed he had been a child of the village of Sendrae, in the Southern deserts of Katapesh. It was there he held all his memories and it was there he had first come to understand the ways of nature and the blancing effects of the elements in the great deserts. His love of nature, and his abilities with the local wldlife soon developed beyond natural to become spiritual force in the man. He worked closely with the villages int he region, helping them to maintain balance and peace with the land, while still ensuring their continued survival in the harsh environments. Gozreh, god of nature guided his travels, and it was his god who finally gave him the understanding of the Winds power over everything int he desserts. IT shaped the sands, eroded the buildings and brought the rains when warm airs mixed with colder winds from the oceans. While mighty Sarenrae and her sun might be an obvoius power in the land, the subtle effects of the wind were what called to Hazreem.
It was only recently that his father revealed to him the truth of his past, and his birthplace far to the north in the village of Kellmarane. His mother, also a druid and shaman for the region had remained to help defend against the dangers that had forced the village to be abandooned, but she had not been seen since. When his father had finally revealed this infomation he had also handed the druid the scimitar he now carried, claiming it was his mothers. In that moment a greater purpose bloomed in Hazreems mind and he now travels North, hoping that if the village is to be resettled, he can continue in the role his mother died serving.
Being awarded the honorary title of Knight Protector of Kelmarane, Hazreem feels a sense of accomplishment, and pride. He knows his mother would be proud of him!
Huge Air Elemental:
HP: 152; AC: 29 (+6 armor, +6 dex, +4 natural, +3 deflection, +2 amulet, -2 size) Touch 18; FF 16; CMD 32 (10 + 10 bab + 6 str + 4 dex + 2 size); CMB +18 (10 bab + 6 str + 2 size); Fort +13, Ref +10, Will +18; Speed: Fly 120’ (perfect); Melee: slam +15/+10 (2d6+6) (-2 size); Space 15 ft.; Reach 15 ft.; Special Attacks Whirlwind(3/day, 6 rounds, Max 10–40 ft. high, 2d6+6 damage, DC 26); SQ: darkvision (60’); Immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/—.
Seriyle Tracker:
HP 194/194 + 1d8+7 temp hp
+1 Mithral chain shirt: AC 30
+1 Wounding Greataxe: +28 to hit/1d12+7 +1 Bleed per hit (2H medium/1H Large) /x3/S
+1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects
Bardic Performance 29/29 rds.
Rock Troll form:
+6 size bonus to Strength = total 29 (+9)
-2 penalty to Dexterity = total 21 (+5)
+4 size bonus to Constitution = total 20 (+5)
+4 natural armor bonus = total 29
low-light vision
darkvision 60 feet
rend (claws, 2d6+9 damage)
regeneration 5
rock catching
rock throwing (range 60 feet, 2d6 damage)
Original HP roll.:
99, Currently 99 (8+8+6+4+6+6+3+7+5+7+4(Druid)+22(CON)+3(favored class)+11(toughness)