| Classes/Levels |
HP 39/41 Fort +7, Ref +3, Will +10 AC 18, touch 11, Perception +11 |
| Strength |
14 |
| Dexterity |
12 |
| Constitution |
14 |
| Intelligence |
12 |
| Wisdom |
20 |
| Charisma |
10 |
About Ulath Hawkshaw
Male Dwarf Druid (Shaman)/4 Marshal/2
NG medium humanoid (Dwarf)
Init +3; Senses (Darkvision 60'), Perception + 11
Languages: Common, Dwarf, Giant
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DEFENSE
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AC 18, touch 11, flat-footed 17 ACP= -3
HP 34/41 (4HD)
Fort +7, Ref +3, Will +10
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OFFENSE
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Speed 20 ft.
Melee:
Axe +6 1d8+2 20/x 3
Space 5 ft. Reach 5 ft.
Ranged Shortbow +4 1d6 20/x3 P
Base Atk +3; CMB +5; CMD 17 (+4 VS. Trip/Bull-rush)
Learnt Druid Spells (CL 4th):
2nd (3/day) - Cure Medium Wounds*, Endure Elements (Communal)*, Woodshape*
1st (4/day) - Cure Light Wounds, Frostbite*, Goodberry*, Longstrider*
0th (at will)(4) - Spark, Purify Food & Water, Mending, Light
Wildshape: 1/day (4 hours)
MP: 5/7
XP:
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STATISTICS
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Str 14, Dex 12, Con 12, Int 12, Wis 15+1+2+2, Cha 12
Feats: Step-Up, Toughness
Mythic Feat: Dual Path (Guardian)
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SKILLS
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Acrobatics/0 + 1
Appraise/0 + 1
Bluff/0 + 0
Climb*/1 + 6
Craft*(Carpentry)/2 +5
Diplomacy*/3 +5
Disable Device/0 +0
Disguise/0 +0
Escape Artist + 0
Fly*/1 + 5
Handle Animal*/2 +5
Heal*/1 + 0
Intimidate/1 +1
Knowledge/0 (Arcana) + 1
Knowledge/0 (History) + 1
Knowledge/0 (Local) + 1
Knowledge/0 (Planes) + 1
Knowledge*/2 (Nature) + 6
Knowledge/0 (Nobility) + 1
Knowledge/0 (Religion) + 1
Knowledge*/1 (Geography) + 5
Linguistics/0
Perception*/3 +11
Performance/
Profession*/
Ride*/0 + 0
Sense Motive/1 +
Sleight of Hand/0
Spellcraft*/2 +6
Stealth/0
Survival*/3 +11
Swim*/1 +6
UMD/0
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GEAR/POSSESSIONS
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Location On Persons (19.5)
Axe
Flask (.03/1.5)
Short Bow (20 arrows) (31/5)
Location Pouch (2/1)
Cards (1/.5)
Location* Waterskin (1/4) (4)
Location Masterwork Backpack* (50/4) (25.46/11.5)
Candle (5) (.05/-)
Chalk (5 piece) (.05/-)
Fish Hook (0.1/-)
Flint and Steel (1/-)
Charcoal (.5/-)
Iron Spike (.05/1)
Lamp Oil (.1/1)
Mapcase (1/.5)
Marbles (0.1/2)
Mirror (10/.5)
Paper (sheet) (x5) (1/-)
Rope (silk/50 ft.) (10/5)
Sealing Wax (1/1)
Sewing Needle (.5/-)
Twine (50 ft.) (0.01/.5)
Location (Heavy#) (7.3/25)
CArpenters Tool Kit
Bedroll (0.1/5)
Blanket (0.2/1)
Iron Pot (0.8/4)
Cooking Kit (1/2)
Shovel (0.2/3)*
Soap
Rations (10days) (5/10)
* = In saddlebags
# = In Lodgings
0 gp, 0sp, 0cp
Total Weight = 42.0 + 17.5
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MAGIC ITEMS
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Quick Runners Shirt (1000gp)
Heavy Darkwood Shield +1 (1257gp)
Cloak of Resistance +1 (1000gp)
MW Hide Armour
MW Battle-Axe (325)
Wand of CLW (47) (750gp)
Climbers Kit (80gp)
Carpenters Tool (MW) 55
Fireward Gel (150)
Bloodblock (25)
Foaming Powder (10)
Mythic Abilities
Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score
Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed
Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
Marshals Order:
Advance (Ex): As a swift action, you can expend one use of mythic power to inspire a tactical advance on the field of battle. This allows you and each of your allies within 30 feet to take either a single move action of the character's choice or a 5-foot step, as long as you or your ally has the ability to take such an action (for example, an unconscious character still can't take an action). The action granted by this ability doesn't count toward the number or type of actions a creature is allowed to take on its turn.
Guardians Call:
Sudden Block (Su): As an immediate action, you can expend one use of mythic power to hinder a melee attack made against you or an adjacent ally. Add your tier to your AC or the ally's AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all damage reduction.
ABILITIES:
Heroic Block (Ex): With surprising speed, you can leap to an ally's defense. When a opponent makes a melee attack against one of your allies, you can expend one use of mythic power as an immediate action to move up to double your speed or take a 5-foot step. You must end this movement adjacent to the attacking opponent. When you end this movement, you can immediately use the aid another action to grant a bonus to your ally's AC (Core Rulebook 197). This bonus is applied before the opponent's triggering attack. These actions don't count against your actions this turn.
Raise Animal (Su): By burying the corpse of a dead animal (at least its bones) and expending one use of mythic power, you raise it from the dead overnight. You can use this ability on an animal companion, familiar, or bonded mount even if it is not a creature of the animal type. At 1st tier, this functions like raise dead. At 3rd tier, this functions like resurrection. At 6th tier, this functions like true resurrection.
Dwarven Traits:
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
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.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
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.
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.
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Druid Traits:
Nature Sense (Ex)
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex)
A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
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)
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 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 the druid is familiar with.
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.)
Nature Bond Plant Domain (Growth)
Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Bramble Armor (Su): At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive
Spells: 1st Enlarge; 2nd Barkskin
Traits:
Peace Maker/ Devotee of a Dead God
Benefit(s) You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.
Strength of the Land (Dwarf)
Benefit: You gain a +1 trait bonus on caster level checks while touching the ground or unworked stone. This includes dispel checks and checks to overcome spell resistance.