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Tordek

Drosk Ironhame's page

215 posts. Alias of Max Hellspont.

Profile

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Full Name

Drosk Ironhame

Race

Dwarf

Classes/Levels

Cleric 2

Gender

Male

Size

M

Age

41

Alignment

NG

Deity

Torag

Location

Kassen

Languages

Common, Dwarven

Occupation

Novice Priest; Novice Weaponsmith

Strength 14
Dexterity 10
Constitution 12
Intelligence 10
Wisdom 16
Charisma 14

About Drosk Ironhame

Common Knowledge regarding Drosk Ironhame:

Drosk Ironhame is a young (age 41) dwarf with bright red hair and braided beard. Drosk is the nephew of Braggar Ironhame, the finest smith in Kassen, and is a novice weaponsmith himself. Drosk is also a priest of Torag, like his father before him, and has been serving at the town Temple under the tutelage of Father Prasst. Although young, Drosk takes his vocation and responsibilities as a priest of Torag very seriously, and is very protective of the flock (the people of Kassen) that he has been called to serve.

GAME STATISTICS:

XP: 2820/3300 (following completion of Crypt of the Everflame)
Initiative: +0 [+0 Dex]
Senses: Perception +3; Darkvision 60 ft.; Stonecunning
Speed: 20 ft.

AC: 20, touch 10, flat-footed 20; [+7 armor, +3 shield, +0 Dex]
+4 dodge bonus vs. giant-type creatures

Hit Points: 16 [2(d8 + Con) + 1 (favored class lvl 2)]
Current hp = 16
Fort: +5 Ref: +1 Will: +7
+2 racial bonus to saves vs. poison, spells, and spell-like abilities
+2 trait bonus to saves vs. charm and compulsion effects

COMBAT:
Base Atk: +1; CMB: +3; CMD: 13
Melee
Masterwork Warhammer: +4 to Hit; Dmg 1d8+2; crit 20/x3
or
+1 Heavy Steel Shield of Bashing: +4 to Hit; Dmg 1d8+3; crit 20/x2
or
Handaxe: +3 to Hit; Dmg 1d6+2; crit 20/x3
Ranged
Sling: +1 to Hit; Dmg 1d4+2; crit 20/x2

Combat Modifiers:
Hatred: +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes.
Stability: +4 racial bonus to CMD when resisting a bull rush or trip attempt while standing on the ground.

SKILLS:
Skill Ranks Per Level: 2 + 0 (Int) + 1 (favored class lvl 1)
• Acrobatics -4 (0 rank + 0 Dex - 4 AC)
• Climb -2 (0 rank + 2 Str - 4 AC)
• Craft (weaponsmith) +6 (1 rank + 3 class + 0 Int + 2 race)
• Diplomacy +2 (0 ranks + 2 Cha)
• Heal +8 (2 ranks + 3 class + 3 Wis)
• Knowledge (religion) +5 (2 ranks + 3 class + 0 Int)
• Perception +3 (0 rank + 3 Wis)
• Sense Motive +3 (0 rank + 3 Wis)
• Stealth -4 (0 rank + 0 Dex - 4 AC)

FEATS:
Extra Channel: Channel energy two additional times per day. (1st level feat)

TRAITS:
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. Drosk's birthmark, in the shape of the holy symbol of Torag, is on his right cheek, just below his eye.
Armor Expert: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

CLERIC ABILITIES:
Aura (Ex): Drosk has a Good aura.

Spontaneous Casting: Drosk can channel stored spell energy into healing spells not prepared ahead of time.

Channel Energy (Su) – 7 times per day; 1d6 healed or damage to undead; Will DC 13 halves:
Drosk can release a wave of energy by channeling the power of his faith through his holy symbol or his birthmark. Drosk channels positive energy 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 + his Charisma modifier (+2 with Extra Channel feat). This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include himself in this effect. A cleric must be able to present his holy symbol to use this ability.


Channel Energy Uses Remaining Today: 6/7

Earth Domain (Metal Subdomain):
Granted Powers: You have mastery over earth, metal, and stone, can turn your fists into metal, and command earth creatures.

Metal Fist (Su): As a swift action, you can turn your fists into metal for 1 round, allowing you to make unarmed strikes that deal 1d6 points of bludgeoning damage plus your Strength modifier. These unarmed strikes do not provoke attacks of opportunity, but attacking with both uses the two-weapon fighting rules as normal. In addition, these unarmed strikes ignore the hardness of items with a hardness of 10 or less. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Earth Domain (Metal Subdomain) Spells: 1st-Magic Stone

Protection Domain (Defense Subdomain):
Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws + 1 per 5 Cleric levels you possess.

Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

Protection Domain Spells: 1st-Shield

Cleric Spells:
Spells per Day:
0-Level: 4 (unlimited casting)
1st Level: 4 [2 + domain + bonus]

Spells Typically Prepared:
0-Level
Create Water: Creates 2 gallons/level of pure water.
Guidance: +1 competence bonus on one attack roll, saving throw, or skill check.
Resistance: Subject gains +1 resistance bonus on saving throws.
Stabilize: Cause a dying creature to stabilize.

1st Level
Bless: Allies gain +1 morale bonus on attack rolls and saves against fear.
Protection from Evil: +2 deflection bonus to AC and +2 resistance bonus to saves, plus other benefits against evil foes.
Magic Stone (d): Three stones gain +1 enhancement bonus on attack and damage, deal 1d6+1 damage (2d6+2 vs. undead).
Magic Weapon: Weapon gains +1 enhancement bonus.

DWARF RACIAL ABILITIES:

• +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
• Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
• Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
• Darkvision: Dwarves can see in the dark up to 60 feet.
• Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
• Craftsman: Dwarves are known for their superior craftsmanship when it comes to metal and stone works. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone. This racial trait replaces the greed racial trait.
• 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.
• Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
• Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
• Stonecunning: 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 such features whenever they pass within 10 feet of them, whether or not they are actively looking.
• 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.
• Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

EQUIPMENT:
Starting Wealth: 140 gp
• Asar's Mail (+1 Chainmail) [40 lb]
• Kassen's Shield (+1 Heavy Steel Shield of Bashing) [15 lb]
• Masterwork Warhammer bearing the symbol of Torag (gift from Uncle Braggar) [5 lb]
• Handaxe [3 lb]
• Sling
• Sling Bullets, 10 (-5 used) [5 lb]
• Backpack [2 lb]
- Silk Rope, 50 ft. [5 lb]
- Acid, 1 flask [1 lb]
- Oil, 2 flasks [2 lb]
- Flint and Steel
- Bedroll [5 lb]
- Blanket [3 lb]
- Trail Rations (4 days) [4 lb] [][][][]
- Waterskin, full [4 lb]
- Sling Bullets, 10 [5 lb]
- Potion: Cure Light Wounds (from Roldare)
- Wand: Cure Light Wounds (10 charges) [-8 charges used]
- Scroll: Lesser Restoration
- Kassen's Boon: A small silver scale, emblazoned with Kassen's sigil. This one-use item allows you to reroll any one attack roll, skill check, or saving throw after the roll is made but before the results are revealed.
• Studded Leather Armor [20 lb]
(strapped to backpack – Drosk sleeps in this armor)
• 32 gp, 10 sp

Other Possessions: Scale Mail (50 gp) and Heavy Steel Shield (20 gp) - sold for 35 gp; used 2 gp to purchase 4 days' trail rations

Total: 134 lbs (Heavy)
Carrying Capacities: 58 lbs / 59-116 lbs / 117-175 lbs

APPEARANCE:
Drosk is a young (age 41) dwarf male with bright red hair and braided beard. Although young, Drosk takes his vocation and responsibilities as a priest of Torag very seriously, and is very protective of the flock (the people of Kassen) that he has been called to serve.

BACKGROUND:
CLANG! CLANG! rang the forge hammer against the glowing red metal. CLANG! CLANG! as the young dwarf hammered the heated steel into the desired form. HISSSSSS! of the steam as he carefully lowered the still warm dagger into the quenching bucket.

Drosk raised the tongs out of the bucket and admiringly appraised his handiwork. He had been working at the forge for hours, carefully crafting the dagger that he would offer up onto the altar of Torag, the god of artifice. Finally, the steel blade was finished and, once cooled, could be fitted into the gilded hilt that he had fashioned earlier.

CLOMP! CLOMP! sounded the heavy boots as Drosk's uncle Braggar approached the forge. Braggar was the finest smith in Kassen, and had taught Drosk all that he knew about metalworking. Braggar was also a perfectionist, and Drosk knew that his uncle would find some fault with his handiwork. Without a word, he offered the blade to his uncle for inspection.

"Hmmph," the elder dwarf grunted critically as he eyed the dagger, slowly turning the tongs this way and that as he held the blade up to the light and then pulled it close to his face for a closer look. "Good and straight, but there are some slight imperfections here, here, and here," he said, pointing to two spots along the blade's length and one spot near the tang. "As it is, it will make a fine show blade, but with time it will break if it is used for much real work." Braggar handed the blade back to Drosk as he added, "You do good work, nephew, but you still have room for improvement. You need to spend more time at the forge..."

"I KNOW, uncle," Drosk interrupted. "'If I want my craft to live up to the Ironhame name.'" Drosk finished his uncle's statement for him. "You know I want to be as good a weaponsmith as you someday, but I also have duties to the church. You know how much it means to me to follow in Father's footsteps and become a priest of Torag."

"I know, Drosk," Braggar sighed, not wanting to start up the old argument. He loved his nephew as if he were his own son, and while having a priest of Torag in the family was an honor, Braggar would have done anything to have kept Drosk from following in Thangar's footsteps. Drosk's father had been an adventurer, and had been killed battling fire giants shortly after his son had been born. Drosk had never known his father, but had heard all of the stories of his father's many heroic deeds. It had always been Braggar's greatest fear that someday the young dwarf would take up his father's mantle.

"It is a good blade," Braggar said as Drosk placed the dagger on the cooling rack, "and will make a fine offering to Torag. Now, don't you have some duties to attend to at the temple with the High Priest?"

"Yes, you're right, uncle," Drosk said, putting away his tools and cleaning the area around his forge. "There is much to do at the temple. I hope we have time to finish before the festival starts!" As the young dwarf finished, he grabbed his cloak and donned the brightly colored hat that his aunt had knitted for him. "Tell Aunt Beryl not to keep supper for me. I'll plan to eat at the temple with Father Prasst!" he added as he hurried out the door into the brisk autumn afternoon.

"I'll tell her," Braggar replied to the door as he sat wearily on a nearby bench. He was beginning to regret suggesting Drosk to Mayor Uptal as a candidate for the pilgrimage to the Crypt of the Everflame this year.

USEFUL LINKS

Zeb's Crypt of the Everflame PbP

DM Zeb's Crypt of the Everflame PbP Discussion

ZebulonXenos' Crypt of the Everflame Recruitment Thread



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