Dae'run Tallhoof (character sheet)
This is an old version of the character sheet, this version is for Pathfinder.
Levels
- No racial traits set
Ability Scores
Strength Score
Modifiers:
- +2 Racial (Minotaur)
- +2 Enhancement (Gestalt)
- +1 (Level)
Conditional Modifiers:
Strength Checks
Dexterity Score
Modifiers:
- +2 Enhancement (Gestalt)
Dexterity Checks
Constitution Score
Conditional Modifiers:
Constitution Checks
Intelligence Score
Modifiers:
- +2 Enhancement (Gestalt)
Intelligence Checks
Wisdom Score
Modifiers:
- +1 (Level)
- +2 Enhancement (Gestalt)
Wisdom Checks
Charisma Score
Charisma Checks
Saves
Modifiers:
- +2 (Constitution)
- +6 (Class)
- +1 Resistance (Gestalt)
Conditional Modifiers:
Modifiers:
- +3 (Dexterity)
- +3 (Class)
- +1 Resistance (Gestalt)
Conditional Modifiers:
Modifiers:
- +4 (Wisdom)
- +6 (Class)
- +1 Resistance (Gestalt)
Conditional Modifiers:
HP & Init
Modifiers:
- 96 hp (Base)
Modifiers:
- +3 (Dexterity)
Combat
Base Attack Bonus:
Modifiers:
- +1 Size (Large Size)
- +5 (Strength)
- +9 (BAB)
Modifiers:
- +1 Size (Large Size)
- +5 (Strength)
- +3 (Dexterity)
- +1 (Gestalt)
- +9 (BAB)
- +1 (Dodge)
Armour Class
Modifiers:
- -1 Size (Large Size)
- +3 (Dexterity)
- +1 Deflection (Gestalt)
- +1 Dodge (Feat)
- +6 Armor
Conditional Modifiers:
Modifiers:
- -1 Size (Large Size)
- +1 Deflection (Gestalt)
- +1 Dodge (Feat)
- +3 (Dexterity)
Conditional Modifiers:
Modifiers:
- -1 Size (Large Size)
- +1 Deflection (Gestalt)
- +1 Dodge (Feat)
- +6 Armor
- +3 (Dexterity)
Conditional Modifiers:
Attacks
No attacks listed
Movement
Base
- +30 ft. (Base Value)
Modifiers:
- +10 ft. (Fast movement)
Skills
Modifiers:
- +3 (Dexterity)
- +3 (Class)
Modifiers:
- +0 (Intelligence)
Modifiers:
- +0 (Charisma)
Modifiers:
- +5 (Strength)
- +3 (Class)
Modifiers:
- +3 (Class)
Modifiers:
- +0 (Charisma)
Modifiers:
- +0 (Charisma)
Modifiers:
- +3 (Dexterity)
Modifiers:
- +3 (Dexterity)
Modifiers:
- +0 (Charisma)
- +3 (Class)
Modifiers:
- +4 (Wisdom)
- +3 (Class)
Modifiers:
- +0 (Charisma)
- +3 (Class)
Modifiers:
- +0 (Intelligence)
- +0 (Intelligence)
- +3 (Class)
- +2 (Nature Sense)
Modifiers:
- +0 (Intelligence)
- +0 (Intelligence)
- +3 (Class)
Modifiers:
- +0 (Intelligence)
- +3 (Class)
Modifiers:
- +0 (Intelligence)
- +0 (Intelligence)
Modifiers:
- +4 (Wisdom)
- +3 (Class)
Modifiers:
- +0 (Charisma)
Modifiers:
- +3 (Dexterity)
Modifiers:
- +4 (Wisdom)
Modifiers:
- +0 (Intelligence)
- +3 (Class)
Modifiers:
- +3 (Dexterity)
- -4 Size (Large Size)
Modifiers:
- +4 (Wisdom)
- +3 (Class)
- +2 (Nature Sense)
Modifiers:
- +5 (Strength)
Feats
-
Power Attack (Power Attack)
-
Dodge (Dodge)
-
Natural Spell (Natural Spell)
-
Combat Reflexes (Combat Reflexes)
-
Cleave (Cleave)
-
Craft Gestalt items (Craft Gestalt items)
-
Leadership (Leadership)
Languages
- Druidic
- Elven
- Genko
- Sylvan
- Terran
Special Abilities
- Dark vision 60ft
- Nature Sense
- Wild Empathy
- Woodland Stride
- Trackless Step
- Natural Bond (resist acid 10)
- Resist Nature's Lure
- Shifter's Speech
- Elemental Shape
- WIldshape
- Fast Movement
- Improved Uncanny Dodge
- Trap Sense +3
- Damage Reduction 1/-
- Rage
Other
Equipment
Wealth
Armour Effects
Base
Base
Modifiers
Encumbrance
Equipped
Items that are actively equipped by your character. Contribute towards carried load and provide bonuses as appropriate.
No equipment listed
Carried
Items that are carried but not equipped by your character. Contribute towards carried load, and mundane and unslotted wondrous items provide bonuses.
No equipment listed
Stored
Items that are stored away and not currently held by your character. Does not contribute towards carried load and never applies bonuses.
No equipment listed
Other
Items stored in extradimensional spaces, creatures that move under their own power, ships, buildings, etc. Do not contribute load but do provide bonuses.
No equipment listed
Notes
* Acid Dart(Sp) (5/Day)
* 10 Acid Resistance (Ex)
* Earth's Communion(Sp) (1/Day)
* Whispers of the Forest(SU)
Spells
Source | Caster Level | max. Spell Level | DC |
---|
|Divine (Druid)| 9 (per day 4,5,5,4,3,1 (ex. domain))| 5| 14+|
Dae'run Normal list
0th (4): Create Water, Detect Magic, Detect Poison, Resistance
1th (5): Cure Light Wounds (2x), Speak with Animals, Obscuring Mist, Endure Elements + [D] Magic Stone
2nd (5): Resist Energy (2x), Woodshape, Barkskin (2x) + [D] Soften earth and stone
3rd (4): Cure Moderate Wounds (2x), Protection from Energy (2x) + [D] Stone shape
4th (3): Dispell Magic (2x) + Air Walk + [D] Spike Stones
5th (1): Commune with Nature + [D] Wall of Stone
Dae'run Combat list
0th (4): Resistance , Detect Magic, Create Water, Detect Poison
1th (5): Cure light wounds (3x), Faerie fire, Entangle + [D] Magic Stone
2nd (5): Resist Energy (2x), Barkskin (3x) + [D] Soften earth and stone
3rd (4): Call Lighting (2x), Cure Moderate Wounds (2x) + [D] Stone shape
4th (3): Flame Strike (2x), Dispell Magic + [D] Spike Stones
5th (1): Death Ward + [D] Wall of Stone