Sir Rekkart Cole

Little Ben PBP's page

221 posts. Alias of miteke.

Full Name

Little Ben


| Bluff +4, HAnim +4, Heal +7, KnGeo +5, KnLoc +4, KnNat +5, Perc +9, Scraft +4, SMot +3, Surv +8, Swim +5


| Active Conditions: None


Male N/N Half Orc Druid (Goliath)/3 | HP: 34/35, 35/35| AC Norm/FF/Tch: 18/17/14 15/14/11 (-1 if enlarged), 19/16/14| CMB/CMD: +4/15 +2 vs. AwBlow | F/R/W: +7/+5/+8 | Init: +1 |Darkvision, Speed 30 ft










Common, Druidic, Orc

Strength 17
Dexterity 13
Constitution 14
Intelligence 10
Wisdom 16
Charisma 10

About Little Ben PBP

Resource Tracking:

Wand of CLW uses:
Level 1 Spell uses: Enlarge Person (spontaneous CLW), Enlarge Person (spontaneous CLW)
Volatile Conduit 1/day (+1d4 to energy attack):
pearl of power (1/day): entangle

Little Ben is a mountain of a half-orc, though he appears more like an ugly man than a half-orc. He was given his name as a form of light-hearted irony. He grew up in Trunau, but left at an early age to apprentice with a Shaman/Goliath Druid by the name of Talon Treesplitter (also giant-blooded) that recognized the potential in him. He returns to his home town if at all possbile for the Hopeknife festival. His mentor is tasked with keeping an eye on the giants in the nearby mountains and making sure they do not disrupt the balance of nature.

Little Ben is still a bit wet behind the ears as far as using his druidic abilities, but he is well traveled, and is mostly sent on spying or information gathering missions but has a lot of freedom in where he chooses to go. He has a profound distrust and even hatred for orcs and the like, having lost family, including his father, to the invasive species. He likes to visit taverns whenever possible, being somewhat gregarious, and to collect information for his druidic task masters, though he is considering breaking off and making a name for himself.

He returns to his home town if at all possible for the Hopeknife festival.


  • Runs flat-footed

    Main Stats:

    Little Ben N/N Half Orc Druid (Goliath)/3
    Age 25
    Height 7' 2"
    Weight 350 lbs

    Str 17, +3 {12[race] +5[7 points spent]}
    Dex 13, +1 {10[race] +3[3 points spent]}
    Con 14, +2 {10[race] +4[5 points spent]}
    Int 10, +0 {10[race] +0[0 points spent]}
    Wis 16, +3 {10[race] +6[10 points spent]}
    Cha 10, +0 {10[race] +0[0 points spent]}

    Init +1 {+1[dex]}
    Senses Darkvision
    Speed 30 ft.
    Base Attack +1
    Languages Common, Druidic, Orc, Giant, Aklo


    HP 35 {+16[3d8] +6[2xcon] +3[favored class] +3[toughness]}
    CMD 15 {10 +1[BAB] +3[str] +1[dex] (+2)[giant-blooded, awesome blow}
    AC 15, flat-footed 14, touch 11 {10 +1[dex] +4[armor]}

    Fort +7 {+2[con] +3[class] +1[sacred tattoo] +1[fate's favored]}
    Ref +5 {+2[dex] +1[class] +1[sacred tattoo] +1[fate's favored]}
    Will +8 {+3[wis] +3[class] +1[sacred tattoo] +1[fate's favored]}
    Special Saving Throw Bonuses:

  • Sacred Tattoo is luck based so fate's favored kicks in

  • Offense:

    CMB +4 {+1[BAB] +3[str]}

    Normal Attacks

  • +3/3d6+4 large Greataxe [crit 20/x3; S) {+1[BAB] +3[str] -1[weapon size, giant-blooded]/3d6 +4[1.5 str]}
  • [dice=to hit great axe]1d20+3[/dice]
  • [dice=damage, whetstone]3d6+4+1[/dice]
  • +3/5d6+6 Enlarged Large Greataxe [crit 20/x3; S) {+1[BAB] +3[str] -1[weapon size, giant-blooded] +0[enlarged]/5d6 +6[1.5 str, enlarge]}
  • [dice=to hit great axe]1d20+3[/dice]
  • [dice=damage, whetstone]5d6+6+1[/dice]


  • +2/1d4+3 Sling [rng: 50 ft;crit 20/x2; B] {+1[BAB] +1[dex]/1d4 +3[str]}


  • Spells:

  • Concentration +6 {+3[class] +3[wis]}
  • Spontaneous casting of Enlarge Person

    Spells Available per day:

  • Level 0: 4
  • Level 1: 3 {2 +1[stat]}
  • Level 2: 2 {1 +1[stat]}

    Orisons DC 13

  • Detect Magic: Detects all spells and magic items within 60 ft. 1 min/lvl
  • Guidance: +1 bonus to attack, saving throw, or skill roll. 1 min
  • Light
  • Detect Poison

    Level 1 DC 14

  • Entangle: Long range, 40' radius, 1 min/lvl, Reflex ST or entangled
  • Cure Light Wounds: Touch, Cure 1d8+2 {1d8 +3[lvl]}
  • Cure Light Wounds: Touch, Cure 1d8+2 {1d8 +3[lvl]}
  • Snowball
  • Longstrider
  • Acid Maw: +1d4 acid damage +1d4 per round/1+lvl/4 afterwards, 1 minute per level. example: 4th level gets 3d4.

    Level 2 DC 15

  • Burning Gaze: 1 round/level, 30' range, fort save or 1d6 damage. reflex save or catch fire.
  • Bull's Strength
  • Burst of Radiance
  • Barkskin
  • Masterwork Transformation
  • Sickening Entanglement
  • Bone Fist 1 creature per level, +1 NA, +1 damage to natural attacks.

  • Skills:

    Skill Ranks 18 {6(4+0[int]+2[background]) * 3[class level]}

    Acrobatics -1 {+0 ranks +1[dex] -2[ACP]}
    Appraise +0 {+0 ranks +0[int]}
    Bluff +4 {+1 ranks +0[cha] +3[class/GD]}
    Climb +1 {+0 ranks +3[str] +3[class] -2[ACP]}
    Craft +0 {+0 ranks +0[int] +3[class/GD]}
    Diplomacy +4 {+1 ranks +0[cha] +3[class/GD]}
    Disable Device N/A {+0 ranks +1[dex] -2[ACP]}
    Disguise +0 {+0 ranks +0[cha]}
    Escape Artist -1 {+0 ranks +1[dex] -2[ACP]}
    Fly -1 {+0 ranks +1[dex] +3[class] -2[ACP]}
    Handle Animal +4 {+1 ranks +0[cha] +3[class]}
    Heal +7 {+1 ranks +3[wis] +3[class]}
    Intimidate +0 {+0 ranks +0[cha]}
    - arcana N/A {+0 ranks +0[int]}
    - dungeoneering N/A {+0 ranks +0[int]}
    - engineering N/A {+0 ranks +0[int]}
    - geography +5 {+2 ranks +0[int] +3[class]}
    - history N/A {+0 ranks +0[int]}
    - local +4 {+1 ranks +0[int] +3[class/GD]}
    - nature +5 {+2 ranks +0[int] +3[class]}
    - nobility N/A {+0 ranks +0[int]}
    - planes N/A {+0 ranks +0[int]}
    - religion N/A {+0 ranks +0[int]}
    Linguistics +2 {+2 ranks +0[int] - Aklo, Giant}
    Perception +9 {+3 ranks +3[wis] +3[class]}
    - XX N/A {+0 ranks +3[wis] +3[class/GD]}
    Ride -1 {+0 ranks +1[dex] +3[class/GD]) -2[ACP]
    Sense Motive +3 {+0 ranks +3[wis]}
    Sleight of Hand N/A {+0 ranks +1[dex] -2[ACP]}
    Spellcraft +4 {+1 ranks +0[int] +3[class]}
    Stealth -1 {+0 ranks +1[dex] -2[ACP]}
    Survival +8 {+2 ranks +3[wis] +3[class]}
    Swim +5 {+1 ranks +3[str] +3[class] -2[ACP]}
    Use Magic Device N/A {+0 ranks +0[cha]}


  • Gear:

    1 Explorer's Outfit
    1 Weapon Cord
    1 Large Battle Axe
    1 Ornate Hopeknife (100 gp value)
    1 Sling
    4 10 Cold iron sling bullets
    1 Lamellar (leather)
    1 Lamellar (leather, velociraptor)
    1 Hopeknife
    1 Whetstone
    1 Scabbard of Honing
    1 Pearl of Power
    3 Potion of CLW
    1 Wand of CLw (8 ch)
    1 Universal Solvent (50 gp value)
    1 Antitoxin
    1 Smokestick
    0 Spring-loaded Wrist Sheath (with hopeknife in it)
    1 Druid's Kit (animal feed (5 days), a backpack, a belt pouch, a blanket, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin)
    1 Survival Kit
    1 50' Silk rope
    1 Bedroll
    1 Sack
    1 Tent, large
    1 Abadar receipt
    320 gp
    Racial Traits:

    Half Orc Traits
  • +2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice (strength) at creation to represent their varied nature.
  • Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Half-orcs have a base speed of 30 feet.
  • Darkvision: Half-orcs can see in the dark up to 60 feet.
  • Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks
    due to their fearsome nature.
  • Shaman's Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
  • Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
  • Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
  • Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
  • Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.
  • Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.
  • Favored Class Bonus: Add +1/3 to the druid's natural armor bonus when using wild shape.

  • Traits:

    Starting Traits
  • Volatile Conduit: You discovered a secret that enhances the energy of some spells. Once per day as a free action, when you cast a spell that deals acid, cold, electricity, or fire damage, you can enhance that spell with volatile energy. When you do, it deals 1d4 points of extra damage of the same energy type.
  • Fate's Favored: The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
  • Giant-Blooded: Your family has always been dogged by rumors that a bit of giant blood got into the family’s veins at some point. Whether this was through alchemical or magical experimentation, or because your great-great-grandfather married a giant, it has made you big for your race, and may have given you other minor cosmetic features of giants, such as flaming red hair, a bluish tinge to your skin, or oversized hands. When you wield a weapon that is larger than your size, the penalty on attack rolls for using inappropriately sized weapons is reduced by half. In addition, you gain a +2 trait bonus to your CMD against awesome blow combat maneuvers. If you’re a dwarf, your stability racial trait applies to awesome blow combat maneuvers as well.

  • Class Abilities:

    Druid Abilities
  • Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.
  • Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
  • 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.
  • Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race. A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet.
  • Nature Bond (Ex): Animal companion, altered by archetype
  • Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks. replaced by Primal Size
  • Wild Empathy (Ex): You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+2 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check. Altered by archetype to restrict animals affected.
  • Woodland Stride (Ex): 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.
  • 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.
  • Resist Nature's Lure (Ex): replaced by Face Nature's Might
  • Venom Immunity (Ex) replaced by Primal Summons
  • A Thousand Faces (Su) replaced by Primal Summons
  • Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.

  • Archetype Abilities:

    Goliath Druid Abilities
  • Goliath Druid: Goliath druids hone their spiritual and magical connections to nature's largest creatures, especially dinosaurs, giants, and megafauna, revering these massive creatures as living relics of a primeval time when all creatures were more in harmony with nature. Despite this respect, a goliath druid doesn't hesitate to infiltrate giant groups who defile nature and destroy them from within.
  • A goliath druid gains Bluff, Diplomacy, and Knowledge (local) as class skills, but does not gain Craft, Profession, and Ride as class skills.
  • Bonus Languages: A goliath druid with an Intelligence bonus can select Giant as a bonus language.
  • Primal Size: A goliath druid adds enlarge person to her list of class spells. She can cast this spell only on herself. She can also channel stored spell energy to cast this spell without preparing it—she can lose a prepared spell of 1st level or higher to cast enlarge person. This ability replaces nature sense.
  • Primal Bond: When a goliath druid forms a nature bond, if she selects a cleric domain, she must selected from the Animal, Destruction, or Strength domains, or the Ferocity, Growth, or Rage subdomains. If the goliath druid selects an animal companion, she must select a dinosaur or megafauna. If she has a dinosaur or megafauna animal companion, she can target it with enlarge person even though the companion isn't of the humanoid type. This ability alters nature bond.
  • Primal Empathy (Ex): A goliath druid's wild empathy functions only with creatures that are Large or larger. This ability alters wild empathy.
  • Primal Summons: A goliath druid adds the following creatures to the list of creatures she can normally summon using summon nature’s ally spells. This ability replaces venom immunity and a thousand faces.
  • - Summon Nature’s Ally I: Compsognathus.
  • - Summon Nature’s Ally II: Dimorphodon.
  • - Summon Nature’s Ally III: Velociraptor.
  • - Summon Nature’s Ally IV: Ogre, parasaurolophus.
  • - Summon Nature’s Ally V: GlyptodonB2, iguanodon.
  • - Summon Nature’s Ally VI: BaluchitheriumB3, megalania.
  • - Summon Nature’s Ally VII: Cliff giant.
  • - Summon Nature’s Ally VIII: Spinosaurus.
  • - Summon Nature’s Ally IX: Diplodocus.
  • Face Nature’s Might (Ex): At 4th level, a goliath druid gains a +4 bonus
    on saving throws against the spell-like and supernatural abilities of
    giants. This ability replaces resist nature’s lure.

  • Wild Shape (Su): Druids’ ability to wild shape into a creature of the animal type allows a goliath druid to assume only the form of a dinosaur or megafauna. She doesn’t gain the ability to become an elemental or plant.
  • At 6th level, the goliath druid can use wild shape to become a Large humanoid of the giant subtype. This functions as the alter self spell, except the goliath druid gains a +4 size bonus to Strength, a –2 penalty to Dexterity, and a +1 natural armor bonus. If the Large humanoid form she takes has rock throwing, she gains rock throwing (range 40 feet, 1d8 damage). If the form has the aquatic subtype, she gains the aquatic and amphibious subtypes.
  • At 12th level, when taking the form of a giant, the goliath druid’s wild shape functions as giant form I.
  • At 14th level, the goliath druid can also use wild shape to change into a Huge giant. When taking the form of a giant, the goliath druid’s wild shape functions as giant form II.

  • Feats:

  • 1T - Endurance (Shaman's Apprentice Half-Orc trait): +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
  • 1 - Toughness
  • 1B - Animal Soul: You can choose not to allow spells and effects to effect you if they would not be capable of affecting both your original creature type and the animal creature type.
  • 3 - Power Attack
  • 5 - Heavy Armor Proficiency
  • 7 - Monstrous Companion
  • 9 - Powerful Shape or vital strike
  • 11 - Divine Interference

  • Animal Companion:

    Little Buddy
    Dinosaur (Velociraptor)
    Statistics: Size Small; Speed 60 ft.; AC +1 natural armor; Attack 2 talons (1d6), bite (1d4); Ability Scores Str 12 {11[base] +1[an comp]}, Dex 18 {17[base] +1[an comp]}, Con 17, Int 2, Wis 12, Cha 14; Special Qualities low-light vision, scent.

    HP: 24 {18[3d8] +6[con]}
    AC: 21 {10 +1[natural armor] +2[nat armor an comp] +3[dex] +4[lamelar armor] +1[size]}
    CMD 13 {10 +1[BAB] +0[str] +3[dex] -1[size]}

    Fort: +6 {+3[con] +3[level]}
    Ref: +6 {+3[dex] +3[level]}
    Will: +2 {+1[wis] +1[level]}

    CMB +0 {+1[BAB] +0[str] -1[size]}
    - 2 x Talon Attacks: +5/1d6+1 {+2[BAB] +4[dex] +1[size]/1d6 +1[str]}
    - 1 x Bite Attack: +5/1d4+1 {+2[BAB] +4[dex] +1[size]/1d4 +1[str]}

  • [dice=to hit talon]1d20+5[/dice]
  • [dice=damage]1d6+1[/dice]
  • [dice=to hit talon]1d20+5[/dice]
  • [dice=damage]1d6+1[/dice]
  • [dice=to hit bite]1d20+5[/dice]
  • [dice=damage]1d4+1[/dice]

    Skill Ranks: 3
    Swim +2 {+1[ranks] +0[str] +3[class] -2[ACP]}
    Perception +5 {+1[ranks] +1[wis] +3[class]}
    Stealth +9 {+1[ranks] +3[dex] +3[class] +4[size] -2[ACP]}

    Feats: 2
    Weapon Finesse
    Light Armor Proficiency
    Power Attack
    Feral Grace

    Tricks: 7 {6[int] +2[animal companion]}
    Attack, Attack, Guard, Stay, Flank, Rescue, Defend, Fetch