
About Melikor
Master of the Fortress
Half-orc druid 1
N Medium humanoid (human, orc)
Init +8; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 11 (1d8+3)
Fort +4, Ref +2, Will +3
Defensive Abilities orc ferocity
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Offense
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Speed 30 ft.
Melee greataxe +4 (1d12+6/×3)
Domain Spell-Like Abilities (CL 1st; concentration +2)
. . At will—speak with animals (4 rounds/day)
Druid Spells Prepared (CL 1st; concentration +2)
. . 1st—calm animals[D] (DC 12), charm animal (DC 12), cure light wounds
. . 0 (at will)—detect magic, guidance, light
. . D Domain spell; Domain Animal domain
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Statistics
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Str 18, Dex 15, Con 14, Int 8, Wis 12, Cha 8
Base Atk +0; CMB +4; CMD 16
Feats Improved Initiative
Traits animalistic affliction (ulfen), reactionary
Skills Climb +6, Handle Animal +4, Intimidate +1, Perception +5, Survival +3; Racial Modifiers +2 Intimidate
Languages Common, Druidic, Orc
SQ nature bond (Animal domain), nature sense, orc blood, wild empathy +1
Other Gear lamellar (leather) armor[UC], greataxe, hemp rope (50 ft.), 69 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Druid Domain (Animal) Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Speak with Animals (4 rounds/day) (Sp) You can use speak with animals as a spell-like ability.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.