Durkon Thundershield

Trogg Deepdelver's page

200 posts. Alias of Bearded Ben.


Race

Dwarf

Classes/Levels

Druid 4 (HP 32/32)

Gender

Male

About Trogg Deepdelver

Trogg Deepdelver - Druid (Menhir Savant) 4
Neutral Good Medium Humanoid (Dwarf Male)
Init +2; Senses Perception +12 (+14 vs unusual stonework)
Spells memorized:
2nd – Soften Earth and Stone, Summon Swarm, Stone Call
1st- Produce Flame, Expeditious Excavation, Cure Light Wounds, Hydraulic Push
0- Detect Magic, Guidance, Light, Stabilize
Place Magic 7/8

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DEFENSE
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AC 17, touch 12, flat-footed 15 (+4 armor, +1 shield, +2 dex)
HP 32 (4d8 + 8 con + 1 FCB)
Fort +6, Ref +3, Will +9

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OFFENSE
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Speed 20 ft.
Melee Scimitar +3 1d6 (crit 18-20 x2)
Ranged Sling +5 1d4
Druid Spells (CL 4th)
2nd (3/day) DC 17 -
1st (5/day) DC 16 - Cure Light Wounds (DC 17), Entangle, Obscuring Mist, Produce Flame, Magic Stone
0 (4) DC 15 - Create Water, Detect Poison

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STATISTICS
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Str 10, Dex 14, Con 14, Int 10, Wis 20, Cha 8
Base Attack +3; CMB +3; CMD 15
Feats Armor Proficiency (Light/Medium), Shield Proficiency, Spell Focus (Conjuration), Augment Summoning
Armor Check Penalty -3
Favored Class Druid (+3 skill ranks, +1 hit point)
Skills Handle Animal +5 [+9 with Clarence] (2), Climb +2 (2), Heal +9 (1), Intimidate +0 (0), Knowledge (Arcana) +1 (1), Knowledge (Dungeoneering) +1 (1), Knowledge (geography) +5 (2), Knowledge (nature) +4 (1), Linguistics +1 (1), Perception +12 (4) (+14 vs unusual stonework), Sense Motive +6 (1), Spellcraft +4 (1), Survival +8 (1), Swim +1 (1)
Languages Common, Druidic, Dwarven, Terran
Equipment Masterwork Hide Armor, Masterwork Light Wooden Shield, Sling, sling stones, Scimitar, Wand of CLW (7 charges), Wand of Faerie Fire (10 charges), Spring Loaded Wrist Sheath (2), wand of Bull's Strength (45 charges)
Adventuring Kit (2 days trail rations, a full waterskin, backpack + bedroll, 2 empty belt pouches, 2 sunrods, tindertwig, 50ft of hemp rope, 2 pitons and a grappling hook)
Cash 67 gp
Encumbrance Heavy (67 lbs)

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SPECIAL ABILITIES
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Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Deep Warrior: Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple). This racial trait replaces defensive training.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
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.
Spirit Sense (Sp): At 1st level, a menhir savant can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like detect undead, and the druid detects all of these creatures rather than trying to detect one kind. This ability replaces nature sense and wild empathy.
Nature Bond: Animal Companion - Clarence
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Place Magic (Su): At 2nd level, a menhir savant learns to identify and tap into ley lines in different types of terrain. As a free action, she can tap into the magic of a nearby ley line and increase her caster level by +1 for 1 round. She can use this ability a number of times per day equal to 3 + her Wisdom bonus (8). This ability replaces woodland stride and trackless step.

Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.

Wild Shape (Su): At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

Beast shape notes:
When you cast this spell, you can assume the form of any Small or Medium creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.

Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.

Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.

Backstory:
Trogg always felt at home in the abandoned mine near his father's smithy, so much so that when his parents decided to move to the big city he begged to be allowed to stay. After much pleading on his part, they apprenticed him to crazy old Arne, the local priest of the Green Faith. Years passed, Arne died, and men reopened the mine. The renewal of mining operations brought more people and civilization than Trogg could stand, so he set off into the world in search of adventure and caves. He took with him a badger that Arne had named Clarence and had been training. After wandering the world for a time, he met *insert name and circumstances of meeting here*