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Wolfina, Dwarven Explorer

Wolfina Bloodaxe
Female Dwarf Druid 12 (wolf shaman)
NG Medium humanoid (dwarf)
PFS Number 8846-6
Homeland Five Kings Mountains; Faction Silver Crusade; Deity Folgrit
Init +1 Senses darkvision 60ft. Perception +23

Defense

AC 20, touch 11, flat-footed 19
   (+5 armor, +1 Dex, +1 natural, +3 shield); ACP -1
hp 123 (12d8+60)
Fort +15, Ref +8, Will +19
Defensive Abilities , Hardy (+2 vs poison, spell, and spell-like abilities)

Offense

Speed 20ft.
Melee +1 adamantine battleaxe +11/ +6 (1d8+2 /x3)
Melee mwk battleaxe +11/ +6 (1d8+1 /x3)
Melee shillelagh +11/ +6 (2d6+2)
Melee club +10/ +5 (1d6+1)
Ranged dart +10/ +5 (1d6+1)
Ranged sling +10 (1d4+1)
Druid Spells (CL 12; Base DC 18+spell level; concentration +20)
   6th - mass cure light wounds, fire seed (x2)
   5th - animal growth, baleful polymorph (x2), wall of thorns
   4th - flame strike (x2), freedom of movement, repel vermin, rusting grasp
   3rd - daylight, protection from energy, stone shape, wind wall, water breathing
   2nd - align fang, barkskin, bull's strength, reduce animal, flaming sphere, lesser restoration
   1st - cure light wounds, faerie fire, longstrider, magic fang (x2), shillelagh
   0 - create water, guidance, stabilize, virtue

Statistics

Abilities Str 12, Dex 12, Con 16, Int 12, Wis 24 +4, Cha 5
Base Atk +9 CMB +10 CMD 21
Feats XXX, Ironhide, Mounted Combat, Natural Spell, Toughness, Wild Speech
Skills Climb +10, Handle Animal +12, Heal +12, Knowledge (nature) +18, Perception +23, Ride +14, Survival +25
Languages Common, Druidic, Dwarven, Sylvan
SQ greed, hatred, nature bond (animal companion), nature sense, spontaneous casting (summon nature's ally), stability, weapon familiarity, wild empathy (1d20+9, +4 with canines)

Special abilities

Deep Warrior Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple). This racial trait replaces defensive training.
Greed +2 to Appraise to price good with precious metals or gemstones.
Hatred +1 to attacks against orcs and goblins.
Resist Nature's Lure (Ex) A druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.
Rock Stepper Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
Stability +4 bonus to CMD vs bull rush and trip while on the ground.
Totem Transformation a wolf shaman may adopt an aspect of the wolf while retaining her normal form as a swift action for up to 12 minutes per day. These minutes do not need to be consecutive, but they must be used in 1-minute increments. The druid may select from the following bonuses: movement (+20 enhancement bonus to land speed), senses (low-light vision, scent, +4 racial bonus to Survival when tracking by scent), or natural weapons (bite [1d4 plus trip], +2 CMB to trip). While using totem transformation, the wolf shaman may speak normally and can cast speak with animals (canines only) at will. This is a polymorph effect and cannot be used while the druid is using another polymorph effect, such as wild shape.
Totemic Summons At 5th level, a wolf shaman may cast summon nature's ally as a standard action when summoning wolves, and summoned wolves gain 12 temporary hit points. She can apply the young template to any wolf to reduce the level of the summoning spell required by one. She can also increase the level of summoning required by one in order to apply either the advanced or the giant template, or increase it by two to apply both the advanced and giant templates.
Trackless Step (Ex) Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
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.
Wild Shape (Ex) At 6th level, a wolf shaman's wild shape ability functions at her druid level -2. If she takes on the form of a canine, she instead uses her druid level +2.
At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily use of this ability, regardless of the form taken.
At 6th level, a druid can also use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I.
At 8th level, a druid can also use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I.
At 10th level, a druid can also use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II.
Woodland Stride (Ex) A druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Traits

A sure thing Once per day, you gain a +2 bonus on a single attack against an evil-aligned creature. If the creature is not evil-aligned, this ability is wasted with no benefit.
Birthmark You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and, as a physical manifestation of your faith, increases your devotion to your god - you gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result.

Equipment

mwk battleaxe, club, dart (4), sling
+1 leather lamellar armor, mwk hide, +1 heavy darkwood shield
cloak of resistance +2
headband of Wisdom +4
ale (gallon) (10), bedroll, canvas (sq. yd.) (10), clay tankard (2), crowbar, fishing net (25 sq. ft.), flask, grappling hook, hemp rope (50 ft.), ink (1 oz. vial, black), inkpen, magnet, map case, piton (5), shovel, silent whistle,torch (10), trail rations (per day) (14), twine (50ft) (10), winter blanket
cleats (-50% walking penalty for slick surfaces.)
cold weather outfit (+5 Fort save vs. cold weather)
map maker's kit (+2 circumstance for Survival to avoid becoming lost)
swarmsuit (DR 5/- vs. Diminutive Swarms, DR 10/- vs. Fine swarms)
weapon cord (Attached weapon can be recovered as a swift action)
Lesser rod of extend
Pearl of Power I     O O O O O
Pearl of Power II     O O O O
Pearl of Power III     O O
Pearl of Power IV     O
Consummables
   Acid Flask O O
   Alchemist Fire O O O O
   Holy Water O O O O
   Oil O O O O O     O O O O O    O O O O O     O O O O O    O O O O O     O
   potion of fly O
   potion of invisibility O
   Scroll of cure light wounds O O O
   wand of cure moderate wounds
                      O O O O O   O
   wand of cure light wounds
                      O O O O O   O O O O O   O O O O O   O O O O O   O O O O O   
                      O O O O O   O O O O O   O O O O O   O






Non Core Book Items

Ironhide

Your skin is thicker and more resilient than that of most of your people.

Prerequisite: Con 13; dwarf, half-orc, or orc.

Benefit: You gain a +1 natural armor bonus due to your unusually tough hide

Source

Advanced Players' Guide


Wild Speech

You speak with the tongue of men and beasts.

Prerequisites Druid level 6th, wild shape class feature.

Benefit When using wild shape to take the form in which you cannot speak (such as an animal), you are able to speak normally in any language you know. This allows you to cast spells with verbal components, speak command words, and activate spell completion and spell trigger items. However, it does not give you the ability to cast spells requiring somatic components unless you also have the Natural Spell feat, or cast spells with material components merged into your form.

When using wild shape to take the form of an animal, you may use speak with animals to communicate with animals of your assumed form. This is a spell-like ability with a caster level equal to your druid level, and you may use it for a number of minutes per day equal to your druid level. These minutes do not have to be consecutive, but must be used in one-minute increments.

Source

Ultimate Magic

Arcanolembic
Aura moderate transmutation; CL 10th
Slot none; Price 2,000gp; Weight 2lb.

Description

This glass flask looks similar to the alembics used by alchemist to distill various liquids, but this one is framed in a delicated silver brace and the glass is etched with various arcane runes. The arcanolembic can be used to hold one potion. When a creatures consumes a potion from the arcanolembic, the potion is treated as if its caster level were 2 higher than the usual minumum for a potion of its level. Placing a potion into the arcanolembic is a full-round action that provokes attacks of opportunity.

Construction

Requirements Brew Potion, Craft Wondrous Item, 5 ranks in Craft (alchemy); Cost 1,000gp

Source

Gods and Magic, p. 56

Beast Shape I
Shool transmutation (polymorph); Level sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you plan to assume)
Range personal
Target you
Duration 12 mins (D)
Saving Throw n/a Spell Resistance n/a

Description

When you cast this spell, you can assume the form of any Small or Medium creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.

Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.

Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.

Source

Pathfinder Core Rule Book


Beast Shape II
Shool transmutation (polymorph); Level sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you plan to assume)
Range personal
Target you
Duration 12 mins (D)
Saving Throw n/a Spell Resistance n/a

Description

This spell functions as beast shape I, except that it also allows you to assume the form of a Tiny or Large creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip.

Tiny animal: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a -2 penalty to your Strength, and a +1 natural armor bonus.

Large animal: If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +4 natural armor bonus.

Source

Pathfinder Core Rule Book


Beast Shape III
Shool transmutation (polymorph); Level sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you plan to assume)
Range personal
Target you
Duration 12 mins (D)
Saving Throw n/a Spell Resistance n/a

Description

This spell functions as beast shape II, except that it also allows you to assume the form of a Diminutive or Huge creature of the animal type. This spell also allows you to take on the form of a Small or Medium creature of the magical beast type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, grab, jet, poison, pounce, rake, trample, trip, and web.

Diminutive animal: If the form you take is that of a Diminutive animal, you gain a +6 size bonus to your Dexterity, a -4 penalty to your Strength, and a +1 natural armor bonus.

Huge animal: If the form you take is that of a Huge animal, you gain a +6 size bonus to your Strength, a -4 penalty to your Dexterity, and a +6 natural armor bonus.

Small magical beast: If the form you take is that of a Small magical beast, you gain a +4 size bonus to your Dexterity, and a +2 natural armor bonus.

Medium magical beast: If the form you take is that of a Medium magical beast, you gain a +4 size bonus to your Strength, and a +4 natural armor bonus.

Source

Pathfinder Core Rule Book

Wolf

Wolf
N Large animal
Init +3 Senses low-light vision, scent Perception +6

Defense

AC 24, touch 12, flat-footed 21; ACP 0
   (+4 armor, +2 Dex, +1 dodge, +9 natural, -0 size )
hp 24 (2d8+8)
Fort +8, Ref +7, Will +2
Defensive Abilities devotion, evasion

Offense

Speed 50ft.
Melee bite +9 (2d6+10 plus 1d6 cold plus trip) and bite +4 (2d6+10 plus 1d6 cold plus trip)
Base Atk +1 CMB +9 CMD 22

Statistics

Abilities Str 25, Dex 17, Con 19, Int 2, Wis 12, Cha 6
Feats Weapon Focus (bite)
Skills Acrobatics +6, Perception +6, Survival +8 (+12 track by scent)
SQ link, share spell
Tricks attack, attack any target, come, defend, down, fetch, flank, guard, heel, track, work

Equipment

+1 studded leather armor, amulet of mighty fists (cold), cloak of resistance +1



Summon Advanced Wolf

Summoned Advanced Wolf
N Medium animal
Init +4 Senses low-light vision, scent Perception +10

Defense

AC 18, touch 14, flat-footed 14;
   (+4 Dex, +4 natural)
hp 29 (2d8+8+12 temp)
Fort +7, Ref +7, Will +3

Offense

Speed 50ft.
Melee bite +4 (1d6+3 plus trip) Base Atk +1 CMB +4 CMD 18 (22 vs. trip)

Statistics

Abilities Str 17, Dex 19, Con 19, Int 6, Wis 16, Cha 10
Feats Skill Focus (Perception)
Skills Perception +10, Stealth +8, Survival +3 (+7 scent tracking); Racial Modifiers +4 Survival when tracking by scent


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Adventure Record for Wolfina

# Adventure XP Final PA Final GP Notes & Special Rewards
1 PFS 02-EX The Midnight Mauler 1 2 / 2 541 Set in Ardis Ustalav
Burned Mod
2 PFS 00-08 Slave Pits of Absalom 2 3 / 3 998 Set in Absalom
GM Credit
3 PFS 01-33 Assault on the Kingdom of the Impossible 3 5 / 5 1350 Set in Jalmeray
GM Credit
Bought 4x alchemist fire, 10x oil, 4x scrolls of CLW
4 PFS 03-EX The Cyphermage Dilemma 4 7 / 7 975 Set in Riddleport Varisia
Debt of Cyphers: +2 Knowledge (arcana) & Linguistics and +2 gather information in Riddleport
Riddleport Respect: +2 Intimidate in Riddleport
Upgraded battleaxe to mwk, hide to mwk
Bought darkwood heavy shield and mwk studded leather armor for Wolf
5 PFS SoCal Smackdown Player Boon 4 7 / 7 975 Set in Riddleport Varisia
Translator: Speaks Ancient Osirion, Azlanti, Common, and Thassilonian
6 Grand Convocation 4712 Magic Emporium 4 7 / 7 975 Set in Grand Lodge Absalom
A good deal: 10% rebate on one always-available item
7 Grand Convocation 4712 Frostfur Folk Song 4 7 / 7 975 Set in Grand Lodge Absalom
Sang about Gross Things: +1 on saves vs being sickened
Also got a stuffed squirrel that's been left in a puddle overnight the run over by a cart
8 Grand Convocation 4712 Fortune's Wheel 4 7 / 7 975 Set in Grand Lodge Absalom
Desna's Smile: May add +1d6 to any one saving throw, attack roll or skill check before the roll is made
O O O O O
9 Grand Convocation 4712 Unearthing the Vault Quest 4 7 / 7 975 Set in Grand Lodge Absalom
Demolitionist: as an immediate action after you or an ally hits and damages a construct, you enable him to perform a dirty trick combat maneuver against that construct without AoO
O O O
10 Grand Convocation 4712 04-01 Finale 5 7 / 9 600 Set in Grand Lodge Absalom
The Society Endure: as a swift action, each Pathfinder may select one of the following:
Treat Con as 5 higher to determine when you die and +2 to stabilization rolls
+2 morale bonus on caster level to overcome SR
+2 morale bonus on all saving throw
+2 morale bonus to AC against AoO and CMD
Bought CLWand with Prestige
11 PFS PaizoCon 2012 Boon #17 5 7 / 9 600 Set in Absalom
Free Vanity of 5PP or less (chose hunting lodge)
12 Thornkeep 04-01 The Accursed Halls 8 11 / 13 488 Set in Thornkeep River Kingdoms
Explored goblin-filled area
Bought +1 leather lamellar armor, potion of invisibility
Image of Imminent Opportunity: gain +2 initiative or attack once per dungeon level
Prediction of Future Peril: once per dungeon level choose:
+5 bonus to identify monster
+2 to a single saving throw
+2 AC against any single opponent
13 Thornkeep 04-02 The Forgotten Library 11 15 / 17 199 Set in Thornkeep River Kingdoms
Explored a library
Found mutagenic ungent (will not use)
Bought arcanolembic and pearl of power I and upgraded Wolfs armor to +1
14 Thornkeep 04-03 The Enigma Vault 14 19 / 21 4799 Set in Thornkeep River Kingdoms
Raised some dumb kid
15 MOD 04-02 Fangwood Keep 17 23 / 25 9599 Set in Fangwood Nirmanthas
Fought a crapload of hobgoblins, fun times!
16 PFS 04-22 Halls of Dwarven Lore 18 25 / 27 13074 Set in Varisia
Explored Dwarven Halls
Bought 2xcloak of resistance + 1
17 PFS 04-24 The Price of Frienship 19 27 / 29 18629 Set in Urglin Varisia
Legend of Urglin, became local hero, +2 on Charisma checks with orcs in Varisia and any direct neighboring country
Visited orc town and did not kill enough
Bought 2x wrist sheath
18 PFS 04-16 Fabric of Reality 20 29 / 31 11261 Set in Hao Jin Tapestry Absalom
Tapestry Fast Travel Because you were part of the team responsible for changing the nature of the Hao Jin Tapestry, you are granted special use of it on a limited basis
Select one location on Golarion other than Absalom (Varisia)
You may travel freely from this location to the City at the Center of the World and vice versa
When adventuring in either Absalom or the chosen location, you are treated as being in both locations for the purposes of boons and vanities that are location-dependent
Bought wand of CMW (12), pearl of power I, pearl of power II, lesser rod of extend, wand of cure light wounds, scroll of align fang, 3x pearls of power I
19 PFS 04-17 Tower of the Ironwood Watch 21 31 / 33 16873 Set in The North
Beat up some dark elves
20 PFS 04-25 The Secrets Stones Keep 22 33 / 35 13413 Set in The North
Hero of the Hold: +3 insight bonus on knowledge checks with Sky Citadels and dwarven history
+1 insight bonus on saves, ability checks, and skill checks while in a dwarven Sky Citadel
Bought amulet of mighty fists (cold) and +1 adamatine battle axe
21 MOD 05-01 Realm of the Fellnight Queen 25 37 / 39 12220 Set in Verduran Forest
Touching the First World: +1 to Knowledge (nature) when dealing with fey
Friends of the Fey Court: +2 Diplomacy vs creatures of the fey type
Saved the world from evil fey
Bought Pearl of Power II and Pearl of Power III
22 PFS 05-07 Port Godless 26 39 / 41 9418 Set in Adris Rahadoum
Took bath
Bought 2x Pearl of Power II
Bought potion of invis
23 PFS 05-13 Weapon in the Rift 27 41 / 43 2949 Set in Mendev
Champion of Ghalcor's Legacy: half the cost of Silver Crusade vanities (up to 4pp discount) and reduce vanity requirement for SC vanity to 30
Ghalcor's Spellcraft: add spells from the demon book to all characters
Mendevian Commendation: +1 bonus to charisma-checks to influence Crusaders (max +3)
Bought Pearl of Power III, upgraded cloak to +2
24 PFS 05-25 Vengeance at Sundered Crag 28 43 / 45 9493 Set in Worldwound
Dralneen's gratitude: +5 to Diplomacy with Cheliax authorities or may obtain a magic item worth 8000gp for one adventure
Bought potion of fly and wand of clw
25 PFS 04-20 Words of the Ancients 29 45 / 47 9528 Set in Varisia
Bought headband of wisdom +2, belt of Con +2
26 Emerald Spire 01-11 The Magma Vaults 32 49 / 51 27129 Set in
Paid for heroes' feast
Upgraded headband to +4
27 PFS 07-28 Ageless Ambitions 33 51 / 53 9961 Set in Thuvia
Foiled Aspis assination plot
Upgrade cloak of prot to +3, bought pop-4
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