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Loris Raknian

Emmanuel Stokes's page

18 posts. Alias of Javell DeLeon.


About Emmanuel Stokes

Emercy:

EMERCY HAMMERTIME CR 1/2
Male Dwarf Cleric 1
NG Medium Humanoid (Dwarf)
Init +0; Senses Darkvision (60 feet); Perception +3
Aura Deflection Aura (1 rounds) (1/day)
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DEFENSE
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AC 17, touch 10, flat-footed 17. . (+5 armor, +2 shield)
hp 10 (1d8+2)
Fort +5 (+2base/+2con/+1domain)
Ref +1 (+0base/+0dex/+1domain)
Will +6 (+2base/+3wis/+1domain)
Defensive Abilities Defensive Training
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OFFENSE
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Spd 20 ft.
Melee
. . Pick, Heavy +2 (1d6+2/20/x4) and
. . Warhammer +2 (1d8+2/20/x3)
Ranged Sling +0 (1d4+2/20/x2)
Spell-Like Abilities Acid Dart (6/day)
Cleric Spells Known (CL 1, 2 melee touch, 0 ranged touch):

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STATISTICS
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Str 14, Dex 10, Con 15, Int 10, Wis 16, Cha 10
Base Atk +0; CMB +2; CMD 12
Feats Endurance
Traits Glory of Old, Zest for Battle
Skills:
Diplomacy +4: (+0chr/+1rnk/+3cs)
Knowledge (Religion) +4: (+0int/+1rnk/+3cs)
Perception +3
Sense Motive +7: (+3wis/+1rnk/+3cs)
Languages Common, Dwarven
SQ Aura (Ex), Channel Positive Energy 1d6 (3/day) (DC 10) (Su), Cleric Domain: Defense, Cleric Domain: Earth, Greed, Hardy +2, Hatred, Slow and Steady, Spontaneous Casting, Stability
Combat Gear Bullets, Sling (10), Pick, Heavy, Scale Mail, Shield, Heavy Wooden, Sling, Warhammer; Other Gear Backpack, Masterwork (10 @ 5 lbs); Flint and steel; Rations, trail per day (x4); Waterskin

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DOMAINS
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Earth Domain:
Granted Powers: You have mastery over earth, metal, and stone, and command earth creatures.

Metal Subdomain:(Replacement Power: The following granted power replaces the acid dart power of the Earth domain.)
*Replacement Domain Spells: 2nd—heat metal, 6th—wall of iron, 8th—iron body.

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.

Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.

Domain Spells: 1st—magic stone, *2nd—heat metal, 3rd—stone shape, 4th—spike stones, 5th—wall of stone, *6th—wall of iron, 7th—elemental body IV (earth only), *8th—iron body, 9th—elemental swarm (earth spell only).

--------------------------------------------------------------------------- --------------------------------------------------------------------------- -----------

Protection Domain:
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. This bonus increases by 1 for every 5 levels you possess.

Defense Subdomain: (Replacement Power: The following granted power replaces the resistant touch power of the Protection domain.)
*Replacement Domain Spells: 1st—shield, 2nd—barkskin, 7th—deflection

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.

Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Domain Spells: *1st—shield, *2nd—barkskin, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, *7th—deflection, 8th—mind blank, 9th—prismatic sphere.

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SPECIAL ABILITIES
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Acid Dart (1d6+1) (6/day) (Sp) 30' Ranged touch attack deals 1d6+1 Acid damage.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 1d6 (3/day) (DC 10) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonesinger: (Alt race trait)
Some dwarves' affinity with the earth grants them greater powers. Dwarves with this racial trait are treated as 1 level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery. This ability does not give the dwarf early access to level-based powers; it only affects powers the dwarf could use without this ability. This racial trait replaces the stonecunning racial trait.
Zest for Battle Whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls.

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Background(As such as it is);):

Emercy Hammertime of the Stonehammer clan hails from the Five King Mountains. He's 4'4" and about 200lbs. He's an out-going, battle-loving, boisterous kinda dwarf. So yeah... typical. :)

Far too antsy and not being one confined to one place, even though dwarven living cannot be matched, Emercy left to take his talents to wherever the road takes him. The thought of meeting new people and waging battle against those that wished it, was something truly to look forward to.

SPELLS

0 level:

0 (at will) Detect Magic, Enhanced Diplomacy, Vigor

1st level:

1 (2/day) Bless (DC 14), Comprehend Languages, (D)Shield (DC 14)



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