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Larur Feldin

Eitri Bronskjold's page

36 posts. Alias of lordzack.


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Full Name

Eitri Bronskjold

Race

Dwarf

Classes/Levels

Cleric 3

Gender

Male

Size

Medium

Age

59

Alignment

Lawful Good

Deity

Torag

Languages

Common, Dwarven

Occupation

itinerant priest, adventurer

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

About Eitri Bronskjold

Base Attack Bonus: +2 CMB: +4

Melee: +4
Ranged: +3

Armor Class: 22(+1 Dex, +9 Armor, +2 Shield), touch 11, flat-footed 21
CMD:15

Initiative: +1

Saves:

Fort+ 5
Ref +2
Will+6

Hit Points: 23

Racial Traits:

*+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.
*Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
*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.

Class Features:

Aura
Channel Energy 2d6, 4/day
Domains- Earth, Good
Domain Abilities
Acid Dart 6/day
Touch of Good 6/day
Orisons
Spontaneous Casting- Cure Wounds

Skills:

Climb +4
Intimidate +3
Heal + 6
Knowledge (religion) + 4
Knowledge (dungeoneering) +1
Perception +4
Spellcraft +4

Feats:

Armor Proficiency (heavy)
Combat Casting

Equipment:

traveler's outfit, masterwork warhammer, full plate armor, heavy steel shield, cloak of resistance +1, 3 potions of cure light wounds, holy symbol, backpack, belt pouch, bedroll, flint and steel, hempen rope (50 ft.), trail rations (10 days), waterskin, spell component pouch

Money: 9cp, 9 sp

Spells:

Spells Per Day: 0: 4 1: 3+1 2: 2+1

Spells Prepared
0: Detect Magic, Guidance, Stabilize, Virtue
1: Bless, Magic Stone, Protection from Evil, Shield of Faith
2: Bull's Strength, Hold Person, Soften Earth and Stone



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