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Dwarf Fighter

Edrukk Thorvirgun's page

932 posts. Alias of Pixie Rogue.


Race

Dwarven

Classes/Levels

Cleric 5 of Gorum (Domains Strength, War)

Gender

Male

About Edrukk Thorvirgun

Dwarven Cleric of Gorum (favored) 5 (Strength, War)

Description
64 years old
4' 4" tall
199 pounds

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...

Init +1
Senses Perception +3 (+2 Stonecunning)
Darkvision 60'
Speed 20 ft

DAILY ABILITIES

Spoiler:

Spell points: 17 [5th-level]+3 [WIS bonus]
Open Pool: 10 -4 (searing light)
Reserved Pool: 10
Domain Pool: 5
Channel positive energy (3d6, DC 13): 4 of 6 remain
Strength surge (+2 to melee attacks, 1 round): 5 of 6 remain
Battle rage (+2 to melee damage, 1 round): 4 of 6 remain
Spells:
**Detect Magic, at will
**Stabilize, at will

DEFENSE

Spoiler:

AC 18, touch 11, flat-footed 17 (Dex +1, Armor +7)
+4 dodge bonus vs. monsters of giant subtype
hp 55 (5d8 [cleric, max]+10 [CON]+5 [favored]) wounds 0

If enlarged:
AC 16, touch 9, flat-footed 16 (Size -1, Dex +0, Armor +7)
+4 dodge bonus vs. monsters of giant subtype

Saves:
Fort +6 (+4 [cleric 3]+2 [CON])
Ref +2 (+1 [cleric 3]+1 [DEX])
Will +7 (+4 [cleric 3]+3 [WIS])
+2 to saving throws vs poison, spells, and spell-like abilities

OFFENSE

Spoiler:

Base Atk +3, Melee +5, Ranged +4
+1 to attack humanoid creatures of the orc or goblinoid subtypes
CMB +5 (+3 [BAB]+0 [size]+2 [STR])
CMD 16 (10 [base]+3 [BAB]+0 [size]+2 [STR]+1 [DEX])
+4 racial bonus to CMD vs bull rush or trip

If enlarged,
CMB +7 (+3 [BAB]+1 [size]+3 [STR])
CMD 17 (10 [base]+3 [BAB]+1 [size]+3 [STR]+0 [DEX])
+4 racial bonus to CMD vs bull rush or trip

Melee +1 greatsword +6 (2d6+4, 19-20/x2)
Melee light mace +5 (1d6+2, 20/x2)
If enlarged:
Melee +1 greatsword +6 (3d6+5, 19-20/x2)
Melee light mace +5 (1d8+3, 20/x2)

Ranged mw light crossbow +5 (1d8, 19-20/x2)

FEATS, SKILLS, ABILITIES, LANGUAGES

Spoiler:

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: 10 [cleric] + 5 [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]
Acrobatics (jump) -6 = +0 [rank]+1 [ability]-3 [armor]-4 [speed]
Appraise +6 = +2 [rank]+3 [class]+1 [ability]
Appraise (Precious metals and gems) +8 = +2 [rank]+3 [class]+1 [ability]+2 [racial]
Bluff +1 = +0 [rank]+1 [ability]
Climb -1 = +0 [rank]+2 [ability]-3 [armor]
Craft (any) -1 = +0 [rank]+0 [class]+1 [ability]-2 [equipment]
Diplomacy +5 = +1 [rank]+3 [class]+1 [ability]
Disable Device -2 = +0 [rank]+1 [ability]-3 [armor]
Escape Artist -2 = +0 [rank]+1 [ability]-3 [armor]
Fly -2 = +0 [rank]+1 [ability]-3 [armor]
Heal +8 = +3 [rank]+3 [class]+3 [ability]
Intimidate +1 = +0 [rank]+1 [ability]
Knowledge (Arcana) +6 = +2 [rank]+3 [class]+1 [ability]
Knowledge (History) +6 = +2 [rank]+3 [class]+1 [ability]
Knowledge (Religion) +6 = +2 [rank]+3 [class]+1 [ability]
Knowledge (The Planes) +5 = +1 [rank]+3 [class]+1 [ability]
Linguistics +1 = +0 [rank]+0 [class]+1 [ability]
Perception +3 = +0 [rank]+3 [ability]
Perception (Unusual stonework) +5 = +0 [rank]+3 [ability]+2 [race]
Sense Motive +3 = +0 [rank]+3 [ability]
Sleight of Hand -2 = +0 [rank]+1 [ability]-3 [armor]
Spellcraft +6 = +2 [rank]+3 [class]+1 [ability]
Stealth -2 = +0 [rank]+1 [ability]-3 [armor]
Survival +3 = +0 [rank]+3 [ability]
Swim -1 = +0 [rank]+2 [ability]-3 [armor]

SQ: Favored Class (Cleric - +5 hit point), Slow and Steady, Darkvision, Defensive Training, Greed, Hatred, Hardy, Stability, Stonecunning, Weapon Familiarity, Aura (Chaos 5), 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

GEAR

Spoiler:

Combat Gear
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
Light Load 58
Medium Load 59 - 116
Heavy Load 117 - 175

SPELLS

Spoiler:

Close range: 25 + 5 * CL/2 = 35'
Medium range: 100 + 10 * CL = 150'
Long range: 400 + 40 * CL = 600'

CLERIC
Cantrips (0-level), at will (CL 5)
2 Selected, costing 2 points
0 Bleed
0 Create Water
1 Detect Magic
0 Detect Poison
0 Guidance
0 Light
0 Mending
0 Purify Food and Drink
0 Read Magic
0 Resistance
1 Stabilize
0 Virtue

CLERIC
1st-level (CL 5)
1 Bane
1 Bless
0 Bless Water
0 Cause Fear
1 Comprehend Languages
0 Curse Water
0 Deathwatch
0 Detect Chaos
0 Detect Evil
0 Detect Good
0 Detect Law
1 Detect Undead
1 Divine Favor
1 Doom
1 Endure Elements
1 Entropic Shield
0 Hide from Undead
1 Inflict Light Wounds
1 Magic Stone
1 Obscuring Mist
1 Protection from Evil
0 Protection from Good
0 Protection from Law
1 Remove Fear
1 Sanctuary
1 Shield of Faith
1 Summon Monster I

CLERIC
1st-level domain/cure spells - automatically attuned (CL 5)
1 Cure Light Wounds
1 Enlarge Person
1 Magic Weapon

CLERIC
2 2nd-level (CL 5)
1 Aid
0 Align Weapon
0 Augury
1 Bear's Endurance
1 Bull's Strength
0 Calm Emotions
0 Consecrate
1 Darkness
0 Death Knell
1 Delay Poison
0 Desecrate
1 Eagle's Splendor
0 Enthrall
0 Find Traps
1 Gentle Repose
1 Hold Person
0 Inflict Moderate Wounds
1 Make Whole
0 Owl's Wisdom
1 Remove Paralysis
1 Resist Energy
1 Restoration, Lesser
0 Shatter
1 Shield Other
1 Silence
0 Sound Burst
1 Status
1 Summon Monster II
0 Undetectable Alignment
0 Zone of Truth

CLERIC
2nd-level domain/cure spells - automatically attuned (CL 5)
1 Bull's Strength
1 Cure Moderate Wounds
1 Spiritual Weapon (BAB + WIS mod to hit, 1d8 + CL/3; +6, 1d8+1)

CLERIC
3rd-level
0 Badger's Ferocity
1 Bestow Curse
0 Blessing of the Mole
0 Blindness/Deafness
0 Blood Biography
0 Blot
0 Chain of Perdition
0 Continual Flame
1 Create Food and Water
0 Daybreak Arrow
1 Daylight
0 Deadly Juggernaut
1 Deeper Darkness
1 Delay Poison, Communal
0 Discovery Torch
1 Dispel Magic
1 Elemental Speech
0 Enter Image
0 False Alibi
0 Fractions of Heal and Harm
0 Glyph of Warding
0 Guiding Star
0 Helping Hand
0 Inflict Serious Wounds
0 Invisibility Purge
0 Locate Object
0 Lover's Vengeance
0 Magic Circle against Evil
0 Magic Circle against Law
1 Meld into Stone
0 Nap Stack
0 Obscure Object
1 Prayer
0 Protection from Energy
1 Remove Blindness/Deafness
1 Remove Curse
1 Remove Disease
1 Resist Energy, Communal
0 Returning Weapon, Communal
0 Sacred Bond
0 Sands of Time
1 Searing Light
0 Share Language, Communal
0 Sky Swim
0 Speak with Dead
1 Stone Shape
1 Summon Monster III
0 Symbol of Healing
0 Water Breathing
0 Water Walk
0 Wind Wall
0 Wrathful Mantle

CLERIC
3rd-level domain/cure spells - automatically attuned (CL 5)
1 Cure Serious Wounds
1 Magic Vestment

Concentration +7 = +4 [caster level]+3 [ability]
Concentration (combat) +11 = +4 [caster level]+3 [ability]+4 [feat]

REWARDS

Spoiler:

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

RESOURCES

Spoiler:

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.
The fatigued condition gained as a result of failing the save when using spell points from the reserve pool cannot be cured, healed, or removed until the spellcaster has regained his spell points. Magic abilities that would normally remove fatigue effects (such as a lesser restoration or a lay on hands with the fatigue mercy) instead suspend the effect for 5 minutes per caster level (or character level in the case of supernatural abilities).
When the spellpoint spellcaster regains his spell points and his reserve pool is full, all fatigue conditions gained by using reserve points end.

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.

[b][/b]



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