Male Dwarf druid (Nature Fang) 4 | AC 17/19 T 13 FF 15/17 | Saves +9 +4 +9 | CMD 17 | HP 52/52 | Perception +12
Classes/Levels
Storm Burst 7/7 | conditions: none
About Vinni Stoneclaw
STR 14, DEX 14, CON 16, INT 12, WIS 18, CHA 10
Male Dwarf
Medium Size
NG Druid 1 (Nature Fang)
BaB +3
Init +2; Senses: Perception +12 (add Stonecunning), Sense Motive +4, Darkvision 60ft
CMB +5 (3BaB +2str)
CMD 17 (3BaB +2str +2dex) (add 4 vs bull rush or trip while standing on the ground)
Favored Class Druid
FC bonus: +5 HP
Defense
AC 17/19, touch 13 flat-footed 15/17 (+4 Armor +2 Dex +2 Shield (when worn) +1 Deflection) (add 4 vs giant subtype) (add 1 vs traps)
HP 52 (8 + 8 + 6 + 5 + 5 + 15 (5*3 con) + 5 (5*1FCbonus))
Fort +9 (+4 base +3 Con +1 Trait +1 Resistance) (add 2 vs poison) (add 4 vs spells and spell-like abilities) (add 1 luck vs traps)
Ref +4 (+1 base +2 Dex +1 Resistance) (add 4 vs spells and spell-like abilities) (add 1 vs traps) (add 1 luck vs traps)
Will +9 (+4 base +4 Wis +1 Resistance) (add 4 vs spells and spell-like abilities) (add 2 vs charm and compulsion) (add 1 luck vs traps)
Offense
Speed 30 ft
Melee 1H mwk warhammer +6 (1d8+2/20x3 bludgeoning)
Melee 2H mwk warhammer +6 (1d8+3/20x3 bludgeoning)
Melee 1H mwk battle axe +6 (1d8+2/20x3 slashing)
Melee 2H mwk battle axe +6 (1d8+3/20x3 slashing)
Ranged touch attack +5
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.
Sneak attack 1d6
Space 5 ft, Reach 5 ft
Storm Burst (Sp):
As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Talents
Level 4 - Trapfinding
Other abilities and SQ 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.
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.
Studied Target (Ex):
At 1st level, a nature fang gains the slayer’s studied target class feature. At 5th level and every 5 levels thereafter, the nature fang’s bonus against her studied target increases by 1. Unlike a slayer, a nature fang does not gain the ability to maintain more than one studied target at the same time.
This ability replaces nature sense, wild empathy, and woodland stride.
Slayer Talent:
At 4th level and every 2 levels thereafter, a nature fang selects a slayer talent. Starting at 12th level, she can select an advanced slayer talent in place of a slayer talent. She uses her druid level as her slayer level to determine what talents she can select.
This ability replaces wild shape.
Sneak Attack (Ex):
At 4th level, a nature fang gains sneak attack +1d6. This functions as the rogue sneak attack ability. If the nature fang gets a sneak attack bonus from another source, the bonuses on damage stack.
This ability replaces resist nature’s lure.
Trapfinding:
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Trap Sense (Ex):
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
Background skills:
Craft (Weapons) +10 (5 Ranks +2 Int +3 CS)
Knowledge (geography) +10 (5 Ranks +2 Int +3 CS)
Languages: Common, Dwarven, Druidic, Sylvan
Equipment:
Wealth: 234gp 9sp
Common items
Mwk battleaxe, mwk warhammer, mwk hide armor
Heavy wooden shield
Dagger, Backpack, Bedroll, Winter blanket, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Spell component pouch, Thieves' tools, Healer's kit (10)
Magic items
Cloak of resistance +1
Ring of protection +1
Pearl of power (1st)
Spectacles of Understanding
Lens of Detection
Trapspringer’s Gloves
Wands
Cure Light Wounds (50)
Feather Step (50)
Endure Elements (50)
Background:
Vinni Stoneclaw was born into a merchant family. Although his dwarf family can trace its roots to dwarf nobles many generations ago, at some point they have broken from the lineage to be more travelers than builders, which means that they left their privilege to become more down to earth. Still bearing the noble name, they traveled for many generations until feeling at peace in the south of Brevoy.
Vinni has always felt happy being a part of a community and loved being in open spaces. He was born with a birthmark that resembled a bow and arrow, which strenghtened his resolve once he accepted Erastil to worship. Although his parents wanted him to help more with the store, his uncle Peddah always told him that being a Stoneclaw means following one's dreams, not doing everything that's expected of you. Since early on, uncle Peddah was always an important reference for young Vinni, and it was he who taught Vinni to craft weapons. It was when the two were smoking one afternoon when Vinni met a young man named Carlos. He was a bit lost and hungry. It turned out that Carlos was a bastard child from house Lebeda and was given to the druids for training. However, he was completely incapable.
Vinni could not help but go to Carlos' aid. After feeding and warming the young man, Vinni heard his stories. He felt that the druids had a lot more to offer him than his family. With a nod from uncle Peddar, Vinni took Carlos into the forest and without much effort managed to find the druids. He also asked to stay, and be trained. Although the druids were skeptical, they accepted given Vinni's great resourcefulness and common sense.
Vinni grew and learned much faster than Carlos. He struggled a bit with the magical and supernatural side of druidism, but slowly progressed, stubborn as dwarves usually are. However, his training was interrupted. The druids were called to help with some trouble happening in the south. Bandits were getting bold and destructive. Vinni was appalled when he saw the destruction. Nature was completely disrespected, rivers were stained with blood and entire areas were being burned down.
Although the druids did heal the land, they kept telling Vinni that their job is to protect nature in the most balanced way. That did not sit right with the young dwarf, as he believes in a more direct approach. He decided to give up some empathic connection with the natural world to become a champion of nature. He did stay with the druids some extra time, as they kept telling him he needed more training, but at some point, he remembered the words of uncle Peddah. He was the one to craft his own path. The druids begrudgingly accepted, especially considering that Vinni had always been a bit a fish out of water, with his worshipping a god such as Erastil.
After visiting his uncle briefly to tell him of his plan, he set out to go south, to find the people who had vanquished the bandits, and were trying to set a new society in the Stolen Lands. Uncle Peddah gave him two weapons and a piece of armor he had crafted himself, and wished him well. Vinni adjusted the backpack on his back, and started walking towards his future.