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

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|Will Save || +8 (+4 Base, +3 WIS, +1 Magic Resistance Bonus)
 
|Will Save || +8 (+4 Base, +3 WIS, +1 Magic Resistance Bonus)
 
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|+4 Save Bonus vs. spell-like/supernatural abilities of fey and spells or effects that use and target plants.
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|*+4 Save Bonus vs. spell-like/supernatural abilities of fey and spells or effects that use and target plants.
 
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Revision as of 23:27, 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)