Dwarf

Ballar Fargrim's page

810 posts. Alias of KoKyu.


Race

Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5

Classes/Levels

Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

Deity

Cayden Cailean

About Ballar Fargrim

Ballar Fargrim
5th level Cleric of Cayden / 2nd level Fighter CG (Dwarf male - 119 years old)

To start, Ballar is not your typical dwarf. While most dwarfs are stern, hard cases with no time for enjoying life much less develop a sense of humor, Ballar is the polar opposite. First and foremost, he knows how to party. The crazier, the better - there is nothing too extreme for this dwarf; he enjoys a good prank as much as a good strong drink.

Preferred Hang outs include: Jeffry's Emporium, The Shady Dragon Inn and Kitty Laverne's Boom Boom Club where he hangs with his crush, Jacquelyn

Bara Ako Anavia.:
She is an old goddess from before the time when there were dwarves, men, and elves, separated into their own kinds. She was a dark hearted goddess, not cruel, but not kind either. She was a strong protector of women in childbirth, and a warrior goddess who defeated the demon Fulsbredg, by cutting off his head and lashing it to the tail of the ox demon Gurrd then forcing him to plow the world for all eternity, dragging the head back and forth boustrophedonically. It is said that that is how elves were taught to write their laws. She crafted the bowl and hammer, to give to first dwarves, Trembor and Yillise, the Homedwellers, created by Ismea the mother of all beings. The bowl she gave to Yillise to make the first meal, while the maul to Tremblor who passed it on to the great grand daughter of Jaskor so that she might lead the dwarves in war against the grey ones.

Bara has fallen far from a place of reverence. She is a mystery to most of the living, but she is known to those who practice the dark arts of necromancy. She cares not for the complaints of young gods and goddesses who are denied the souls of the faithfully departed when those unfortunates are called back into the world by the power of the energy of the negative world. Bara is a master of both positive and negative energy and some used to believe she was responsible for keeping the two forces in balance as they crossed into the material world. She is only understood by the greatest of the never dead or never living, the Lich and the Mulgur. She is worshipped on many worlds, and her power has never diminished, even if her temple here has been forgotten.
There is a dark-elven home world, somewhere, and the oldest legends of his people tell of a great migration fleeing a population ending plague, a voyage of fifteen vessels that were lost in a maelstrom on a great sea on a world of thousands of small island nations. A group of priestesses had been praying for deliverance from the storm when a goddess of dark energy surrounded the ships with a whirlpool sucking them down below the surface of the waters and transporting them to different worlds in the hope that one of these worlds would be able to nurture the race back to the glory they once knew. On some worlds these elves are called Drow, while on others they have different names. One such name that is known to the shadow elves of this world (feel free to create your own word here, I do not intend for their to be RAW Drow, on Riom, the world of this setting) is the name Bharahine, the dark-elves of another world who have appeared on Riom due to a portal that was opened by a spider-god – that world is called Ahlar Dhora by Keryth’s people.

Attacks
Base Attack +5 .... Melee +6 .... Ranged +5 ....CMB +6
( = Base attack bonus + Strength modifier + special size modifier)

... +1 Dwarven Dorn-Dergar (B) +8 Melee (+2 Str, +1 Magical Enhancement, +0 Weapon Focus, +5 BAB) This exotic weapon is a 10-foot-long, heavy metal chain weighted at the end by a round ball of solid iron about the size of a large fist. Though fallen into disuse over the spanning centuries, the dwarven chain-flail is still sometimes employed by dwarves who cling to the old ways.
.....Benefit: By adjusting the slack of the chain, the weapon can be used either with or without reach.
.....Action: Changing between using it as a normal weapon and a reach weapon is a move action.
.....Weapon Feature: Reach
..... 1d10+3/x2
... Silver Dwarven Waraxe (S) +8 Melee (Mwk +1, +2 Str, +5 BAB 1d10+2 +2 Double Handed A large, ornate head mounted on a thick handl.
... Dagger +7(+2Str, +5BAB) ..... 1d4+2/19-20/x2
... Unarmed strike +7(+2Str, +5BAB)(Provokes AoC) ..... 1d3+1/x2

Ranged... Chakram +6 (+1 Dex, +5BAB) ..... 1d8 x2

Defense
Max Hit Points 59 ((1d8+1)x3)+(3+1)+(6+1)+(9+1)+(10+1))
AC 19 / touch 12 / flat-footed 17 - (10 +7 armor, +1 Dex, +1 Bracers)

CMD 17/16Fl = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier

Spells Prepared:

Caster Level 5
-------------------------------------
Channel Positive Energy: (3d6) Channel Energy (Su): Releases a wave of (positive) energy by channeling the power of her faith through her holy (or unholy) symbol and can choose to deal damage to undead creatures or to heal living creatures.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. 5 per Day Remaining 5/5 Current DC 15

Agile Feet (Su): Free Action: gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. 3/Day + your Wisdom modifier times per day; 6 per Day Remaining 7/7

Strength Surge (Sp): Standard Action: touched creature gains enhancement bonus equal to 1/2 your cleric level (minimum +1, currently +3) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks for 1 round. 3/Day + your Wisdom modifier. Remaining 7/7

Base DC 15 (10 + the spell level + the cleric’s Wisdom modifier)
-------------------------------------
0 Level x4 DC 14
At Will...Guidance, Light, Resistance, Create Water,

-------------------------------------
1st Level (3+1*/Day) DC 15
Remaining...Bless, Entropic Shield, Bless Water, Shield of Faith, Enlarge Person*
Used...
-------------------------------------
2nd Level (2+1*/Day) DC 16
Remaining...Bull's Strength*, Owl's Wisdom, Holy Ice Weapon
Used...

------------------------------------
3rd Level(1+1*/Day) DC 17
Remaining...Fly*, Searing Light,
Used...

*Indicates Domain Spell

Magic Items:

Abigail’s Translocation Talking system (ATTs) A wooden box, twelve inches long, eight inches wide and four inches deep. Inside are two shiny metallic “tin cans” gently resting on a padded cloth insert in the case. When one of these devices is on one side of a portal and the other is on the other side of the same portal, no matter what kind of portal it is, a connection, like a black string, appears between them. This string exists on the Astral Plane and carries your words through the portal.

Water Skin of Healing Waters* - In a toast to Cayden, Ballar speaks clearly, Ta Cayden!, then presses his thumb on the handle, lifting the vessel's silver lid. A burst of light erupts from the cylinder filling the room with positive energy. The pool bubbles, absorbing the divine energy and the smell of good ale fills the air.
Pool of Water: A standard water skin will hold one-half gallon of water (32 ounces). A dose of the water (4 ounces) will heal 3d4 hit points, so each water skin filled will hold 8 doses, but the effects wear off after 36 turns (6 hours) ( 6 of 8 doses remain plus another water skin with 8 of 8) *Only in It's "A" Dungeon

Bag of Sustenance - 2,500gp As per 'Ring of Sustenance' this shiny red bag has a picture of cheese flavored nachos at the top and a shiny rectangular glass button at the bottom. At anytime, anyone can reach into the bag for a handful of life-sustaining nourishing munchies in the exact flavor and type desired. Placing a drinking vessel beneath the rectangular button causes the button to light up, filling the cup with crisp clear water.
Belt of Giant Strength +2 - 4,000gp This thick leather belt is decorated with a huge metal buckle inscribed with a red and gold letter 'H'. In addition, depressing the 'H' causes the wearer's outline to blur, shifting, and wavering. This distortion grants the subject concealment (20% miss chance) for 10 non consecutive rounds.
Bracers of Armor +1 - Aura moderate conjuration; CL 7th Slot wrists; Price 1,000 gp (+1); Weight 1lb
DareDevil Boots - 1,400gp This pair of magical boots shimmers in vibrant shades of blazing red and burning orange when they are held up to the light. FA to 'click' his heels together to gain a +5 competence bonus on Acrobatics checks made to move through threatened squares or to move through an enemy's space w/o AoO for up to 10 non consecutive rounds per day. On successful moves though an enemy's space w/o AoO, he gains a +1 bonus on attack rolls against that enemy until the end of his turn.

Cloak of the Hedge Dwarf Wizard - This cloak is made from a heavy fabric, and appears to be of extremely fine quality. It is red in color and the bottom edge is decorated in yellow and orange flames. The hood can be pulled up and over the head with a flap that can be pulled down in front of the face. The flap is a stylized mask with eye holes ringed in yellow flames. Detect magic causes an inscription, in large flowing script of silver letters, to appear on the back of the cloak: Grande Lucha Libre el Fuego Caliente!

Aura faint, Conjuration ; CL 1st; Weight 1 lb.(2,500 gp) - The cloak grants its wearer the ability to use:
.... At will - prestidigitacion (caster level 1st)
.... At will — acid splash; una gota de acido!
.... 1/Day — mage armor, blindado de mago!, Available
.... 1/Day - Unseen Servant un politico incompetente! (Mr. Anders) Available
Headband of Alluring Charisma +2 - This attractive silver headband is decorated with a number of small red and orange gemstones. The headband grants the wearer an enhancement bonus to Charisma of +2. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. | Aura moderate transmutation; CL 8th Slot headband; Price 4,000 gp (+2); Weight 1 lb.
Ring of Feather Fall (2,200gp)
Ring of Comprehend Language Bestowed by It'Dupree for use in the mirror dimensions (2,000gp)
Wand of Cure Light Wounds - positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). 38/50 charges (750gp)
Potion of Cure Light Wounds x3 (50gp each)

Scrolls:
Protection from Evil x3 (12.5gp)
Ghostbane Dirge (75gp)
Restoration (Lesser) x3 (75gp each)
Remove Paralysis x0 (75gp)
Summon Monster IIx2 (150gp)
Dispel Magic x2 (375gp)
Remove Disease x2 (150gp)
Align Weapon x2 (150gp)
Augury x1 (150gp)
Consecrate x3 (150gp)
Diagnose Disease x1(75gp)
Searing Light x2 (375gp)
Holy Ice Weapon x1 (150gp)
Holy Water x2 (25gp each) deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.

Grenades
Alchemist’s fire x2 (20gp each)
Tanglefoot bag x1 (50gp each)
Oil x5 (1sp each)

Scribing paper, feathers & ink (200gp)

Statistics, Saves and Skills:

Saving Throws

Fort +8 (+9) (Base +5, Con+2, Hardy* +2)
Ref +2 (Base +1, Dex+1)
Will +8 (+10) (Base +4, Wis+4, Hardy* +2, +1?)
* Vs. poison, spells, spell-like effects,

Speed 30ft* Travel Domain enhancement.........Init +1

Ability Scores
Str (12) 14 (Belt) (+2) ............. Int 14 (+2)
Dex 12 (+1) ............ Wis 18 (+4)
Con 13(+1) ............ Cha 15 (+2* Headband)

Skills
Skill Ranks per Level: 2 + Int modifier (+1/Cleric level and +0 Fighter/level) 4 per level / 33 Ranks total
Acrobatics -2 (-5 jump)
Appraise +7 (Int+2, 2 ranks, favored +3)
Bluff +7 (Cha+2, 2 ranks, +3 favored)
Climb -3 (Dex+1,-4 Armor check)
Diplomacy +2 (Cha+2, 0 rank, favored +0)
Disguise +2 (Cha+2, 0 rank, favored +0)
Escape Artist -2 (Dex+1,-4 Armor check)
Heal +10 (Wis+4, 3 ranks, favored+0)
Knowledge (Dungeon) +4 (Int+2, 2 rank)
Knowledge (Religion) +10 (Int+2, 5 ranks, favored +3)
Perception +9 (Int+2*, 7 rank)
Ride -2 (Dex+1,-4 Armor check)
Intuition a.k.a Sense Motive +13 (Wis+4, 6 rank, favored+3)
Intimidate +7 (Cha+2, 2 rank, favored +3)
Spellcraft +10 (Int+2, 5 ranks, favored+3
Stealth -2 (Dex+1,-4 Armor check)
Survival +4 (Wis+4, 0 rank)
Swim -2 (Dex+1,-4 Armor check)

Languages:Abyssal, Common, Dwarven, Goblin

Special Abilities:

Aura (Ex)
Cleric Channel Positive Energy 3d6 (5/day) (DC 15) (Su)

Cleric Domain (Strength)
Granted Powers:
...Strength Surge (Sp): As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
...Might of the Gods (Su): At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive.
Domain Spells: 1st—enlarge person, 2nd—bull’s strength, 3rd—magic vestment, 4th—spell immunity, 5th—righteous might, 6th—stoneskin, 7th—grasping hand, 8th—clenched fist, 9th—crushing hand.

Cleric Domain (Travel)
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
...Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
...Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Domain Spells: 1st—long strider, 2nd—locate object, 3rd— fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.

Darkvision 60ft (Dwarf)
Defensive Training +4 Dodge AC vs. Gaint subtype
Greed +2 Appraise checks nonmagical and precious metals
Hardy +2 Racial bonus vs. poison, spells, spell-like effects
Hatred Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Spontaneous Casting - The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 to CMD vs Bull rush/Trip while standing on ground
Stonecunning +2 bonus to Perception vs. unusual stonework. Free check within 10 ft.

Feats & Traits:

Feats
------------------------
Selective Channeling (1st Level Character Feat)
- When channeling energy, choose a number of targets in the area (up to Charisma modifier) that are not affected. Omit 1 Targets
Scribe Scroll (3rd Level Character Feat)
- Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
Turn Undead DC 15 (5th Level Character Feat)
- As a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).
Darting Viper (1st Level Fighter Feat)
- Changing whether using the Dorn-Dergar as a normal or reach weapon is a swift action.
Power Attack (7th Level Character Feat bonus)
- Prerequisites: Str 13, base attack bonus +1.Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. -
Cleave (2nd Level Fighter Feat)
- Prerequisites: Str 13, Power Attack, base attack bonus +1. Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Proficient Light/Medium/Heavy Armor
Shield Proficiency
(including tower shields)
Simple & Martial Weapon Proficiency

WANTED:
Vital Strike - Vital Strike (Combat) Prerequisites: Base attack bonus +6. Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Dorn-Dergar Master (Combat) -(Dwarves of Golarion p.21). You can use a dorn-dergar with only one hand. Prerequisites: Two-Weapon Fighting, base attack bonus +4, proficiency with the dwarven dorn-dergar.Benefit: You can use a dorn-dergar as a one-handed weapon. When using it one-handed, changing whether it’s a normal or reach weapon is a full-round action. If you have the Darting Viper feat, changing its reach is a swift action.
Normal: A dorn-dergar requires two hands to wield.

Traits
-------------------------
Rich Parents
- Born into a rich family; starting wealth 900gp

Equipment:

Combat Gear
+1 Breastplate armor (30lbs)
+1 Dorn Dergar (15lbs)
Dagger x1 (1lbs)
Masterwork Silver Dwarven Waraxe (8lbs)
Chakram x2 (1lbs ea)

Other Gear:

Belt pouch .5lbs: (Contains) Money: Pouch .5lbs (2gp): 2 PP 4 GP, 56 SP ( 1.0 lbs) The standard coin weighs about a third of an ounce (50 coins to the pound)
Bandolier - Leather belt worn over one shoulder diagonally across the chest and back. Small loops or pouches hold eight objects the size of a flask or small dagger. Use the “retrieve a stored item” action to take an item from a bandolier. Up to two at the same time.
Bag of holding I (5lbs.|2,500gp): Made of finely tanned leather, the bag opens into a nondimensional space making its inside larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed at 15 lbs. Carries:250 lbs. or 30 cubic ft. Move Action to retrieve
BoH Contains: Trail Nachos/Hobbit pockets x5 5lbs, Mug (2cp), waterskin x2 (8lbs | 2gp), Tanglefoot bag x 1 (50gp 4 lbs), , Scroll cases x6 (1 gp each 3lbs), Alchemist’s fire x4 (20gp ea 4lbs), Oil x5 (1sp 1lbs ea), Bottle of fine wine x 5 (10gp, 1lbs), Garlic x5 (5sp, 5lbs)
Sack x1 .5lbs (1sp): Empty

Explorer's outfit:8 lbs. Sturdy boots, leather breeches, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. The clothes have plenty of pockets (especially the cloak) & accessories, such as a scarf or a wide-brimmed hat.
Holy Symbol, silver "Cayden's Mug" 1lbs (25gp): A silver tankard, its sides are decorated with molded artwork images: On one side the Drunken Hero is wearing chain mail, carrying a tankard in one hand and displaying broken shackles about his wrists on. On the opposite side is the Herald Thais, a beautiful woman with five wings and scandalously revealing clothing that consists of little more than blue ribbons. Chasing Thais is a very drunk looking, Luthier, Cayden's divine servant.
Bracers of Armor - Two silver wrist guards each featuring a vivid relief on the top which gives the illusion the guards are in fact broken shackles, complete with a missing chain link. On the bottom, the relief is that of Luthier, the Knight of the Vinyard. The magical bracers surround the wearer with an invisible but tangible field of force. (1lbs)

Encumbrance: Medium - 73.5 lbs Limits=(0-50/51-100/101-150lbs)


XP Tally & Loot:

Appeared in Dungeon in or around Day 2 or Turn 70/130
Starting XP 2300: Gnolls 400XP + Collectible Ball 300XP, Treasure 720XP
Day 6, turn 58: 375XP Random Treasure find, 300XP for trap disabling
Day 6, turn 60: 400XP Trick trap + treasure find
Day 6, turn 61: 500XP For Defeating Kobolds
Day 6, turn 68: (320)215XP for defeating the Gibbering Mouther *Group adjusted to share same XP Totals (5500XP)
Day 6, turn 69: 240XP for creatively dealing with Jacquelyn Ophelia Vilakku, the supermodel construct
Day 6, turn 71: 150XP for Morlock + 185XP in treasure
Day 6, turn 74: 1280XP for Monkey Madness
Day 6, turn 74: 600XP for BugBears + 400XP treasure
Day 6, turn 75: 800XP for setting off a trap?
Day 6, turn 75: 480XP for watching Teirist disable a trap
Day 6, turn 85: 600XP for getting burnt by a magical trap + 300XP for watching Karuum smash some skeletons!
Day 7, turn 67 (3 of 6): 400XP for shopping at iVan's
Day 7, turn 73 (1 of 6): 150XP for negotiating our way around Brown Mold
Day 7, turn 75 (4 of 6): 400XP for hiding from a mob of Kobolds
Day 7, turn 76, (4 of 6): 800XP for watching Niversal get sliced, and 125XP for finding treasure in the form of a valuable flagon worth 625gp
Day 7, turn 78, (6 of 6): 1200XP experience points for defeating the Suicidal Dire Lions + 5000 XP for 5000gp + 112 XP for a magical scroll
Breakdown of Spending after Day 7
Starting: 5,000gp reward, 156gp Flagon, 1,945gp savings = 7101gp budget
Purchasing: +1 Dorn (2,000gp upgrade), +1 Breastplate (2,000gp upgrade), Handy Haversack (1,025gp), MWK Dwarven Waraxe (330gp) = 5355gp with 1746gp remaining

Day 1 in a New World:
600 XP for surviving the environmental hazard of the collapsing floor + 50 XP for finding 200gp
300 XP for defeating a wraith in a room full of antique furniture.
200 experience points for being delayed by the clueless undead
600 experience points for defeating the three bugbears (20,472 XP )
14,528 for completing Part I Mirror, Mirror

Total XP = 35,000 XP

LOOT
8 small “gemstones” 10 gp each


Character Wealth:

2 PP 4 GP, 51 SP
Equipment: Apprx. 52gp
+1 Breastplate: 1,350gp
+1 Dorn-Dergar: 1,350gp
Masterwork Silver Dwarven Waraxe: 510gp
Bag of Sustenance 2,500gp
Belt of Giant Strength +2 4,000gp
+1 Bracers of Armor: 1,000gp
Daredevil Boots 1,400gp
+2 Headband of Charisma: 4,000gp
Cloak of the Hedge Wizard: 2,500gp
Bag of Holding I: 2,500gp
Ring of Feather Fall 2,200gp
Wand of CLW: 750gp
Chakram x2: 1gp (each)
Daggers x1: 2gp (each)
Other Magic Items (scrolls & potions): 1,662 gp 5sp

Total Wealth: 24,316 gp 56 sp - PRD Recommended: 7th level PC= 23,500 gp


Description:

Up until recently, Ballar was a lost soul. Born to rich parents, this stout dwarf has flaming red hair and a natural affinity for the divine mysteries. His up bringing meant he was raised in extreme comfort. He quickly grew to expect anything his heart desired. Spoiled by his mother's coddling Ballar grew to be lazy, taking to drinking and violent tantrums whenever he didn't get his own way. When his affinity with the divine showed itself, Ballar's father saw a way to rid himself of his son's embarrassing behaviour. Unfortunately, Ballar refused to conform to any of the traditional Dwarven deities. Expelled from school, rejected by his tutors, Ballar was hopeless. Then after Ballar returned drunk from a late night of binge drinking, his father had had enough. Furious with his son, Ballar was cast out from his parent's home and told never to return. Penniless, homeless and starving, Ballar sobered up for the first time in his life. Determined to change his ways, he turned to his mother one last time for help. She gave in to her son's pleas, agreeing to give him some clothes, supplies and his father's old armor and weapons.
With his pockets full of gold, the young Ballar bid farewell to his mother and ventured out into the world. He did his best to use the only skill he knew he had, his divine gift - but no dwarf god would have him. His future was looking bleak. Distraught, he turned to the nearest alehouse to drink himself into oblivion. Without realizing, Ballar had sat down in front of a shrine to Cayden Cailean. He had seen Cayden's image hundreds of times in similar establishments, but until then, had never thought of devoting himself to the likes of this carefree god. In a moment of divine inspiration, Ballar quietly sworn an oath to change his ways for good and follow in Cayden's example. To the dwarf's surprise, Cayden accepted Ballar's oath, cleared the dwarf's head of his drunken stupor and lifted his depression.
Not long after his vow, a party of desperate adventurers hired him as their cleric. Things were finally looking up for Ballar. Venturing out into the unknown, the adventurers soon found themselves on the wrong side of a particularly powerful wizard named Badenov somebody or'nother. Ballar's experience with this wizard was brief. The moment the wizard realized Ballar's role, Badenov created a void underneath the young cleric which cast Ballar away to what the wizard knew to be a dungeon of great peril.
Emerging from the void into a dark hall cut from stone, the sounds of battle drew the cleric's attention. But as Ballar rounded the corner he did not see the party of adventurers he'd arrived with. Instead he saw two elves, a dwarf and a monk busy fighting a group of gnolls...


Handy Vocabulary:

“Most Excellent Courageous Knights of Ale and Wine.”
"And he led them out until they were in the middle of the great city and he lifted up his hands, and offered them ale and wine. And it came to pass, while he offered them drinks, he parted from them, and was carried up into heaven. And they worshiped him, and returned to the tavern with great joy." (Life and Works of The Lucky Drunk 10:50)
and
"Decide your own life and don't let another person run or rule you.
Be mirthful, for a man has no better thing than to eat, and to drink, and to be merry.
Judge not, lest you be judged yourself.
Be kind to widows, orphans and strangers. Share whatever you have with them."
(Placard of Wisdom)
"Courage is not found at the bottom of a keg." (when discussing drink and bravery)
"There's always something worth celebrating." (in dark times)
"Don't let rules get in the way of enjoying what is truely good in life" (from The Placard of Wisdom)
"Easy words and common sense to all" (agreeing with good advice)
"Cayden loves nothing more than simple folk who have the courage to stand up to evil when it rears its ugly head"

Other Cayden Notibles
Picture this
SWEARING: DWARF STYLE
dumb tree-hugging dirt worshipper
TREE-HUMPER
pointy-eared Bastard
floaty-clothed garment-lover
ASS LICKING BUSH-SCREWER
BEARDLESS DAFT

You smell like orc dungGelek menu caragu rukhs
Your mother/father was an orc Khagun/Khagam menu penu rukhs
Your mother/father had no beard Khagun/Khagam menu penu shirumund
You are beardless Menu shirumund
Your clan are beardless orcs Khahum menu rkhas shirumundu
You dine with orcs Metun menu rukhas
You eat troll/ogre dung Metun menu caragu sigim rukhas
Your mother/father populated an orcish village Khagun/Khagam menu reliku pembu rukhas
You couldn’t forge a spoon Ozirum menu seleku
You son/daughter of an orc Rukhsul menu

Dwarves: Swears on Durin/ Aule / Mahal
By Durin’s / Mahal’s Beard
By Mahal !
Durin be damned!

Scottish Wiki Slang


8-Methyl-N-vanillyl-trans-6-nonenamide a.k.a Super Spicy Powder:

Ballar eyes the wizard and an evil grin grows beneath his thick red beard. 'Ang on, Rummaging in his pack the dwarf retrieves a small bottle of dark crimson powder. A worn label depicts a crude drawing of what looks like a seed pod next to several other symbols representing a lit torch, a humanoid head suffering some sort of alchemical corrosion and a skull and cross bones. Opening up his bag of nachos, Ballar carefully removes the cork from the bottle and sprinkles a few grains of powder into the bag. Grinning mischievously, A litt'l goes a'long way.
He replaces the cork, returns the small bottle to its place and begins to shake the bag of nachos. Reopening the bag, a faint cloud of the crimson dust gently erupts filling the immediate area with the strong smell of pure Capsicum. This small cloud immediately assaults the senses (5ft range).
Fort save DC 15 just for smelling them. Failure results in excessive tearing up of the eyes and a burning sensation of your nose until you move 5ft back. FoRt Save vs. spicy Nacho cloud: 1d20 + 6 ⇒ (10) + 6 = 16

Consuming the nachos is a DC 29 Fort save or suffer execessive tearing of the eyes, a running nose and an intense burning sensation of the mouth preventing speech for 1d4 rounds. For every three cups of water consumed, recovery is reduces by 1 round. PCs licking their fingers after eating these nachos must make another save of DC 29 or suffer the same symptoms plus the loss of using their fingers for the same amount of time.


Tactical:

Unseen servants with holy symbols/mirrors + 100 hirelings armed with vials of holy water
Consecrate deserves mention, a -1 penalty to undead, no vampire spawn can be created should the unfortunate happen to a party member and several other effects.
Summon lots of Lantern Archons Summon Monster III.