Ecclesitheurge

Baltor Stoneheart's page

130 posts. Alias of Sir Longears.


Race

| HP: 110/110 | AC: 31 (14 Tch, 29 Fl) [+4 vs. giants, +4 vs. crits] | CMB: +10, CMD: 24* | F: +12*, R: +8*, W: +13* | Init: +5 | Perc: +17, SM +17

Classes/Levels

| Speed 20ft | Spells: 5th: 2/2, 4th: 4/4, 3rd: 5/5,2nd: 6/6, 1st: 6/6 | Active conditions: freedom of movement

Gender

Male middle-aged LN dwarf cleric (forgemaster) of Torag 5/Evangelist 5

Age

148

Alignment

LN

Deity

Torag

Location

Restov

Languages

Common, Dwarven, Giant, Terran

Occupation

Forgemaster of Torag

Strength 18
Dexterity 12
Constitution 16
Intelligence 14
Wisdom 18
Charisma 6

About Baltor Stoneheart

Stats:
BALTOR STONEHEART
Male middle-aged dwarf cleric (forgemaster) of Torag 5/Evangelist 5
LN Medium humanoid (dwarf)
Init +5; Senses Darkvision 60ft.; Perception +13
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DEFENSE
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AC 31, touch 14, flat-footed 29 (+12 armor, +2 deflection, +1 Dex, +1 dodge, +1 natural, +4 shield; +4 vs. giants; +4 vs. crits)
hp 110 (10d8+30)
Fort +12, Ref +8, Will +13; +3 vs. poison, +5 vs. spells, and spell-like abilities, +4 vs. fear
Defensive Abilities defensive training, hardy, protective grace +1
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OFFENSE
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Speed 20 ft., slow and steady
Melee +3 holy warhammer +14/+9 (1d8+7/x3) or
Melee mwk battleaxe +11/+6 (1d8+4/x3) or
Melee mwk heavy pick +11/+6 (1d6+4/x4)
Ranged mwk heavy crossbow +8 (1d10/19-20) [120 ft.]
Special Attacks aura of efficiency 9 rounds/day, runeforger 5/day (durability, featherlight, ghostglyph, invulnerability, tracer)
Cleric Spells Prepared (CL 9th; concentration +13)
5th - righteous might, fabricateD
4th - blessing of fervor, freedom of movement, minor creationD, restoration
3rd - dispel magic, stone shapeD, summon monster III, versatile weapon, versatile weapon
2nd - lesser restoration, resist energy, silence, weapon of awe, wood shapeD, [open slot]
1st - crafter's fortuneD, lead blades, liberating command, obscuring mist, shield of faith, [open slot]
Orisons (at will) - create water, detect magic, guidance, mending
D domain spells; Domain Artifice (industry)
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STATISTICS
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Str 16 (18), Dex 12, Con 14 (16), Int 14, Wis 16 (18), Cha 6
Base Atk +6; CMB +10; CMD 24 (28 vs. bull rush, drag, and trip; +4 vs. giants)
Feats Craft Magic Arms and Armor, Deific Obedience (Torag), Heavy Armor Proficiency, Improved Initiative, Power Attack, Steel Soul, Torag's Patient Strikes
Traits Glory of Old, Guardian of the Forge, Spark of Creation
Drawback Condescending
Skills 65 Ranks; 20 Background
Climb +13 (+4 Str, 5 competence, +4 sacred)
Craft (armor) +18 (10 ranks, 3 class skill, +2 Int, 1 trait, 2 circumstance)
<>+2 with metal and stone
Craft (blacksmith) +11 (+2 Int, 1 trait, 2 circumstance, 2 racial, +4 sacred)
Craft (bows) +9 (+2 Int, 1 trait, 2 circumstance, +4 sacred)
Craft (jewelry) +9 (+2 Int, 1 trait, 2 circumstance, +4 sacred)
<>+2 with metal and stone
Craft (stonemasonry) +9 (+2 Int, 1 trait, 2 racial, +4 sacred)
Craft (weapons) +18 (10 ranks, 3 class skill, +2 Int, 1 trait, 2 circumstance)
<>+2 with metal and stone
Diplomacy +2 (-2 Cha, +4 sacred)
<>-5 to improve attitude
Disable Device +14 (10 ranks, 3 class skill, +1 Dex)
Heal +8 (+4 Wis, +4 sacred)
Intimidate +2 (-2 Cha, +4 sacred)
<>-5 to improve attitude
Knowledge (engineering) +9 (1 rank, 3 class skill, +2 Int, 1 trait, 2 circumstance)
Knowledge (history) +7 (1 rank, 3 class skill, +2 Int, 1 trait)
Knowledge (religion) +15 (10 ranks, 3 class skill, +2 Int)
Perception +17 (10 ranks, 3 class skill, +4 Wis)
<>+2 to notice unusual stonework
Profession (architect) +10 (1 rank, 3 class skill, +4 Wis, 2 circumstance)
<>+2 with metal and stone
<>+4 to earn money
Profession (engineer) +10 (1 rank, 3 class skill, +4 Wis, 2 circumstance)
<>+2 with metal and stone
<>+4 to earn money
Profession (miner) +12 (1 rank, 3 class skill, +4 Wis, 2 circumstance, 2 racial)
<>+4 to earn money
Profession (soldier) +8 (1 rank, 3 class skill, +4 Wis)
<>+4 to earn money
Sense Motive +17 (10 ranks, 3 class skill, +4 Wis)
Spellcraft +15 (10 ranks, 3 class skill, +2 Int)
Stealth +13 (9 ranks, 3 class skill, +1 Dex)
Swim +13 (+4 Str, 5 competence, +4 sacred)
Armor Check -5
Languages Common, Dwarven, Giant, Terran
SQ aligned class, aura (good and lawful, strong), craftsman, defensive training, divine boon, divine smith, gift of tongues, hardy, industrious urbanite, master smith, multitude of talents, obedience, skilled, stability, steel spells, stonecunning, weapon familiarity
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SPECIAL ABILITIES
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Aligned Class (Ex) Baltor adds every evangelist level beyond 1st to his cleric level to determine what class features he gains.
Aura of Efficiency (Su) Baltor can emit a 30-foot-radius aura that grants his allies a +4 bonus on all saving throws against effects that inflict the fatigued or exhausted condition. Any equipment wielded by his allies within this area gets a bonus to hardness equal to 1/2 his cleric level, and his allies’ attacks against targets within this area ignore an equal amount of hardness. Baltor can use this aura for a number of rounds per day equal to his cleric level. These rounds do not need to be consecutive.
Condescending (trait - drawback) Raised with the assurance that only those like him are truly worthy of respect, Baltor have an offputting way of demonstrating that he looks down on those not of his race and ethnicity. Baltor takes a –5 penalty on Diplomacy and Intimidate checks to improve other creatures’ attitudes toward him.
Craftsman (racial) Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework and receive a +2 racial bonus on all Craft or Profession checks related to metal or stone.
Defensive Training (racial) Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.
Divine Boon Baltor gains the first boon of his Divine Obedience feat. This ability allows him to access these boons earlier.
Divine Smith (Su) Whenever a forgemaster casts a spell that targets a weapon, shield, or armor, the spell takes effect at +1 caster level. If the spell has one or more metamagic feats applied, he reduces the total level adjustment to the spell by 1 (minimum 0).
Gift of Tongues Baltor selected the draconic language as a gift from Torag. He gains the ability to speak and write this new language fluently, so as to better communicate with those he meets in the course of his travels. The ability to comprehend these languages is an instantaneous divine gift, and spells and effects that dispel persistent effects can’t remove his gift of tongues.
Glory of Old (trait - region) In his veins flows the blood of dwarven heroes from Tar Taargadth. Baltor receives a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Guardian of the Forge (trait - religion) Torag’s sacred duties are to protect the faithful, take lessons from the great craftsmen and strategists of the past, and prepare against dark times. Baltor receives a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. Knowledge (engineering) is a class skill for him.
Hardy (racial) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Industrious Urbanite (racial) Dwarves who have adapted to the expectations of their host cities make double the normal progress on Craft checks to create nonmagical items and gain a +4 bonus on Profession checks to earn money.
Master Smith (Ex) A forgemaster can craft mundane metal items quickly, using half their gp value to determine progress, and can craft magical metal items in half the normal amount of time.
Multitude of Talents (Ex) Baltor finds herself in many strange situations requiring a variety of skills. He gains a +4 sacred or profane bonus on any skill check attempted with a skill in which he has no ranks. This bonus applies only to skill checks that can be made untrained.
Obedience (Ex) In order to maintain his abilities, Baltor must perform a daily obedience to Torag.
Protective Grace (Su) Torag rewards Baltor with heightened awareness and reaction skills, making him more difficult to strike in combat. Baltor gains a +1 dodge bonus to AC.
Runeforger (Su) A forgemaster may inscribe mystical runes upon a suit of armor, shield, or weapon as full-round action, using this ability a number of times per day equal to 3 + his Intelligence modifier. These runes last 1 round per cleric level, but inscribing the same rune twice on an item increases this duration to 1 minute per level, three times to 10 minutes per level, and four times to 1 hour per level. Erase affects runes as magical writing. Only one type of rune marked with an asterisk (*) may be placed on an item at any given time.
->Durability: The inscribed item’s hardness increases by an amount equal to the forgemaster’s Wisdom modifier, and its hit points increase by an amount equal to twice his level.
->Featherlight: The inscribed item’s weight is halved; a metal item’s weight is reduced to 1/4 normal. If inscribed on a suit of armor, its armor check penalty for Acrobatics, Climb, and Jump checks is halved.
->Ghostglyph*: The inscribed weapon, shield, or armor gains the ghost touch special ability.
->Invulnerability*: The inscribed armor grants its wearer DR/magic equal to 1/2 her cleric level.
->Tracer: For as long as the rune lasts, the cleric may sense its location at will as a standard action, as if using locate object.
Skilled Evangelists possess a range of skills across multiple disciplines. Disable Device and Stealth are class skills for Baltor.
Slow and Steady (racial) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Spark of Creation (trait - magic) Baltor has always had a knack for making useful things, and his talent as an artisan was evident even at an early age. Baltor gains a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.
Stability (racial) Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush, drag, or trip attempt while standing on the ground.
Steel Spells A forgemaster adds the following spells to his spell list: 1st—crafter’s curse, crafter’s fortune, lead blades; 2nd—chill metal, heat metal, shatter; 3rd—keen edge, versatile weapon; 8th—iron body, repel metal or stone.
Stonecunning (racial) Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking.
Weapon Familiarity (racial) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
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EQUIPMENT
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Weapons +3 holy warhammer, mwk crossbow with 20 bolts, mwk heavy pick (works also as a mwk tool), mwk battleaxe
Worn dwarven boulder helmet, +3 restful full plate with vitalguard, +3 rallying buckler, iron holy symbol of Torag, signal horn, traveler’s outfit
Slotted Items amulet of natural armor +1, belt of physical might +2 (STR/CON), cloak of resistance +3, gloves of swimming and climbing, headband of inspired wisdom +2, ring of protection +2
Wands, Rods, Etc wand of cure light wounds (12 charges)
Backpack handy haversack, holy text (Hammer and Tongs, works also as a mwk tool for K. Engineering, P. Architect, and P. Engineer), mwk artisan's tools, spell component pouch
-Consumables: scroll of comprehend language, scroll of invisibility purge, scroll of remove curse, scroll of remove paralysis [2], scroll of remove fear [2]
-Material Components and Foci: incense (50gp), pair of matching rings (50gp), powdered iron (5gp)
Belt Pouch coins (3625gp, 9sp, 1cp), flint and steel

Carrying Capacity
Total Carried Weight: 128.5 lbs
Light Load: 100 lbs. or less
Medium Load: 101 - 200 lbs.
Heavy Load: 201 - 300 lbs.
Lift Over Head: up to 300 lbs.
Lift: up to 600 lbs.
Push or Drag: up tp 1500 lbs.

10 minute background:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character.
1) Baltor was born and raised in Highhelm, in the heart of the Five Kings Mountains. With such a strong dwarven education and culture and little contact to other cultures and races, Baltor grew up believing that the dwarven culture is the model of civilization and everything different from it is inferior.
2) Baltor is a forgemaster, Torag's most sacred followers. He learnt all he could about the Forgefather and is his mission to teach others about His grace and knowledge.
3) Like most priests of Torag, Baltor is a builder and soldier. He knows how to build items that help is community but also how to build fortifications and how to train troops. He follows Torag's teachings to the core. Defense over tactical attack, tactical attack over a reckless charge.
4) Baltor moved to Brunderton in easter Rostland to meet his wife, since he had an arranged marriage. Together they had three children (two daughters and a young boy). Baltor and his wife hate each other, so the two have and agreement to be apart from each other as much as possible. They would never divorce, since this is not a dwarven thing to do.
5) Baltor doesn't really care if others like him or not and he makes no effort in this sense. He speaks his mind when needed, criticize often and praise only occasionally. He is not mean, however, and his criticism is always aimed to improve others and the community.

Step 2: List at least two goals for the character.
1) Baltor is old, but he sees great promise in the kingdoms raising in the Stolen Lands. He believes they can only gain from a strong influence from the Forgefather, so he wishes to help. He wants to build a huge temple and fortification and will serve as the backbone of the region.
2) Baltor isn't happy, but he wishes to be... even if he doesn't know that.

Step 3: List at least two secrets about your character.
1) During his childhood, Baltor was a bit of a wild soul. He drank a lot and in the end discovered he is an alcoholic. He stopped drinking, but had some relapses. He isn't proud of them and doesn't share this with others openly, but if asked, he doesn't deny this fact. He has been clean for 37 years.
2) Baltor did not 'left' Highhelm, he was 'invited to move'. His father was very influential and Baltor discovered he was a dishonest man. He tried to talk to him, but eventually had no choice but to turn in his own father to the guard. His family and his father's friends weren't happy at all and the Temple of Torag decided it would be better if Baltor was sent to Brunderton. Baltor thought his father was just evading some taxes from the king, but in fact he was a crime lord.

Step 4: Describe at least three people that are tied to the character.
1) Helga Stoneheart. Baltor's wife and the person he fears the most in his life...
2) Ilka, Dorta, and Kazuul Stoneheart. Baltor's daughters and son. They are already grown up and not very close to him. They resent him from being too rigorous, but also wish him to be proud of them. Baltor is already proud of them, but he has a hard time showing it.
3) Dorvar Stoneheart. Baltor's father. He is a crime lord in Highhelm and was arrested when Baltor turned him in to the guard. His father wishes him dead.

Step 5: Describe three memories, mannerisms, or quirks that your character has.
1) Baltor has a very strong opinion against crafts and trades that are not essential to the community, like artists.
2) Baltor hates to waste time and every minute of his day is dedicated to something useful. This doesn't mean he doesn't rest or enjoy some time with his friends, since these do have the purpose of relaxing.
3) Baltor is very concerned about his health. He exercises regularly, doesn't drink alcohol, doesn't do drugs, and tries to eat healthily, his weak spot being charcuterie. He loves sausages and cold cuts.

Description:
Baltor is a middle-aged dwarf with about 185 lbs and 4ft. 2in. of height. He is incredibly fit, putting many younger dwarves to shame. He is already balding on the top, with dark-blond hair and beard, already whitening in some spots. His beard is braided and interlocked with rings of various materials. His hands are very calloused, suggesting a life of work, and his arms show numerous burnt marks.

Baltor prefers to dress in a simple way, preferring practical clothes. Whenever possible, he makes his own gear and while they are beautiful, they are made with their utility in mind. He has numerous rings in his hands, all representing some achievement from his part, like his marriage or the birth of his kids.

Item Wish List:
Belt belt of physical mighty +6, elemental earth belt
Body xorn robe
Feet boots of the earth
Shield +5 rallying buckler
Wrist spellguard bracers