Init +8 (+2 dex, +2 trait, +4 feat)
Senses Perception +21 , Low-light vision, Blindsense 30
AC 19, touch 15, flat-footed 17; (+2 dex, +4 armor, +2 deflection, +1 insight)
AC Bonus: Ice Armor (+6 Armor), Barkskin (+5 e.nat.armor), Medium Shark (+2 natural armor), Magic Vestment +3 = 31 AC
HP 146 (11d8(8,5,6,6,8,5,6,5,6,6,6,7) druid + 48 con + 12 toughness + 12 fcb)
Fort +16 (con +4, druid +8, +1 trait, +3 resistance) +18 Heroism
Refl +9 (dex +2, druid +4, +3 resistance) +11 Heroism
Will +17 (wis +4, druid +8, racial +2, +3 resistance) +19 Heroism
Speed 40ft, with armor 40 ft, Land 30, Swim 60
1-handed Melee Club +14/+9 1d6+5 (B-20/x2) or Cold Iron Shortspear +14 1d6+5 (P-20/x2)
1-handed Melee+Power attack Club +11 1d6+11 (B-20/x2) or Cold Iron Shortspear +11 1d6+11 (P-20/x2)
2-handed Melee+Power attack +1 Spear +15/+10 1d8+8 (P-20/x3)
2-handed Melee+Power attack+Bard+Heroism +1 Spear +17/+2 1d8+20 (P-20/x3)
CHOMP Bite +18 2d8+12 (CHOMP-20/x2)
CHOMP+PA Bite +15 2d8+21 (CHOMP-20/x2)
CHOMP+PA+Bard+Heroism Bite +20 2d8+24 (CHOMP-20/x2)
VITAL CHOMP+PA+Bard+Heroism+Vital Strike Bite +20 4d8+24 (CHOMP-20/x2)
ULTIMATE CHOMP+PA+BS+DP+Bard+Heroism+Strong Jaw+Vital Strike Bite +26 8d8+31 (CHOMP-20/x2)
CHOMP to hit: STR: +6, Bab +9, Enchantment (Greater Magic Fang) +3 = 18
CHOMP to hit ULTIMATE STR +8 (Bull's Strenght), Bab +9, GMF +3, Bard +3, Heroism +2, Divine Power +4 = +29 - 3 Power Attack = +26
CHOMP to Damage: STR +12, GMF +3, PA +9, Bard +3, Divine +4 = +31 Dam
Ranged Sling +11 1d4+5 (B-20/x3)
Special Attacks: At 2nd level, a shark shaman may adopt an aspect of the shark while retaining her normal form. This ability functions as the dragon shaman’s totem transformation ability, but the druid may select from the following bonuses (Standard to activate, min/lvl):
Druid Spells: (CL 11, Concentration +15/+19 defensive or grappled)
6th (2+0+ 1 Domain/day)(DC 20): Quickened jotain?, Communal Stoneskin Divine Power (D)
5th (3+0+ 1 Domain/day)(DC 19): Greater Neutralize Poison, Explosion of Rot, 1 lisää Divine Power (D) +4/+4/+12 temp hp
4th (3+1+ 1 Domain/day)(DC 18): Strong Jaw, Life Bubble, Echolocation, Freedom of Movement Divine Power (D)
3rd (4+1+1 Domain/day)(DC 17): Communal Resist Energy, Daylight, Greater Magic Fang, Aquatic Trail, Calistria's Guardian Wasps Magic Vestment (D)
2nd (4+1+1 Domain/day)(DC 16): Barkskinx4, Bull's Strength Aid (D)
1st (4+1+1 Domain/day)(DC 15): CLWx2, Ice Armorx2, Faerie Fire Magic weapon (D)
Cantrips (4) Read Magic, Stabilize, Create Water, Light
Str 20 (18+1+1) , Dex 15 (13+2), Con 18 (14+4), Int 10, Wis 18 (15+1+2), Cha 8
Base Atk +9; CMB +14/+15; CMD 29/30
Skills acp: -2 ; total skill ranks: 44 + 22 background
Traits: Healthy 1, Warrior of Old (+2 init)
Languages: Common, Elven, Druidic, Aquan, Azlant, Giant
RSQ Low-light vision, Elf Blood, Elven Immunities, Keen Senses (+2 perception), Dual Minded (+2 will save)
SQ Nature bond (Domain-War -> tactics), nature sense (+2 Kn. Nature & Survival), orisons, wild empathy +4 vs fish, Woodland Stride, Trackless Step (Ex), Shark's Totemic Summon (standard to summon stingray, manta ray or any other rays/sharks), Wild Shape
Domain: War -> Subdomain: Tactics Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.
Domain Spells: 1st—magic weapon, 2nd—aid, 3rd—magic vestment, 4th—divine power, 5th—command (greater), 6th—blade barrier, 7th—power word blind, 8th—planar ally (greater), 9th—power word kill.
On person: Dagger, Club, Cold Iron Shortspear, +1 Spear\\ In backpack: Kit, Druid’s (44 lbs.) This includes animal feed (5 days), a backpack, a belt pouch, a blanket, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
Wealth \\ Mule: \\ Potions/Oils: \\ Scrolls: \\ Wands: Wand of Goodberry (15 charges left) \\ Miscs: Pearl of Power III, Extend Metamagic Rod, Lesser Extend Rod\\ Ioun Stones: Dusty Rose Prism, Deep Red Sphere\\ Encumbrance lb. without backpack (//), lb. with backpack
Height: 6' 3" (190 cm)
Weight: 175lb (80 kg)
Ostokset kit 14, panssari 60, kilpi 7, ci sspear 2, dagger 1, acidx2 20, alchemist fire 20, crowbar 2, rope 7 =131gp
Size Changes, Effective Size Changes, and Damage Dice Progression: I'm confused by how to increase and decrease manufactured and natural weapon damage dice when the weapon's size or effective size changes. There's a bunch of different charts, and I'm not sure which to use.
When the damage dealt by a creature’s weapons or natural attacks changes due to a change in its size (or the size of its weapon), use the following rules to determine the new damage.
• If the size increases by one step, look up the original damage on the chart and increase the damage by two steps. If the initial size is Small or lower (or is treated as Small or lower) or the initial damage is 1d6 or less, instead increase the damage by one step. • If the size decreases by one step, look up the original damage on the chart and decrease the damage by two steps. If the initial size is Medium or lower (or is treated as Medium or lower) or the initial damage is 1d8 or less, instead decrease the damage by one step. • If the exact number of original dice is not found on this chart, apply the following before adjusting the damage dice. If the damage is a number of d6, find the next lowest number of d6 on the chart and use that number of d8 as the original damage value (for example, 10d6 would instead be treated as 8d8). If the damage is a number of d8, find the next highest number of d8 on the chart and use that number of d6 as the original damage value (for example, 5d8 would instead be treated as 6d6). Once you have the new damage value, adjust by the number of steps noted above. • If the die type is not referenced on this chart, apply the following rules before adjusting the damage dice. 2d4 counts as 1d8 on the chart, 3d4 counts as 2d6 on the chart, and so on for higher numbers of d4. 1d12 counts as 2d6 on the chart, and so on for higher numbers of d12. • Finally, 2d10 increases to 4d8 and decreases to 2d8, regardless of the initial size, and so on for higher numbers of d10.
Damage Dice Progression Chart
1 1d2 1d3 1d4 1d6 1d8 1d10 2d6 2d8 3d6 3d8 4d6 4d8 6d6 6d8 8d6 8d8 12d6 12d8 16d6