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Stats:
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[b]Class:[/b] Druid 5
[b]Race:[/b] Dwarf
[b]Deity:[/b] Sebek
[b]Alignment:[/b] Lawful Neutral
[b]Age:[/b] 55
[b]Gender:[/b] Male
[b]Height:[/b] 5'
[b]Weight:[/b] 165 lbs
[b]Eyes:[/b] Green
[b]Hair:[/b] Black
[b]Skin:[/b] Dark Brown
[b]Ability Scores:[/b]
Str: 12
Dex: 14
Con: 14 (12+2)
Int: 12
Wis: 17 (+1 @4)
Cha: 6 (8-2)
[b]HP:[/b]
[b]AC:[/b] 16 = 10 + 3 armor + 2 Dex + 1 RoP
[b]Init.:[/b] +2
[b]BAB/Grapple:[/b] +3/+4
[b]Saves:[/b] Fort +7, Ref +4, Will +7
[b]Attacks:[/b]
Bone Club +1 (+4/1d6+1/x2/B)
[b]Racial Abilities:[/b]
-20’ Base Speed.
- 60’ Darkvision
- Stonecunning: +2 Search check to notice unusual stonework. Intuit depth underground.
- Weapon Familiarity: Treat Dwarven Waraxes and Urgroshes as Martial Weapons instead of exotic.
- Stability: +4 bonus to resist being Bull Rushed.
- +2 saving throw vs poisons
- +2 saving throw vs spells and spell-like effects
- +1 racial bonus on attack rolls vs orcs and goblinoids
- +4 Dodge bonus to AC against monsters of the Giant type
- +2 racial bonus on Appraise and Craft checks on items made of stone or metal
[b]Class Abilities:[/b]
Nature Sense
Wild Empathy
Woodland Stride
Trackless Step
Resist Nature's Lure
Shapeshift* (Predator Form w/ Mobility; Aerial Form)
*Replacement class features from PHB2.
[b]Feats:[/b]
Heighten Spell
Earth Sense*
*Feat from Races of Stone
[b]Skills:[/b]
Skill: Total = Ability + Ranks + Misc
Concentration: 6 = 2 + 4 + 0
Heal: 7 = 3 + 4 + 0
Knowledge (Nat.) 9 = 1 + 8 + 0
Listen 8 = 3 + 5 +0
Spot: 8 = 3 + 5 + 0
Spellcraft: 5 = 1 + 4 + 0
Survival: 11= 3 + 8 + 0
Swim: 3= 1+ 2 + 0
[b]Spells per day:[/b]
level 0: 5
level 1: 4
level 2: 3
level 3: 2
[b]Prepared spells:[/b]
Orisons:
[I]Purify Food and Drink[/I]x2, [i]flare[/i]x2 [I]create water[/I]
1st-level:
[i]cure light wounds[/i], [i]speak with animals[/i], [i]magic stone[/i], [i]Longstrider[/i]
2nd-level:
[i]Bull’s Strength[/i], [i]summon swarm[/i], [i]Barkskin[/i]
3rd – level
[i]cure moderate wounds[/i], [i]call lightening[/i]
[b]Languages:[/b]
Common
Dwarven
Druidic
Undercommon
[b]Gear:[/b]
Crocodile Leather Armor +1 (1,160 gp) [15lbs]
Crocodile Bone Amulet of Natural Armor +1 (2,000 gp)
Crocodile Hide Belt of Resistance +1 (1,000 gp)
Bone Club +1 (2,300 gp) [3lbs]
Bone Wand of Entangle (50) (750 gp)
Bone Wand of CLW (50) (750 gp)
Ring of Prot +1 (2,000gp)
Backpack (2 gp) [.5 lbs]
4 belt pouches (4 gp) [.5 lbs]
40 gold [.40 lbs]
Total weight: 19.4 lbs
Description: Azot is taller than the average dwarf, standing roughly five feet, but due to the dirt and grime that continually covers him, most think he is simply human. He is not stoutly built like many of his kin and his lean frame is covered in sinewy muscles instead of bulk, as his life in the undercity of Metropolis has stripped away any excess fat from his body. His hair and beard are wild and unkempt, both thoroughly saturated with the grime that coats his body like a second skin, and his bright emerald eyes peer out through equally shaggy brows. He wears the skins and bones of his fallen brethren and trusts that Sebek will continue to bless and protect him as long as he continues to do so.
Background: Azot fled beneath the surface of Metropolis twenty-five years ago to escape the life fate had cursed him into having. He knew early in his life that he was not like his dwarven kin, but it was not until the dreams began that the differences became too great to ignore. Feeling like the world above threatened to crush him with its
rules and etiquette , Azot ventured below the city and soon found himself lost in the labyrinth below. However, instead of feeling fear, he felt a feeling of acceptance and peace, slowly losing the trappings of humanity and living as little more than a beast himself.
Time lost all meaning to Azot and as the animals around him began to accept him as one of their own, he felt his connection to the sewers growing stronger. As he sunk further into a primal state, Azot’s spirit reached outwards until it found the source of his strength: Sebek.
While the god of crocodiles had lost much of its strength, it saw in Azot a vessel that could bring others to his fold and slowly restored Azot’s humanity and allowed the young dwarven druid to call upon him for assistance in surviving the dangers of his home. As Azot grew more comfortable with his abilities, Sebek began moving him closer to the settled regions of the sewers and sent Azot visions of him protecting those who shared his home and punishing those who would disrupt the balance of the world below.
Since then, Azot has became the story that parents use when they wish to keep their children close, as well as looked upon as the silent and deadly guardian who watches over them. They know that he does not allow any to threaten his judgment over his “lands” and those who have sought to dispose of him have not returned. Sebek’s worship has also increased as many sewer dwellers offer small offerings to him in thanks for their protector, as well as to keep Azot’s stern gaze away from them.
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