Male Dwarf Druid (Boar Shaman) 3
N Medium Humanoid (dwarf)
Hero Points: 1
Init: + 2; Senses: darkvision; Perception + 9
AC 12, touch 12, flat-footed 10 (+ 2 Dex)
Vig 25 (3d8) Wnd 32 (Threshold 16)
Fort + 6, Ref + 3, Will + 6; + 2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
Speed 20 ft.
Melee Gore (Boar’s Natural Weapons) + 3 (1d8 + 6/x2)
Special Attacks destructive smite + 1 (6/day), relentless
Druid (Boar Shaman) Spells Prepared (CL 3):
2 (2/day) Barkskin, Bull’s Strength, Endure Elements, Communal
1 (3/day) Cure Light Wounds, Endure Elements, True Strike, Goodberry
0 (at will) Know Direction, Purify Food and Drink (DC 13), Create Water, Mending
Str 15, Dex 14, Con 16, Int 11, Wis 17, Cha 8
Base Atk + 2; CMB + 4 ( + 8 Overrunning); CMD 16 (18 vs. Overrun)
Feats: Improved Overrun, Power Attack -1/ + 2
Traits: Finding Haleen (Druid), Highlander (hills or mountains)
Skills: Acrobatics + 2 (-2 jump), Appraise + 0 ( + 2 to determine the price of nonmagic items with precious metals or gemstones), Climb + 6, Craft (armor) + 2, Handle Animal + 3, Heal + 9, Knowledge (geography) + 5, Knowledge (nature) + 6, Perception + 9, Stealth + 9, Survival + 10, Swim + 6 Modifiers craftsman, highlander (hills or mountains)
Languages: Common, Druidic, Dwarven
SQ: boar’s totem transformation (standard action) (3 m, hardy, hatred, hero points, nature bond abilities (rage), slow and steady, spontaneous casting, stonecunning + 2, totem transformations (boar’s natural weapons), trackless step, wild empathy, wild shape (totem animal), woodland stride
Other Gear: Artisan’s toolsCraft (armor), 2995 GP
Boar’s Totem Transformation (Standard Action) (3 minutes/day) (Su) – 0/3
Destructive Smite + 1 (6/day) (Su) – 0/6
Boar’s Totem Transformation (Standard Action) (3 minutes/day) (Su) At 2nd level, a boar shaman may adopt an aspect of the boar while retaining her normal form. The druid gains one of the following sets of bonuses and abilities: movement (+10 enhancement bonus to land speed), senses (low-light vision, scent), natural
Craftsman + 2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training + 4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Destructive Smite + 1 (6/day) (Su) You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use.
Druid (Boar Shaman) Domain (Rage), Associated Domain: Destruction
Note: The effective level for the barbarian rage powers is currently equal to the cleric level.
Hardy + 2, Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred + 1, Gain a racial bonus to attacks vs Goblinoids/Orcs.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Highlander (hills or mountains) + 1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Improved Overrun You Overrun at + 2, and your opponent cannot choose to avoid / block you.
Power Attack -1/ + 2 You can subtract from your attack roll to add to your damage.
Relentless + 2, Gain CMB bonus to bull rush/overrun while both self and foe stand on ground.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Druid can convert stored spells into Summon Nature’s Ally spells.
Stonecunning + 2, + 2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Trackless Step (Ex) You do not leave a trail as you move through natural suroundings.
Wild Empathy + 2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (Beast Shape I: Small – Medium totem animal) You may use your Wild Shape ability to become an animal.
Woodland Stride (Ex) Move through undergrowth at normal speed.