Dangrim Thorik

Dwarven Druid (Controller/Defender)

  • STR: 11 (—)
  • CON: 18 (+4)
  • DEX: 13 (+1)
  • INT: 10 (—)
  • WIS: 18 (+4)
  • CHA: 8 (-1)
  • Initiative: +1 (+1 dex)
  • Speed: 5 (base 5, cannot be reduced by armor or a heavy load)
Defenses:
  • HP: 30 (12 base, 18 con)
    • Bloodied 15
    • Healing Surge Value: 7
    • Surges per day: 11 (base 7 + 4 con)
  • AC: 17 (+3 armor, +4 con)
  • Fort: 14 (+4 con)
  • Ref: 12 (+1 class, +1 dex)
  • Will: 15 (+1 class, +4 wis)
Basic Attacks:
  • Beast Form
    • Grasping Claws (power): +4 vs. Reflex (+4 wis)
      • 1d8+4 damage (+4 wis) and the target is slowed until the end of your next turn.
  • Dwarf Form
    • Quarterstaff: +2 vs. AC (+2 prof)
      • 1d8 damage
    • Warhammer: +2 vs. AC (+2 prof)
      • 1d10 damage (Versatile)
    • Dagger (melee): +3 vs. AC (+3 prof)
      • 1d4 damage
    • Dagger (Ranged): +4 vs. AC (+3 prof, +1 dex). Range 5/10.
      • 1d4+1 damage (+1 dex)
Skills:
  • Dungeoneering: +6 (+4 wis, +2 racial)
  • Endurance: +10 (+5 trained, +4 con, +2 racial, -1 armor))
  • Insight: +9 (+5 trained, +4 wis)
  • Nature: +9 (+5 trained, +4 wis)
  • Perception: +9 (+5 trained, +4 wis)
Racial Abilities:
  • Low-light vision
  • Languages: Common, Dwarven
  • Cast-Iron Stomach: +5 racial bonus to saving throws against poison.
  • Dwarven Resilience: You can use your second wind as a minor action instead of a standard action.
  • Dwarven Weapon Proficiency: You gain proficiency with the throwing hammer and the warhammer.
  • Encumbered Speed: You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.
  • Stand Your Ground: When an effect forces you to move — through a pull, a push, or a slide — you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.
Class Features
  • Balance of Nature: You begin with three at-will attack powers. Throughout your career, at least one of those powers, and no more than two, must have the beast form keyword.
  • Primal Aspect – Primal Swarm (PP 37): When you are in beast form and not wearing heavy armor, melee attacks and ranged attacks deal less damage to you. When you take damage from either type of attack, the damage is reduced by your Constitution modifier.
  • Ritual Casting: You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You own a ritual book, and it contains two rituals of your choice that you have mastered: Animal Messenger (Player’s Handbook, page 300) and another 1st-level ritual. Once per day, you can use Animal Messenger without expending components.
  • Wild Shape (power)
Feats:
  • Class: Ritual Caster:
  • Hide Armor Expertise (PP 138): While wearing hide armor, you can use your Constitution modifier in place of your Desterity or Intelligence modifier to determine your AC.
Powers: All powers are from PHBII unless otherwise indicated.
  • Racial: Second Wind can be used as a minor action.
  • Class: Wild Shape
  • At-Will: Grasping Claws, Storm Spike, Swarming Locusts (PP39)
  • Encounter 1: Scattered Form (PP39)
  • Daily 1: Faerie Fire
Gear:
  • Hide Armor – +3 armor, -1 check, 30 gp
  • Warhammer – +2 prof, 1d10 damage, versatile, 15 gp
  • Dagger – +3 prof, 1d4 damage, range 5/10, off-hand, light thrown, 1 gp
  • Quarterstaff – +2 prof, 1d8 damage, 5 gp
  • Standard Adventurer’s Kit – 15 gp
  • 34 gp

Dangrim Thorik

Heritage of Dodec im_robertb