About Edrukk Thorvirgun
Edrukk is the son of a well-respected weaponsmith and has several brothers that have taken up the craft. Edrukk, however, was always more interested in the use of the weapons than in their creation. His father, sensing a chance for a different sort of fame for the family, allowed his son to pursue training as a warrior. It was through some of the others in his class that he came to be familiar with Gorum and found something there, something that fit him better than the tales of Torag and his forge. He even meditated on what he was feeling, trying to sort out his emotions, and eventually realized what he'd been denying -- his heart belonged to the Lord in Iron, not the Forgefather. He has devoted himself to his god since that time.
Despite his disappointment at who his son worshiped, Thorvir was still proud that one of his sons was able to channel the divine. Better that it had been Torag, but the power of a god is significant, regardless of which it might be.
In order to follow his god's path, Edrukk felt the need to leave their largely peaceful tunnels and go to where Gorum's glory could be witnessed - on the field of battle. Several years of traveling with mercenary companies led him to the Forcastle Watch, where he joined the garrison just over a year ago. He still has not found what he seeks, so when his contract was up for renewal, he chose to strike out on his own, going to the village of Wolfstone after hearing rumors of adventure and gold. Thus far, all he has seen are thugs and thieves, but he still has a little coin and can afford to be patient. Besides, after judicious application of his mace to the head of a mugger on his first night in town, the scoundrels have largely left him alone...
Spell points: 21 [6th-level]+3 [WIS bonus]
Open Pool: 11 - 3 CMW - 3 CMW
Reserved Pool: 11
Domain Pool: 6
Channel positive energy (3d6, DC 13): 3 of 6 remain
Strength surge (+3 to melee attacks, 1 round): 4 of 6 remain
Battle rage (+3 to melee damage, 1 round): 6 of 6 remain
**Detect Magic, at will
**Stabilize, at will
AC 18, touch 11, flat-footed 17 (Dex +1, Armor +7)
+4 dodge bonus vs. monsters of giant subtype
hp 66 (6d8 [cleric, max]+12 [CON]+6 [favored]) wounds 5
Base Atk +4, Melee +6, Ranged +5
+1 to attack humanoid creatures of the orc or goblinoid subtypes
CMB +6 (+4 [BAB]+0 [size]+2 [STR])
CMD 17 (10 [base]+4 [BAB]+0 [size]+2 [STR]+1 [DEX])
+4 racial bonus to CMD vs bull rush or trip
Melee +1 greatsword +7 (2d6+4, 19-20/x2)
Ranged mw light crossbow +6 (1d8, 19-20/x2)
FEATS, SKILLS, ABILITIES, LANGUAGES
Ability Scores: Str 14, Dex 13, Con 14, Int 12, Wis 16, Cha 12
Feats: Combat Casting [1st], Selective Channeling [3rd], Extra Channeling [5th]
Skill points: 12 [cleric] + 6 [ability] + 0 [favored]
Class skills: Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int)
Acrobatics -2 = +0 [rank]+1 [ability]-3 [armor]
SQ: Favored Class (Cleric - +6 hit point), Slow and Steady, Darkvision, Defensive Training, Greed, Hatred, Hardy, Stability, Stonecunning, Weapon Familiarity, Aura (Chaos 6), Channel Energy (3d6, 3+Cha Mod/day+Extra Channel = 6/day), Strength Domain (Strength Surge: 3+Wis Mod/day = 6/day, Std Act, Grant CL/2 bonus to melee attacks, CMB re: STR, STR checks, 1 rd), War Domain (Battle Rage: 3+Wis Mod/day = 6/day, Std Act, Grant CL/2 bonus to melee damage, 1 rd), Orisons, Spontaneous Casting (Healing spells)
Languages Common, Dwarven, Giant
Other Gear Backpack, bedroll, crossbow bolts (20), masterwork light crossbow, +1 greatsword, light mace, explorer's outfit, trail rations (6), "clean" traveler's clothes, 2083 gp
Buccaneer's Breastplate: Aura moderate transmutation; CL 9th; Price 23,850 gp; Weight 30 lbs. DESCRIPTION - This +1 breastplate is made of bluish metal and decorated with wave motifs. It allows the wearer to continually utilize the effects of the spell water walk. If a creature puts on the armor while underwater, the wearer is borne toward the surface at a rate of 60 feet per round.
Encumbrance 61.0 + coin
Close range: 25 + 5 * CL/2 = 35'
Medium range: 100 + 10 * CL = 150'
Long range: 400 + 40 * CL = 600'
Concentration +9 = +6 [caster level]+3 [ability]
Fast track XP 1300
Experience Points: 1236
167xp for orcs in the corridors
300xp for orcs in the courtyard
333xp for night-time orc attack
133xp for spider squashin'
83xp for false crypt pit trap
100xp for crossbow trap
64xp for new game (per DM)
Hero Points: 3
1hp for starting character
1hp for orcs in the courtyard
1hp for night-time orc attack
Spell Points reference:
Bonus spell points: Characters receive bonus spell points equal to their spellcasting ability score modifier (for the ability that would normally determine the class’s bonus spells). A character is limited to a number of bonus spell points equal to the highest level spell he can cast.
Cantrips & Orisons: Preparation spell-point spellcasters can prepare a number of cantrips or orisons. Each cantrip or orison prepared reduces the number of spell points in the spellcaster’s spell pool by 1 until the spellcaster next prepares spells. These spells are cast like any other spells, but once prepared they do not require the spellcaster to expend any points from his spell pool to cast them. Such spells remain prepared until the spellcaster next prepares spells.
Fatigue and Exhaustion: When a spell-point spellcaster has used half his spell points, every spell he casts thereafter has a risk of tiring him. Divide the spellcaster’s spell point total by 50%. This is his open pool, and he suffers no special risks when casting spells using these spell points. The remainder of his spell points are his reserve pool. Each time a spell is cast that uses any spell points from his reserve pool, the spellcaster must make a Will save or become fatigued. If the spellcaster is already fatigued he becomes exhausted, and if already exhausted he falls unconscious. The DC of the Will save is 10 + the number of spell points used from the reserve pool to cast the spell.
Divine Attunement: For each spell level they can cast above 0 level spells, these divine casters are limited to being attuned to a number of spells equal to their Wisdom score. (Not their Wisdom modifier, but the actual full ability score). Spell attunement takes place when the spellcasters pray or meditate to regain spellpoints for the day. Some classes are always considered attuned to one or more set of spells (such as a cleric’s domain spells), and these do not count against a divine spellcaster’s total attunement limit.
Eldritch Dissonance: For preparation spell-point spellcasters, eldritch dissonance makes casting the same spell repeatedly increasingly difficult. This is because the dissonance is attuned specifically to the spell that created it, and the interference requires more spell energy to cut through and create the desired spell effect. As a result, each time after the first a preparation spell-point spellcaster casts the same spell since restoring his spell pool, it costs additional spell points equal to its level.
Metamagic Feats: Spell-point spellcasters handle metamagic feats slightly differently than typical spellcasters. In all cases, the spell-point spellcaster calculates the effective spell level of a spell + its metamagic feats, and calculates its spell point cost based on that level. A spell is never considered lower than its base level when calculating its cost with metamagic feats, no matter what traits, feats, or abilities the spellcaster has that might lower its effective level with metamagic. Like standard spellcasters, spell-point spellcasters cannot use metamagic feats to boost a spell’s effective level to be higher than the highest-level spell the character can cast.
Recovering Spell Points: Each day, spell-point spellcasters must focus their minds on the task of regaining their spell points. An arcane spell-point spellcaster needs 8 hours of rest. The spellcaster does not have to slumber for every minute of the time, but he must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest in order to clear his mind, and he must have at least 1 hour of uninterrupted rest immediately prior to regaining his spell points. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before regaining any spell points.
Because a cleric’s spells are not internalized to his aura (they are sacred powers cast through divine inspiration, unlike an oracle’s innate magic powers), each time the cleric casts a spell it leaves some traces on his magic aura (much like the lingering auras that can be revealed with a detect magic spell, though the residue on a cleric’s aura is often too faint to actually set off detect magic). This residue, known as eldritch dissonance, makes it difficult for the cleric to cast the same spell multiple times in the same day, as some traces of its previous mystic pattern interfere with the casting process. As a result, each time a cleric casts the same spell since restoring his spell pool, it costs a number of additional spell points equal to its level. (Though see Spontaneous Casting, below.) This additional spell point cost is removed when the cleric refills his spell points and attunes his spells for the day.
Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spell points, attune to spells of his choice (see Divine Attunement, above), and reset his spell point costs to their base level (ending any additional cost from eldritch dissonance). Time spent resting has no effect on whether a cleric can prepare spells. A cleric may attune to any spell on the cleric spell list he meets the qualifications to cast, but he must choose which spells to attune during his daily meditation.
Orisons: A cleric can prepare a number of orisons, or 0‑level spells. Each orison he prepares reduces the number of spell points in his spell pool by 1 until he next attunes spells. These spells are cast like any other spells, but once prepared they do not require the cleric to expend any points from his spell pool to cast them. Orisons do not suffer from eldritch dissonance.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells added to the cleric’s spell list. The cleric is always considered attuned to the spells from his domains. In addition, the cleric receives an additional pool of spell points – the domain pool – with spell points equal to his cleric level. These points do not count towards the cleric’s open or reserve pool of spell points, and expending them does not force the cleric to save against fatigue (see Fatigue and Exhaustion, above). The spell points in the domain pool can only be used to cast spells from the cleric’s domain. A cleric may combine spell points from his domain pool with spell points from other sources to pay the cost of casting a spell from his domain.
In addition, a cleric gains the listed powers from both of his domains, if he is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
An evil cleric (or a neutral cleric of an evil deity) is not automatically attuned to cure spells and can’t cast cure spells without their spell point cost increasing, but is attuned to and can cast inflict spells (an inflict spell is one with “inflict” in its name) without their spell point cost increasing.
A cleric who is neither good nor evil and whose deity is neither good nor evil is either automatically attuned to cure spells or inflict spells (player’s choice), and can cast such spells without affecting their spell point cost. Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy in the cleric entry of the Pathfinder Roleplaying Game Core Rulebook).