Earthfather

Molov Dert's page

5 posts. Organized Play character for French Wolf.


Classes/Levels

Dwarf Druid 1,

About Molov Dert

Dwarf Male Druid 1
TN medium humanoid (dwarf)
Init +2; Senses Darkvision 60ft., Perception +6
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DEFENSE
AC 18, touch 12, flatfooted 16
(+4 armour [hide armour], (+2 shield [heavy wooden shield), +2 Dex)
hp 16 (8+4(Con)+1(Favored Class)+3(Toughness))
Current hps 16,
Fort +6, Ref +2, Will +4

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OFFENSE
Spd 20ft
Melee club +0 (1d6)
Melee scimitar +0 (1d6/18-20)
Ranged sling +4 (1d4)
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STATISTICS
Str 10, Dex 14, Con 18, Int 12, Wis 15, Cha 8
Base Atk +0; CMB +0; CMD 12
Feats Toughness,
Skills - ranks (4+1(INT)) Climb +4, Knowledge (nature) +7, Linguistics +2, Perception +8, Sense Motive +9, Survival +10,
Languages Auran, Common, Druid Speech, Orc, Wegwuir,
SQ nature bond (travel domain), nature sense, scent (1/day), wild empathy +0, woodland stride, trackless step

Traits
Wise Mentor: The great shaman shared Ulfak's vision of bitter and twisted evil smothering the Land. He spent many days teaching this apprentice about the lies and half truths that many not of the shoanti use. You gain a +1 trait bonus to Sense Motive checks and Sense Motive is always a class skill for you. You also gain a +1 trait bonus to resist illusions (figments).

Wolf Cub: Due to your wolf blood once day as a standard action, you can take a deep breath through your nose to gain the scent ability for 1 minute.
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WOLF SHAMAN SPELLS

Spoiler:
Druid Spells (italics indicates a spell has already been cast)
[concentration +3, melee touch +3, ranged touch +2, DC = 12+spell level)
2nd - locate object*, stone call, summon swarm,
1st - longstrider*, magic fang, magic stone, produce flame,
0th - create water, detect poison, guidance, stabilise,

*Travel Domain
You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Times/Day: 5,
Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.


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HALF-ORC RACIAL TRAITS

Spoiler:
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.

Shaman’s Apprentice (ARG): 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.

Toothy (ARG): Some half-orcs’ tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. 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.

Carrying Capacity
Ulfak can manage 86 lbs in weight before she is at a medium load.
Current Encumbrance 8 lbs

Combat Gear
Club (0gp, 3lbs)
Sling (0gp)
10 bullets (1sp, 5lbs)
Hide armour (15gp)
Scythe (18gp)
Scimitar (15gp)

Other Gear
Travellers outfit
Wooden holy symbol

Backpack
Bedroll
Winter blanket
40 candles
Crowbar
Flint and steel
waterskin
Hammer and 10 pitons
Whetstone

Consumables
4 Flasks of Oil

Wealth
Gold 25
Silver 53
Copper

Treasure
AC
Str 10 (0pts)
Dex 14 (5pts)
Con 18 (10pts)
Int 12 (2pts)
Wis 15 (3pts)
Cha 8 (0pt)