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Urist (OrangeShark) Pathfinder Society

Updated: 10:25 AM 25 June, 2012 View: CHARACTER SHEET, text [stripped]

--- Character Sheet: Urist (OrangeShark/Jack) ---

Name:       Urist
PFS Number: 54133-1

Race:       Dwarf
Class:      Druid(Boar Shaman)
Faction:    Osirion
Alignment:  True Neutral
Age:        35
Eyes:       blue
Hair:       brown
Features:   has quite broad ears
Height:     3'7"
Weight:     100 lb
Size:       M
Gender:     M
Level:      2
Exp:        0
Pp now      1
Pp total    3

Str: 10      (0)	 +0
Dex: 14      (5)	 +2
Con: 12(0+2) (0) 	 +1
Int: 10      (0)	 +0
Wis: 18(16 +2)(10)	 +4
Cha: 12(14 -2)(5)	 +1

HP:       	 10/10  (8/class + 1/con +1/fc, +5 hp per level after 1st)
Speed:    	 20 ft
 with armor:     20 ft


Fortitude: 3 = +2(base) +1 (con)  
Reflex:    1 = +0(base) +2 (dex) 
Will:      6 = +2(base) +4 (wis) 
          +2(racial(Hardy poison, spells, and Spell like abilites )

Base Attack  = +0
initivate		=1(+2 underground)

Melee:   0   =  0(base) +0(str) +0(size)
Ranged:  2    =  0(base) +2(dex) +0(size)

CMB:     0   =  0(base) 0(str) +0(size)
CMD:    12    =  0(base) 0(str) +0(size) +2(dex) + 10

Total AC        =  Base  Shield  Dex  Armour  Size   Misc
standard:    19 =  10    +2      +2   +4      +1     +x
vs Touch:    13 =  10    --      +2   --      +1     +x
Flatfooted:  17 =  10    +2      --   +4      +1     +x

WEAPONS         TAB     DMG                   Crit  Range  Size  Type
Sling     2gp      +2  		 1d6 +0(Str)+1(zest)    x2  50ft      M      Bludgeoning 		pellet x100=10 sp

CLW Wand 2 Pp      		1d8+1                 (25+5/level) 	    50 charges left  Will save for half damage

Warham(sil)402gp   +1	    +   1d8	               x2	8 lbs(m)	Bludgeoning

Spear      2 gp    +0  1d8 0(str) +1(zest)     ×3  20ft.  6lb(m)     Piercing

ARMOUR                AC   Max Dex  Check Penalty  Spell Failure  Speed 
Hide 15 gp            +4        +4        –3             20%      15 ft. 25 lbs.  
Shield Heavy, wooden  +2                 -2              15%            

SKILLS                       Abil Mod  Abil  Ranks      Misc (details)
Skill points/level: 4 = 4(class)+0(int)+0(human)
Total Spent: 4/4       

Climb                         str*  -2 =  +0     0       +3(class) -5(AC penalty)
Craft(Alchemy)               int    1 =   +1     0       +3(class)
Intimidate                    cha    1 =  +1     0       +3(class)
Perception                    wis11(13)=  +4     1       +3(class) +2(racial/unusual stonework) + 3(skill focus)
Profession(Herbalist)         wis   7  =  +4     0       +3(class)
Ride                          dex*  -1 =  +1     0       +3(class) -5(AC penalty)
Spellcraft                    int    4 =  +1     0       +3(class)
Swim                          str*  -1 =  +1     0       +3(class) -5(AC penalty)
Fly (Dex),	              dex   -1 =  +1     0       +3(class) -5(AC penalty)
Handle Animal                (Cha) 5(9)=  +1	 1	 +3(class) +4(Coze Boar)
Heal                         (Wis)   7 =  +4     0       +3(class)+0(healer's kit)
Knowledge (geography)        (Int)    1=   +1    0       +3(class)
Knowledge (nature)           (Int),   7=   +1    1     +3(class) +2(nature Sense)
 Survival                     wis    9 =  +4    0       +3(class) +2(nature sense)
--Cross Class---------------- ---------------------------------------------
Acrobatics                    dex* -4 =  +1     0       +0 -5(AC penalty)
Appraise                      int   3 =  +1      0       +2
Bluff                         cha   1 =  +1     0       +0
Diplomacy                     cha   1 =  +1     0       +0
Disable Device                dex* -5 =  +1                -5(AC penalty)
Disguise                      cha   1 =  +1      0       +0
Escape Artist                 dex* -4 =  +1     0       + -5(AC penalty)  
Knowledge (arcana)            int
Knowledge (dungeoneering)     int
Knowledge (engineering)       int         
Knowledge (history)           int +3= +1 +2(Lorekeeping)
Knowledge (local)             int            
Knowledge (nobility)          int
Knowledge (planes)            int
Knowledge (religion)          int
Linguistics                   int     
Perform                       cha   1 =  +1     0       +0
Sense Motive                  wis   5 =  +4     1       +0 
Sleight of Hand               dex*  -4 =  +1     0       +0 -5(AC penalty)
Stealth                       dex* -4 =  +1     0       + -5(AC penalty)
Use Magic Device              cha   1
*armour check penalty applies

(Class) Feat   weapon and armour proficiency               DescriptionWeapon and Armor Proficiency: Druids are proficient with
									the following weapons: club, dagger, dart, quarterstaff,
									scimitar, scythe, sickle, shortspear, sling, and spear. They are
									also proficient with all natural attacks (claw, bite, and so
									forth) of any form they assume with wild shape (see below).
									Druids are proficient with light and medium armor but are
									prohibited from wearing metal armor; thus, they may wear
									only padded, leather, or hide armor. A druid may also wear
									wooden armor that has been altered by the ironwood spell so
									that it functions as though it were steel. Druids are proficient
									with shields (except tower shields) but must use only those
									crafted from wood.

(Human) Feat                                               Description

(1st)   Feat    Skill Focus                                   Description: +3 bonus on Perception checks

Zest for Battle (Dwarf Racial Trait)
		Your greatest joy is being in the thick of battle, and smiting your enemies for a righteous
		 or even dastardly cause.
                Benefit: Whenever you have a morale bonus to weapon attack rolls, 
		you also receive a +1 trait bonus on weapon damage rolls.

Tunnel Fighter (Dwarf)
                Caves and tunnels are a second home to you. 
		Benefit: While underground, you receive a +2 trait bonus to initiative checks
		 and a +1 trait bonus on weapon damage rolls for critical hits 
		(this damage is multiplied on a critical hit).

Companion (Boar Volack)
Starting Statistics: 
Size Small; 
Speed 40 ft.; 
AC +6 natural
armor; Attack gore (1d6); 
Ability Scores 
Str 13,
Dex 12,
Con 15, 
Int 2,
Wis 13, 
Cha 4; 
Special Qualities: low-light vision, scent.


Proficient in light armour,

Power Attack:
Benefit: You can choose to take a –1 penalty on all melee attack rolls
and combat maneuver checks to gain a +2 bonus on all melee damage rolls. 
This bonus to damage is increased by half (+50%) if you are making an 
attack with a two-handed weapon, a one handed weapon using two hands, 
or a primary natural weapon that adds 1-1/2 times your Strength modifier 
on damage rolls. This bonus to damage is halved (–50%) if you are making 
an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter,
 the penalty increases by –1 and the bonus to damage increases by +2

AC 20=10 base + 6 natural + 1 dex +1 size +2(leather Armour)
HP 13
5 fort, 4 reflex, 1 will.
gore ,
 + 3attack (2 base+1 str+1 size-1 powerattack ), 1d6+4 damage crits on a 20.

+8 to perception checks(+6(race/boar) +1(wis) +1 (skill))
+6 to sneak checks (+1(dex) +4(size) +1(skill))

Combat Training:
Perform(seek and tell),

Scent (Ex) This special quality allows a creature to detect approaching enemies,
 sniff out hidden foes, and track by sense of smell. Creatures with the scent ability 
can identify familiar odors just as humans do familiar sights.

The creature can detect opponents within 30 feet by sense of smell. 
If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. 
Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. 
Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When a creature detects a scent, the exact location of the source is not 
revealed—only its presence somewhere within range. 
The creature can take a move action to note the direction of the scent.
 When the creature is within 5 feet of the source, it pinpoints the source's location.

Link :A druid can handle her animal companion as a free action, 
or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains
 a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

The druid may cast a spell with a target of “You” on her animal companion 
(as a touch range spell) instead of on herself.
A druid may cast spells on her animal companion even if the spells normally do not affect creatures
 of the companion's type (animal).

4th-Level Advancement: 
Size Medium; 
Attack gore (1d8);
Ability Scores
 Str +4, Dex –2, Con +2;
Str 17,
Dex 10,
Con 17, 
Int 2,
Wis 13, 
Cha 4; 
Special Attacks
Ferocity (Ex) A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0.
 The creature is still staggered and loses 1 hit point each round. 
A creature with ferocity still dies when its hit point total reaches a 
negative amount equal to its Constitution score.

Format: ferocity; Location: Defensive Abilities.
AC 22=10 base + 6 natural + 0 dex +2 size +4(hide Armour)


RACIAL Bonuses
Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves get a +4 dodge bonus to AC
against monsters of the giant subtype.

Lorekeeper: Dwarves keep extensive records about their history and the world around them. 
Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) skill checks 
that pertain to dwarves or their enemies. They can make such skill checks untrained. 
This racial trait replaces the greed racial trait

Hatred: Dwarves receive a +1 bonus on attack rolls against
humanoid creatures of the orc and goblinoid subtypes due to
special training against these hated foes.

Hardy: Dwarves receive a +2 racial bonus on saving throws
against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat
Maneuver Defense when resisting a bull rush or trip attempt
while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception
checks to potentially notice unusual stonework, such as traps
and hidden doors located in stone walls or floors. They
receive a check to notice such features whenever they pass
within 10 feet of them, whether or not they are actively

Weapon Familiarity: Dwarves are proficient with
battleaxes, heavy picks, and warhammers, and treat any
weapon with the word “dwarven” in its name as a martial

CLASS Bonuses
 Nature Sense (Ex): A druid gains a +2 bonus on Knowledge(nature) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an
		   animal. This ability functions just like a Diplomacy check
		made to improve the attitude of a person (see Using 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
		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, but she takes a –4
		penalty on the check

Wild Empathy (Ex)

		A boar shaman can use wild empathy with porcine creatures as a full-round action with a +4 bonus.

Woodland Stride (Ex): Starting at 2nd level, a druid may
			move through any sort of undergrowth (such as natural
			thorns, briars, overgrown areas, and similar terrain) at her
			normal speed and without taking damage or suffering any
			other impairment. Thorns, briars, and overgrown areas that
			have been magically manipulated to impede motion,
			however, still affect her

Totem Transformation (Su)

At 2nd level, a boar shaman may adopt an aspect of the boar while retaining her normal form.
 She gains one of the following bonuses:

movement (+10 enhancement bonus to land speed)
senses (low-light vision, scent)
natural weapons (gore [1d8 for a Medium druid], +2 on combat maneuver checks to overrun)
toughness (+2 natural armor bonus to AC, Endurance feat)
	While using totem transformation, the boar shaman may speak normally and can cast speak with animals
 	(boars and related animals only) at will. Using this ability is a standard action at 2nd level,
 	a move action at 7th level, and a swift action at 12th level. 
	The boar shaman can use this ability for a number of minutes per day equal to her druid level.
 	These minutes do not need to be consecutive, but they must be used in 1-minute increments. 
	This is a polymorph effect and cannot be used while the druid is using another polymorph effect, such as wild shape.

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.

Resist Nature's Lure (Ex): Starting at 4th level, a druid
	gains a +4 bonus on saving throws against the spell-like and
	supernatural abilities of fey. This bonus also applies to spells
	and effects that utilize or target plants, such as blight,
	entangle, spike growth, and warp wood.

Wild Shape (Su): At 4th level, a druid gains the ability to
	turn herself into any Small or Medium animal and back again
	once per day. Her options for new forms include all creatures
	with the animal type. This ability functions like the beast
	shape I spell, except as noted here. The effect lasts for 1 hour
	per druid level, or until she changes back. Changing form (to
	animal or back) is a standard action and doesn't provoke an
	attack of opportunity. The form chosen must be that of an
	animal with which the druid is familiar. 
	A druid loses her ability to speak while in animal form
	because she is limited to the sounds that a normal, untrained
	animal can make, but she can communicate normally with
	other animals of the same general grouping as her new form.
	(The normal sound a wild parrot makes is a squawk, so
	changing to this form does not permit speech.)
	A druid can use this ability an additional time per day at 6th
	level and every two levels thereafter, for a total of eight times
	at 18th level. At 20th level, a druid can use wild shape at
	will. As a druid gains levels, this ability allows the druid to
	take on the form of larger and smaller animals, elementals,
	and plants. Each form expends one daily use of this ability,
	regardless of the form taken

Totemic Summons (Su)

At 5th level, a boar shaman may cast summon nature’s ally as a standard action 
when summoning boars or other porcine creatures, and these summoned creatures gain 
temporary hit points equal to her druid level. She can apply the young template to 
any boar or other porcine creature to reduce the level of the summoning spell required by one. 
She can also increase the level of summoning required by one in order to apply either the advanced 
or the giant template, or increase it by two to apply both the advanced and giant templates.



 DC=10+spell level+ wisdom mod(4)

0 ---------------------------------------------- 4 +1(wisdom)=5
 Create Water: Creates 2 gallons/level of pure water.

Detect Magic: Detects spells and magic items within 60 ft(cone Shape).

Detect Poison: Detects poison in one creature or object (25 ft. + 5 ft./2 levels).

Flare: Dazzles one creature (–1 penalty on attack rolls).
		 If you cause the light to burst in front of a single creature, 
		that creature is dazzled for 1 minute unless it makes a successful Fortitude save

Guidance: +1 on one attack roll, saving throw, or skill check( touch range).
		Duration 1 minute or Will save,

Know Direction: You discern north

Light: Object shines like a torch.
		Light can be used to counter or dispel any darkness spell of equal or lower spell level.

Mending: Makes minor repairs on an object.
		Casting Time 10 minutes
		Components V, S

Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
		This spell makes spoiled, rotten, diseased, poisonous, 
		or otherwise contaminated food and water pure and suitable for eating and drinking

Read Magic: Read scrolls and spellbooks.

Resistance: Subject gains +1 bonus on saving throws.
		Range touch
		Target creature touched
		Duration 1 minute

Stabilize: Cause a dying creature to stabilize.
		Components V, S
		Range close (25 ft. + 5 ft./2 levels)
		Target one living creature
		Duration instantaneous
		Saving Throw: Will negates (harmless);

Spark Ignites Fine flammable objects.
		Range close (25 ft. + 5 ft./2 levels)
		Duration instantaneous
		Saving Throw Fortitude negates (object); Spell Resistance yes (object)
		except that you can use spark in any sort of weather and it takes much
		 less time to actually ignite an object.

Virtue: Subject gains 1 temporary hp.
		Target creature touched
		Duration 1 min.
1 ---------------------------------------------- 2 + 1(wis)=3
    Spell Druid
Calm Animals: Calms 2d4 + level HD of animals.

Charm Animal: Makes one animal your friend.

Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).

Detect Animals or Plants: Detects kinds of animals or plants.

Detect Snares and Pits: Reveals natural or primitive traps.

Endure Elements: Exist comfortably in hot or cold regions.

Entangle: Plants entangle everyone in 40-ft. radius.

Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.

Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).

Hide from Animals: Animals can't perceive one subject/level.

Jump: Subject gets bonus on Acrobatics checks.

Longstrider: Your speed increases by 10 ft.

Magic Fang: One natural weapon of subject creature gets +1
on attack and damage rolls.

Magic Stone: Three stones gain +1 on attack rolls, deal
1d6+1 damage.

Obscuring Mist: Fog surrounds you.

Pass without Trace: One subject/level leaves no tracks.

Produce Flame: 1d6 damage + 1/level, touch or thrown.
		Casting Time 1 standard action

	Range 120 ft.
	Effect flame in your palm
	Duration 1 min./level (D)
	Saving Throw none
	In addition to providing illumination, 
the flames can be hurled or used to touch enemies. 
You can strike an opponent with a melee touch attack, dealing fire damage 
equal to 1d6 + 1 point per caster level (maximum +5). Alternatively, you 
can hurl the flames up to 120 feet as a thrown weapon. When doing so, 
you attack with a ranged touch attack (with no range penalty) and deal 
the same damage as with the melee attack. No sooner do you hurl the flames 
than a new set appears in your hand. Each attack you make reduces the remaining
 duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, 
the spell ends after the attack resolves.

Shillelagh: Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level.

Speak with Animals: You can communicate with animals.

Summon Nature's Ally I: Summons creature to fight.
			Range close (25 ft. + 5 ft./2 levels)
			Effect one summoned creature
			Duration 1 round/level (D)

Summon Minor Ally:
	Range close (25 ft. + 5 ft./2 levels)
	Effect 1d3 summoned creatures
	Duration 1 round/level (D)
	Saving Throw none; Spell Resistance no
		All animals are tiny and smaller, have to be the same type


INVENTORY                                      Cost       Weight
 Armor                                        (15gp)       25lb
 Ammo  (100)                                    (1gp)      1lb
 Weaps                                        (424gp)      15lb

 Bag    -  Backpack                            (2gp)      2lb
 Outfit -  Explorer's Outfit                   (0gp)      8lb

 Arms   -  
 Back   -Hide Armour  
 Face   -  
 Head   -  
 Neck   -  
 Torso  -  
 Hands  -  
 LHand  - Spear 
 RHand  -  Heavy Wooden Shield 
Offhand- CLW wand
 Feet   -  

In Backpack
 (1)  Flint & Steel                             (1gp)      0lb
 (1)  Grappling Hook                            (1gp)      4lb
 (1)  Rope, hempen                              (1gp)     10lb
 (1)  Torch                                     (3cp)      3lb
 (1)  Waterskin                                 (1gp)      4lb   
Total Personal Load:                                     72lb
(Type of Mount)                              (???gp)
(0) Saddle, (type, if owned)                 (???gp)      xlb
(0) Barding (type, if owned)                 (???gp)      xlb

In Saddlebags (if owned)                       (4gp)      8lb

Total Mount Load                                         xxlb
 + Personal Load                                        xxxlb

Personal Encumberance

Light Load:  30 lb or less
Medium Load: 31 lb - 60 lb
Heavy Load:  61 lb - 90 lb
Mount's Encumberance

Light Load:  xxx lb or less
Medium Load: xxx lb - yyy lb
Heavy Load:  xxx lb - yyy lb

pp     0
gp     70-(20+31)= 19 +532=551-(2 +300)=149
sp     9
cp     7

Prestige    0
Fame        0

Boon Name (from Scenario x-xx)
Boon Description

Boon Name (from Scenario x-xx)
Boon Description



(2012-06-16) 2-13: Murder on the Throaty Mermaid
(2012-mm-dd) 0-00: Name of Module