Difference between revisions of "Torekk Deeperdown's Character Sheet (Pathfinder)"

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[[Torekk Deeperdown]] - Level 3 Dwarf Druid
+
[[Torekk Deeperdown]] - Level 4 Dwarf Druid
  
 
==Attributes==
 
==Attributes==
 
{|
 
{|
|Strength || 17 (+3)
+
|Strength || 18 (+4)
 
|-
 
|-
 
|Dexterity || 12 (+1)  
 
|Dexterity || 12 (+1)  
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==Secondary Attributes==
 
==Secondary Attributes==
 
{|
 
{|
|Hit Points || 30
+
|Hit Points || 40
 
|-
 
|-
 
|Armor Class || 17 (+5 from Hide Armor [[Torekk's Hide]], +1 from Dex, +1 from Shield)
 
|Armor Class || 17 (+5 from Hide Armor [[Torekk's Hide]], +1 from Dex, +1 from Shield)
 
|-
 
|-
|Base Attack Bonus || +2
+
|Base Attack Bonus || +3
 
|-
 
|-
|CMB || +5
+
|CMB || +7
 
|-
 
|-
|CMD (Trip and Bull Rush) || 20
+
|CMD (Trip and Bull Rush) || 22
 
|-
 
|-
|CMD (Grapple, Disarm, Sunder, Overrun) || 16
+
|CMD (Grapple, Disarm, Sunder, Overrun) || 18
 
|-
 
|-
 
|Base Speed || 20 Feet (as a dwarf also 20 Feet even with armor or encumbered)
 
|Base Speed || 20 Feet (as a dwarf also 20 Feet even with armor or encumbered)
 
|-
 
|-
|Fort Save || +6 (+3 Base, +2 CON, +1 Magic Resistance Bonus)
+
|Fort Save || +7 (+4 Base, +2 CON, +1 Magic Resistance Bonus)
 
|-
 
|-
 
|Reflex || +3 (+1 Base, +1 DEX, +1 Magic Resistance Bonus)
 
|Reflex || +3 (+1 Base, +1 DEX, +1 Magic Resistance Bonus)
 
|-
 
|-
|Will Save || +7 (+3 Base, +3 WIS, +1 Magic Resistance Bonus)
+
|Will Save || +8 (+4 Base, +3 WIS, +1 Magic Resistance Bonus)
 +
|-
 +
|+4 Save Bonus vs. spell-like/supernatural abilities of fey and spells or effects that use and target plants.
 
|}
 
|}
  
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==Feats and Abilities==
 
==Feats and Abilities==
 
===Druid Class Abilities===
 
===Druid Class Abilities===
 +
Wild Shape<br />
 +
Resist Nature's Lure<br />
 
Nature Bond(Animal Companion) - Badger [[Benus]]<br />
 
Nature Bond(Animal Companion) - Badger [[Benus]]<br />
 
Nature Sense<br />
 
Nature Sense<br />
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Able to cast (per day)
 
Able to cast (per day)
 
*4 Level 0
 
*4 Level 0
*3 Level 1
+
*4 Level 1
*2 Level 2
+
*3 Level 2
  
 
===Race Abilities (dwarf)===
 
===Race Abilities (dwarf)===
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===Favored Class Bonuses===
 
===Favored Class Bonuses===
 
*Favored Class: Druid
 
*Favored Class: Druid
*Bonus Hitpoints: 2
+
*Bonus Hitpoints: 3
 
*Bonus Skill Rank: (Handle Animal)
 
*Bonus Skill Rank: (Handle Animal)
  
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|Bluff ||CHA ||'''-1'''||-1||0||0||
 
|Bluff ||CHA ||'''-1'''||-1||0||0||
 
|-
 
|-
|Climb ||STR ||'''0'''||3||0||-3 (armor check/encumbrance)||
+
|Climb ||STR ||'''1'''||4||0||-3 (armor check/encumbrance)||
 
|-
 
|-
 
|Craft (Untrained) ||INT ||'''-1'''||-1||0||0||
 
|Craft (Untrained) ||INT ||'''-1'''||-1||0||0||
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|Knowledge (History) ||INT ||'''0'''||-1||1||0||
 
|Knowledge (History) ||INT ||'''0'''||-1||1||0||
 
|-
 
|-
|Knowledge (Nature) ||INT ||'''7'''||-1||3|| 5(trained class skill + Nature Sense)||
+
|Knowledge (Nature) ||INT ||'''8'''||-1||4|| 5(trained class skill + Nature Sense)||
 
|-
 
|-
 
|Perception ||WIS ||'''8'''||3||2||3(trained class skill)||
 
|Perception ||WIS ||'''8'''||3||2||3(trained class skill)||
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|-
 
|-
 
|Sense Motive ||WIS ||'''3'''||3||0||0||
 
|Sense Motive ||WIS ||'''3'''||3||0||0||
 +
|-
 +
|Spellcraft  ||INT||'''3'''||-1||1||3||
 
|-
 
|-
 
|Stealth ||DEX ||'''-2'''||1||0||-3(armor check/encumbrance)||
 
|Stealth ||DEX ||'''-2'''||1||0||-3(armor check/encumbrance)||
 
|-
 
|-
|Survival ||WIS ||'''5'''||3||0||2 (nature sense bonus)||
+
|Survival ||WIS ||'''9'''||3||1||5 (nature sense bonus)||
 
|-
 
|-
|Swim ||STR ||'''0 '''||3||0||-3(armor check/encumbrance)||
+
|Swim ||STR ||'''1 '''||4||0||-3(armor check/encumbrance)||
 
|}
 
|}
  
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Weapons (proficient)
 
Weapons (proficient)
 +
*[[Novolunie]]  - a +1 Limning Silversheen Boar spear. 
 
*Masterwork Cold Iron Scimitar - 30 hp/inch, hardness 10
 
*Masterwork Cold Iron Scimitar - 30 hp/inch, hardness 10
 
*Bag of Shortspears (at least 10-15 usually)
 
*Bag of Shortspears (at least 10-15 usually)
*Boar Spear - as per http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/spear-boar
+
*Masterwork Greenwood Club - as per http://www.d20pfsrd.com/equipment---final/special-materials#TOC-Greenwood
*Club
+
  
 
Weapons (non-proficient)
 
Weapons (non-proficient)
*+1 light hammer
+
*Mayor of Draglet Gavel - a +1 light hammer  
 
*adamantine light pick - 40 hp/inch, hardness 20, counts as masterwork, natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.
 
*adamantine light pick - 40 hp/inch, hardness 20, counts as masterwork, natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.
 
 
  
 
Misc(As a bit of a pack rat and scavenger Torekk usually carries a wide range of goods) currently including:
 
Misc(As a bit of a pack rat and scavenger Torekk usually carries a wide range of goods) currently including:
*Acid (Flask) 1
+
*Acid (Flask) 2
 +
*Alchemist's Fire Flask 2
 
*Alchemist's Kindness  1
 
*Alchemist's Kindness  1
 
*Ale (Gallon) 1
 
*Ale (Gallon) 1
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*Flint and Steel 1
 
*Flint and Steel 1
 
*Magnet 1
 
*Magnet 1
 +
*Portable Steel Ram
 
*Rations (Trail/Per Day) 1
 
*Rations (Trail/Per Day) 1
 
*Tindertwig 1
 
*Tindertwig 1

Revision as of 23:15, 31 August 2014

Torekk Deeperdown - Level 4 Dwarf Druid

Attributes

Strength 18 (+4)
Dexterity 12 (+1)
Constitution 14 (+2)
Intelligence 8 (-1)
Wisdom 16 (+3)
Charisma 8 (-1)

Secondary Attributes

Hit Points 40
Armor Class 17 (+5 from Hide Armor Torekk's Hide, +1 from Dex, +1 from Shield)
Base Attack Bonus +3
CMB +7
CMD (Trip and Bull Rush) 22
CMD (Grapple, Disarm, Sunder, Overrun) 18
Base Speed 20 Feet (as a dwarf also 20 Feet even with armor or encumbered)
Fort Save +7 (+4 Base, +2 CON, +1 Magic Resistance Bonus)
Reflex +3 (+1 Base, +1 DEX, +1 Magic Resistance Bonus)
Will Save +8 (+4 Base, +3 WIS, +1 Magic Resistance Bonus)
4 Save Bonus vs. spell-like/supernatural abilities of fey and spells or effects that use and target plants.

Languages

  • Dwarven
  • Ubrekti
  • Sylvan/Druidic

Feats and Abilities

Druid Class Abilities

Wild Shape
Resist Nature's Lure
Nature Bond(Animal Companion) - Badger Benus
Nature Sense
Wild Empathy
Light armor proficiency
Medium armor proficiency
Armor restriction (no metal)--A druid who wears metal armor or carries a metal shield loses all supernatural and spell-like abilities while wearing the armor or shield, and for twenty-four hours after relinquishing the protective garment
Woodland Stride
Orisons
Spontaneous Casting (Nature's Ally spells)
Bonus languages--Sylvan
Proficiency with the following: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, spear, and any natural weapons gained with the Wild Shape ability

Druid Spells

Able to cast (per day)

  • 4 Level 0
  • 4 Level 1
  • 3 Level 2

Race Abilities (dwarf)

  • 60' Darkvision
  • +1 to-hit goblins & orcs
  • +4 AC Dodge v Giants
  • +2 Save vs poison/spell/spell-like
  • +4 CMD vs Trip or Bull Rush
  • +2 Appraise metal & gem
  • +2 Perception with Stonework. Autocheck within 10'

Purchased Feats

  • Power Attack
  • Quickdraw

Favored Class Bonuses

  • Favored Class: Druid
  • Bonus Hitpoints: 3
  • Bonus Skill Rank: (Handle Animal)

Skills

Skill Ability Modifier Ability Modifier Ranks Misc Bonus
Acrobatics DEX -2 1 0 -3 (armor check and or/encumbrance
Acrobatics (Jump) DEX -6 1 1 -7 (armor check/encumbrance)
Appraise INT -1 -1 0 0
Appraise (Precious metals and gemstones) INT 1 -1 0 +2 (racial bonus)
Bluff CHA -1 -1 0 0
Climb STR 1 4 0 -3 (armor check/encumbrance)
Craft (Untrained) INT -1 -1 0 0
Diplomacy CHA -1 -1 0 0
Disguise CHA -1 -1 0 0
Escape Artist DEX -2 1 0 -3 (armor check/encumbrance)
Fly DEX -2 1 0 -3 (armor check/encumbrance)
Handle Animal CHA 5 -1 3 3(trained class skill)
Heal WIS 3 3 0 0
Intimidate CHA -1 -1 0 0
Knowledge (Geography) INT 3 -1 1 3(trained class skill)
Knowledge (History) INT 0 -1 1 0
Knowledge (Nature) INT 8 -1 4 5(trained class skill + Nature Sense)
Perception WIS 8 3 2 3(trained class skill)
Perception (Notice unusual stonework) WIS 10 3 2 5(trained class skill + stone cunning racial bonus)
Perform (Untrained) CHA -1 -1 0 0
Ride DEX -2 1 0 -3(armor check/encumbrance)
Sense Motive WIS 3 3 0 0
Spellcraft INT 3 -1 1 3
Stealth DEX -2 1 0 -3(armor check/encumbrance)
Survival WIS 9 3 1 5 (nature sense bonus)
Swim STR 1 4 0 -3(armor check/encumbrance)

Cool Items

Armor/Clothing

  • Torekk's Hide - +1 Hide Armor, +1 Resistance Bonus to Saves
  • Masterwork Quickdraw Shield (Light/Wooden)
  • Explorer's Outfit - It includes sturdy boots, leather breeches,a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. The clothes have plenty of pockets (especially the cloak). Also includes scarf and hat with feathers and sticks and mistletoe sticking out

Weapons (proficient)

Weapons (non-proficient)

  • Mayor of Draglet Gavel - a +1 light hammer
  • adamantine light pick - 40 hp/inch, hardness 20, counts as masterwork, natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.

Misc(As a bit of a pack rat and scavenger Torekk usually carries a wide range of goods) currently including:

  • Acid (Flask) 2
  • Alchemist's Fire Flask 2
  • Alchemist's Kindness 1
  • Ale (Gallon) 1
  • Alkali (Flask) 1
  • Backpack 1
  • Bedroll (Cloth) 1
  • Caltrops (Steel) 2
  • Chalk (1 Piece) 3
  • Earplugs
  • Grappling Hook 1
  • Hammer (Steel) 1
  • Holly and Mistletoe 1
  • Marbles 2
  • Lamp Oil (1 Pint Flask) 10
  • Powder 1
  • Rope (Hemp/50 ft.) 1
  • Sack 1
  • Saw 1
  • Shovel or Spade 1
  • String (50 ft.) 1
  • Bread (Loaf) 1
  • Candle (Increases light level (5') for 1 hr.) 1
  • Cheese (Hunk) 1
  • Crowbar (+2 circumstance bonus to Strength checks to force open a door or chest) 1
  • Drill 1
  • Flint and Steel 1
  • Magnet 1
  • Portable Steel Ram
  • Rations (Trail/Per Day) 1
  • Tindertwig 1
  • Waterskin (Filled) 1
  • Whistle, Signal 1
  • Whistle, Silent 0 (given away to Gub)
  • Wand (Cure Light Wounds/Cleric/1st) (15 Charges)