Race |
CMB/D +5/17 | K (D) +6, K (G) +6, K (N) +4, K (P) +3 | Perc +9 SM +2 | Survival +10 | |
Classes/Levels |
Init +2 | Speed 20 ft | Active Conditions: Light |
Gender |
NG Male Human (Kellid) Druid 3 | HP 31/31 | AC 18 T 12 FF 16 | F +6 R +4 Will +6 (all +1 vs. aberrations) | |
About Uldin the White
Uldin the White
Male human (Kellid) druid (bear shaman, green scourge) 3
NG Medium humanoid (human)
Init +2; Perception +9
DEFENSE
AC 18, touch 12, flat-footed 16 (armor +4, dexterity+2, shield +2)
HP 31 (3d8+12) FCB +1
Fort +6, Ref +4, Will +6 (+1 vs. abilities of aberration)
OFFENSE
Speed 20 ft (30 ft. base)
Melee club +5 (1d6+3, 20x2, B) or improvised dagger +5 (1d2+3, 20x2, P/S)
Ranged sling +4 (1d4+3, 20x2, 50 ft, B)
SPELLCASTING (Caster Level 3rd, Concentration +5)
2nd . . . (2): barkskin, barkskin (domain), resist energy
1st . . . (3): cure light wounds, cure light wounds, cure light wounds, shield (domain)
0th . . . (3): detect magic, light, resistance, stabilize
STATISTICS
Str 16, Dex 14, Con 15, Int 10, Wis 14, Cha 8
Base Atk +2; CMB +5; CMD 17
Feats
Creature Focus (Aberration): +2 Perc, Survival, and weapon damage vs. aberrations
Tribal Scars (Night Hunt): +6 hp, +2 Perc, +2 Survival
Scale and Skin: natural armor bonus increases by 1 [+1] when affected by transmutation
Skills FCB +2
Charisma -1
Dexterity +2
Heal +2 (+4 with healer’s kit)
Intelligence +0
Knowledge (Dungeoneering) +6’
Knowledge (Geography) +6’’’
Knowledge (Nature) +4’
Knowledge (Planes) +3’’’
Perception +9’’
Spellcraft +4’
Strength +3
Survival +10’’’
Wisdom +2
‘ = rank
Traits
Magical Lineage (Flame Blade): metamagic level increase reduced by 1 for Flame Blade
Foe of the Strange: +1 save vs. abilities of aberrations, reduce confusion results by 10
Languages Taldane (common), Halit
SQ domain (protection (defense)), extra feat, skilled, scentless
Combat Gear club, improvised dagger, sling, (10) sling bullets, hide armor, heavy wooden shield
Other Gear backpack, belt pouch, iron pot, mess kit, waterskin, flint and steel, fishhook, twine (50 ft), spell component pouch, holly and mistletoe wreath (holy symbol of Pulura), soap, (2) bags of powder (stove ash), healer’s kit (10 uses), (2) vials of vermin repellent, pearl of power (1st)
63.5 lbs/ 100 lbs Light Load
Coins: 6 gp 3 sp 9 cp
SPECIAL ABILITIES
Aberration Sense (Ex): Knowledge (dungeoneering) is a class skill, +2 bonus on Knowledge (dungeoneering) checks.
Deflection Aura (Su): Once each day, he can emit a 20-foot aura for a number of rounds equal to his level [3]. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.
Nature’s Armaments: Spontaneously convert prepared spells to cast shillelagh or flame blade. Lost higher level spells to increase the enhancement bonus of shillelagh or add special abilities to shillelagh or flame blade: bane (aberrations only), frost, mighty cleaving, returning, shock, throwing, or vicious.
Resistant Touch (Sp): As a standard action, he can touch an ally to grant him his resistance bonus for 1 minute. When he uses this ability, he lose your resistance bonus granted by the Protection domain [+1] for 1 minute. He can use this ability a number of times per day equal to 3 + his Wisdom modifier [5]
Scentless (Ex): He cannot be detected or tracked with the scent ability or any other special senses that rely on acute smell. He can choose to exude a scent if desired.
Totem Transformation (Su): At 2nd level, he may adopt an aspect of the bear while retaining his normal form. He gains one of the following bonuses: movement (+10 enhancement bonus to land speed, +4 racial bonus on Swim checks), senses (low-light vision, scent), toughness (+2 natural armor bonus to AC, Endurance feat), or natural weapons (bite [1d6] and 2 claws [1d4] for a Medium shaman, +2 to CMB on grapple checks). While using totem transformation, he may speak normally and can cast speak with animals (mammals only) at will. Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level. He can use this ability for a number of minutes per day equal to her druid level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. This is a polymorph effect and cannot be used while the druid is using another polymorph effect, such as wild shape.
Wild Empathy (Ex): He can use wild empathy with bears and wolverines as a full-round action with a +4 bonus.