Druid 1, Dwarf (Initiate of the Flame) CR: 1/2; XP: 200; Dwarf druid 1 Align: LN; Medium humanoid (dwarf)
Init: +0; Senses: Perception +6
DEFENSE: AC: 14; TAC: 10; FFAC: 14 (+4 armor); HD: 1d8+7; HP: 15; Saves: For: +5, Ref: +0, Will: +4;+2 vs. poison, spells, and spell-like abilities Defenses Abilities defensive training (+4 dodge bonus to AC vs. giants)
OFFENSE: Speed: 20 ft.; Melee: spear +2 (1d8+3/×3); Ranged: sling +0 (1d4+2) ; Space: ; Reach: ; Special Attacks: +1 on attack rolls against goblinoid and orc humanoids;
Domain Spell-Like Abilities: (CL 1st; concentration +3);
5/day - fire bolt
Druid Spells Prepared: (CL 1st; concentration +3);
1st (2+1) - burning handsD (DC 13), endure elements, faerie fire
0 (at will) - detect poison, flare ( (DC 12), stabilize
D Domain Spell; Domain: Fire
Statistics: Str 15; Dex 10; Con 16; Int 12; Wis 15; Cha 6; BAB: +0; CMB: +2; CMD: 12 (16 vs. bull rush or trip)
Feats: Toughness
Skills: Druid (4+Int): Climb (S)(c) +4, Craft ( ) (I)(c), Fly (D)(c), Handle Animal (Ch*)(c) +2, Heal (W)(c), Knowledge (Geography) (I*)(c) +5, Knowledge (Nature) (I*)(c) +3, Perception (W)(c) +6 (+8 to notice unusual stonework), Profession ( ) (W*)(c), Ride (D)(c), Spellcraft (I*)(c), Survival (W)(c) +8, Swim (S)(c)Racial Modifiers: +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones, +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors.
Special Abilities:
Nature Bond (Ex): At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. Druids also have access to a set of Animal and Terrain Domains. When determining the powers and bonus spells granted by this domain, the druid’s effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.
The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.
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. 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 able to study each other, which means that they 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.
Languages: Common, Druidic, Dwarven, Giant
Special Qualities: nature bond (Fire domain), nature sense, wild empathy –1
Environment:
Organization:
Treasure: NPC Gear (alchemist’s fire (2), smokesticks (2); Other Gear masterwork hide armor, sling with 20 bullets, spear, climber’s kit, healer’s kit, holly and mistletoe, spell component pouch), 8 gp
"These hostile guardians of volcanic mountain regions have tempers to match their fiery environs, and tolerate no intruders."
Dwarf: +2 Con, +2 Wis, -2 Cha, Senses: Darkvision 60 ft., ; +2 saves vs. poison, spells, spell-like abilities, Defensive Abilities: +4 dodge bonus to AC against monsters of the giant subtype,Speed: 20 ft.; Special Attacks: +1 attack vs humanoid orc and goblinoid subtypes
Languages: Common, Dwarven, Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon,
Special Qualities: Slow and Steady (dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance), defensive training (dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype), hardy (Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities), stability (dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground), greed (dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones), stonecunning (dwarves gain a +2 bonus on Perception checks to 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 looking), hatred (dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes), 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 weapon)