Bard

Ulfrec Aesgrim's page

153 posts. Alias of Hassan Ahmed.


Full Name

Ulfrec Aesgrim and Geri

Race

Dwarf

Classes/Levels

Druid 2 (Wolf Shaman) HP -1/21, AC19/T12/F17, Saves F+6/R+2/W+5, Perc +7, Init +2

Gender

Male

Size

M

Alignment

NG

Languages

Common, Dwarf, Druidic

Strength 14
Dexterity 14
Constitution 17
Intelligence 10
Wisdom 14
Charisma 7

About Ulfrec Aesgrim

Ulfrec Aesgrim
Male dwarf druid (wolf shaman) 2 (Pathfinder RPG Advanced Player's Guide 103)
NG Medium humanoid (dwarf)

Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework)
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Defense
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AC 19, touch 12, flat-footed 17 (+4 armor, +2 Dex, +1 natural, +2 shield)

hp 21 (2d8+7)

Fort +6, Ref +2, Will +5; +2 vs. poison, spells, and spell-like abilities

Defensive Abilities defensive training
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Offense
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Speed 40 ft.

Melee battleaxe +3 (1d8+2/×3) or
. . club +3 (1d6+2) or
. . dagger +3 (1d4+2/19-20) or
. . dagger +3 (1d4+2/19-20) or
. . sickle +3 (1d6+2)
Ranged dart +3 (1d4+2)

Druid (Wolf Shaman) Spells Prepared (CL 2nd; concentration +4)
. . 1st—cure light wounds, entangle (DC 13), speak with animals
. . 0 (at will)—detect magic, detect poison, mending, purify food and drink (DC 12)
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Statistics
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Str 14, Dex 14, Con 17, Int 10, Wis 14, Cha 7

Base Atk +1; CMB +3; CMD 15 (19 vs. bull rush, 19 vs. trip)

Feats - Custom Feat -, Ironhide[APG]
Traits highlander (hills or mountains), magical knack

Skills Acrobatics -3 (+1 to jump), Craft (jewelry) +6 (+8 on checks related to metal or stone), Handle Animal +2, Heal +6, Knowledge (geography) +4, Knowledge (nature) +7, Perception +7 (+9 to notice unusual stonework), Sense Motive +3, Spellcraft +4, Stealth +2 (+4 in hilly or rocky areas), Survival +9 (+11 to track vs. humanoids of the Giant subtype, +11 while tracking specific animal and to get along in the wild); Racial Modifiers craftsman[APG], highlander (hills or mountains), +2 Perception to notice unusual stonework

Languages Common, Druidic, Dwarven

SQ giant hunter[ARG], nature bond (wolf named Animal Companion), nature sense, totem transformation (wolf's movement[APG]), wild empathy +2, wolf's totem transformation, woodland stride

Other Gear hide armor, heavy wooden shield, battleaxe, club, dagger, dagger, dart (4), sickle, animal call (wolf)[ACG], backpack, belt pouch, blanket[APG], bucket, flint and steel, holly and mistletoe, masterwork jewelrycrafting tools, mess kit[UE], pot, silver/gold-smith anvil[APG], soap, spell component pouch, trail rations (5), waterskin, whiskey (per cup)[UE] (20), potion CLW, 9 pp, 9 gp, 7 sp, 5 cp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Ironhide Your skin is thicker and more resilient than that of most of your people.

Prerequisites: Con 13; dwarf, half-orc, or orc.

Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wolf's Movement (Su) +20 enhancement bonus to land speed
Wolf's Totem Transformation (Standard Action, 2 minutes/day) (Su) At 2nd level, a wolf shaman may adopt an aspect of the wolf while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses: movement (+20 enhancement bonus to land speed), sense
Woodland Stride (Ex) Move through undergrowth at normal speed.

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Geri CR –
Wolf
NG Medium animal
Init +2; Senses low-light vision, scent; Perception +1
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Defense
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AC 15, touch 13, flat-footed 12 (+2 Dex, +1 dodge, +2 natural)
hp 16/21 (3d8 (3x5) +6)
Fort +5, Ref +5, Will +2
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Offense
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Speed 50 ft.
Melee bite +3 (1d6+1 plus trip)
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Statistics
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Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +3; CMD 16 (20 vs. trip)
Feats Dodge, Mobility
Tricks Attack, Attack Any Target, Come, Defend, Seek, Stay, Track
Skills Acrobatics +7 (+15 to jump), Stealth +6, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
SQ attack any target, come, defend, seek, stay, track
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.