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User:Askewnotion/PCs/Shiff

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File:Shiff.jpg
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Druid 1 (ECL 1)
Race: Dwarf
Alignment: N | Size: M
Patron Deity:
Abilities
Str 13 +1 | Dex 10 +0 | Con 16 +3 | Int 14 +2 | Wis 17 +3 | Cha 6 -2

Defense

AC: 10 / Touch: 10, Flatfooted: 10
()

HP: 11 / HD: 8+3

Initiative: +0 / Speed: 20'

Fort: 5 / Reflex: 0 / Will: 5


Attacks

  • Touch +1 / Ranged Touch +0

Space/Reach: 5 ft./5 ft. Base Attack: +0

Feats

  • 1st: Power Attack
  • D1: Alertness

Skills

ACP = -0

Strength 13 +1
  • Athletics (2 ranks)
Climb +3
Jump +3
Swim +3
Intelligence 14 +2
  • Craft +
  • Inspect (0 ranks)
Appraise +
Search +
  • Linguistics (0 ranks)
Decipher Script +
Forgery +
  • Mechanics (0 ranks)
Disable Device +
Open Locks +
  • Spellcraft (0 ranks)
Psicraft +
Spellcraft +
Other
Languages: Common, Dwarven, Druidic, Sylvan, Giant
Dexterity 10 +0
  • Acrobatics (2 ranks)
Balance +2
Tumble +2
  • Legerdemain (0 ranks)
Escape Artist +0
Sleight of Hand +0
  • Stealth (2 ranks)
Hide +2
Move Silently +2
Wisdom 17 +3
Listen +9 [+2]
Spot +9 [+2]
  • Profession(Miner) + (0 ranks)
  • Streetwise (0 ranks)
Gather Information +
Sense Motive +
  • Survival (2 ranks)
Survival +7 [+2]
Use Rope +2
Constitution 16 +3
  • Concentration (4 ranks)
Autohypnosis +7
Concentration +6
Charisma 6 -2
  • Animals (2 ranks)
Handle Animal +4 [+4]
Ride +2
  • Deception (0 ranks)
Bluff +0
Disguise +0
  • Influence (0 ranks)
Diplomacy +0
Intimidate +0
Use Magic Device +0
Use Psionic Device +0
Knowledges 14 +2
Nature +6 [+2] (2 ranks)
Geography +4 (2 ranks)

Special Abilities

Racial

  • Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
  • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
  • Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • +2 racial bonus on saving throws against poison: Dwarves are hardy and resistant to toxins.
  • +2 racial bonus on saving throws against spells and spell-like effects: dwarves have an innate resistance to magic spells.
  • +1 racial bonus to attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears): Dwarves are trained in the special combat techniques that allow them to fight their common enemies more effectively.
  • +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants): This bonus represents special training that dwarves undergo, during which they learn tricks that previous generations developed in their battles with giants. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. The Monster Manual has information on which creatures are of the giant type.
  • +2 racial bonus on Appraise checks that are related to stone or metal items: Dwarves are familiar with valuable items of all kinds, especially those made of stone or metal.
  • +2 racial bonus on Craft checks that are related to stone or metal: Dwarves are especially capable with stonework and metalwork.

Druid

  • Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
  • Wild Empathy (Ex): [+3] A druid can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check made to improve the attitude of a person (see Chapter 4: Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but she takes a –4 penalty on the check.
  • Alertness: Your feral spirit increases your senses, granting you the alertness feat.
  • Feral Empathy: Filled with the raw power of his feral spirit, a druid bonds with wild animals instinctively, gaining a +4 bonus on wild empathy checks and Handle Animal checks (see page 35 of the Player’s Handbook for a full description of the druid’s wild empathy ability).