About Hector Niroden
Hector
Male Human (Varisian) druid 1 Archetypes Nature Fang,
NG Medium humanoid (human)
Init +2, Senses Perception +7
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DEFENSE
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AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield, )
hp 11 ((1d8)+3)
Fort +4, Ref +2, Will +5
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OFFENSE
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Speed 20 ft.
Melee scimitar +4 (1d6+4/18-20)
Melee heavy wooden shield (shield spikes) +4 (1d6+4)
Melee club +4 (1d6+4)
Ranged club (thrown) +2 (1d6+4)
Melee quarterstaff +4 (1d6+6)
Ranged sling +2 (1d4+4)
Special Attacks Spontaneous Casting,
Prepared Spells
Druid (CL 1st; concentration +4)
1st-magic fang(DC 14), shillelagh(DC 14)
0th-detect magic, guidance(DC 13), light
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TACTICS
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STATISTICS
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Str 18, Dex 15, Con 14, Int 12, Wis 16, Cha 7,
Base Atk +0; CMB +4; CMD 16
Feats Improved Shield Bash
Skills Handle Animal +2(+6), Knowledge (Local) +5, Knowledge (Nature) +5, Knowledge (Religion) +5, Perception +7,
Traits Shield-Trained (Gorum),
Languages Common, Druidic, Thassilonian, Varisian
SQ animal companion, dual talent, nature bond, orisons, studied target,
Combat Gear
Other Gear scimitar, heavy wooden shield (shield spikes), hide armor, explorer's outfit, sling bullets (10) (2), druid's kit, beast-training kit, whetstone, rope (50 ft.), grappling hook, common, club, quarterstaff, sling, leather barding, 11.78 gp
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SPECIAL ABILITIES
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Animal Companion (Ex)
Dual Talent Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
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 the Animal Companions section beginning on page 51. 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.
No Racial Subtype You have chosen no racial subtype.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Traits
Shield-Trained (Gorum) [Not Implemented]You were trained to use shields as weapons. Heavy and light shields are considered simple weapons rather than martial weapons for you. Heavy shields are considered light weapons for you.
Group Fighter
You have trained extensively to fight with groups. You gain a +1 trait bonus on attacks made while flanking an opponent.
Scion of Legend
Source Return of the Runelords Players Guide pg. 11
Category Campaign
Your character has a personal link or association with one of Varisia’s established heroes. This hero should be a PC you played in a previous campaign (and could be, but need not be, one of the Sihedron Heroes). Your character could be a younger sibling, younger cousin, or even an apprentice of the hero. If enough time has passed, you might be the hero’s child, or your character could have reincarnated from the soul of a hero that died before your character was born.
Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower
Studied Target (Ex) A nature fang gains the slayer's studied target class feature. A nature fang can study an opponent to gain a +1 bonus on Bluff, Knowledge, and Sense Motive; a +1 bonus on Perception, and Survival checks attempted against that opponent; and a +1 bonus on weapon attack and damage rolls against it. The DCs of nature fang class abilities against that opponent increase by 1. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). A nature fang can only maintain these bonuses against one opponents at a time; these bonuses remain in effect until either the opponent is dead or the nature fang studies a new target. The nature fang may discard this connection to a studied target as a free action, allowing him to study another target in its place.