Harsk

Erkholt Grugn's page

149 posts. Alias of Wrath.


Full Name

Erkholt Sebastian Lieber Grugn the XXIII

Race

Dwarf

Classes/Levels

Cleric 6 (Earth and Protection Domain)

Gender

Male

Size

5'2"

Age

56

Special Abilities

Darkvision, Hatred (orcs and goblinoids), Stability, Stone cunning

Alignment

Lawful Good

Deity

Moradin

Languages

Dwarven

Occupation

Battlefield Cleric

Strength 15
Dexterity 15
Constitution 16
Intelligence 13
Wisdom 17
Charisma 12

About Erkholt Grugn

Personality

Spoiler:
Erkholt is loud and hearty. The volume at which he speaks is as much a consequence of being around battle and forges as well as his natural enthusiasm for life. A stong proponent of the might of Moradin and the dwarven people as as whole, he is quick to defend his faith and his people, though he would as readily use his wit as his weapons to do so.

Erkholt reserves judgement on a situation until he feels he understands the facts enough to act in the best way for his religeon and his people. Once he makes a decision, he is steadfast in his resolve to see it through to the end.

No stranger to battle in this war torn region, he bears a number of scars, including one that makes his left knee ache in colder weather (despite his best efforts to heal it). His weapons and gear are functional but not overly showy. His holy symbol is readily displayed on both his necklace and the white cloak he wears on his shoulders.

Erkholt Grugn - Cleric of Moradin 5
Current XP (over level 6) = 145
AC: 10+ 8 armour +1 shield +1 dex = 20
HP: 66 (max) Current 66
BA: 4 + 2 strength = 6
Init: +2
Speed: 20ft
Saves: Fort (8) Ref (4) Will (8) (all of these +2 vs poisons or spells and spell like effects: racial)

Feats : Combat casting(+2 to conc checks casting in combat), Augment healing (complete divine pge 79 - increase healing by +2 per spell level), Armour proficiency (heavy, medium, light) Shield proficiency, Simple weapon proficiency., Glorious Weapons (Spend a turn undead to make allies wepons within 30ft of good alignment for 1 round. From complete divine)

Skills: Concentation (8 ranks+ 3 con=10), Diplomacy (6 ranks + 1 Cha = 6), heal (5 ranks + 3 wis = 8), Spellcraft (8 ranks + 1 int = 8)

Equipment -

Spoiler:

Masterwork fullplate (functional not fancy), Masterwork Light steel shield (moradin symbol emblazoned upon it)

Masterwork Dagger (+7; d4+2 damage, piercing)

Masterwork Heavy Mace (+7; d8+2 damage, bludgeon)

Masterwork Light crossbow (+7; d8 dmage, pierce)

Baelinors mace (+7,1d6+2 +additional)? not fuly identified yet.

Backpack, bedroll, one man tent, eating utensils (functional), Tinder and flint, wetstone (for dagger), Oil (for maintaining armour and weapons), Book of grudges (travel version- like a diary but for dwarves), The word of Moradin (Holy text), Holy symbol (Silver hammer), Travel cloak (Blue cloak with silver hammer symbol of Moradin woven into it and the words Moradin protects those who serve in dwarven runes across the hem)

Pouch for spell components (all minor components atm, nothing over 1gp)
Pouch of gems, small pieces about 12 in total value of 50gp each. Concealed under armour.
Pouch of coins. Mix of gold and silver. (100gp, 100 gold)

Mule (name of Errol) carrying trade goods to the value of 500gp (blankets, clothes, preserved foods, tea), - Note currently with the Vikings at Baelinors Ice Pyramid

Magic gear
Mace from Baelinor. Not identified yet but acts as a light mace.
Possibly bane weapon vs Magical Constructs and Outsiders (not sure of alignment)

Party Loot

Potions
5x Healing Potions
3x Restorative potions (possibly lessor or standard restoration)
3x Water Breathing
2x Protection from negative energy? (some protection against negative enrgy, maybe a deathward or some such)

Scrolls

1 x Magic Weapon +5 (4 castings)
1x healing and feeding (heroes feast?)
1x Dimension Lock? (something to stop teleporting away)
1x Special, for use against a wight with an axe in its back
2x Raise Dead (possibly ressurect but doubt that powerful)
1x Special for freeing Osiris from captivity. ( a summon of sometype)

Spells prepared today

Spoiler:

o level - 5 per day (DC 13)
Detect magic x2, Light, Create Water, Detect poison.

1st level- 4+1 per day (DC14)
Inhibit*, Hide from undead, Remove Fear, resurgence
Domain - Sanctuary

2nd level - 4+1 per day (DC15)
Close wounds*, delay posion, spiritual weapon, lessor restoration
Domain - Shield other

3rd level - 3+1 per day (DC 16)
Mass conviction*, Magic circle against evil, dispel magic
domain - Stone Shape

Domain Abilities
Earth - Can turn creatures of air similar to turning undead

Protection - Protective ward - Once per day can create an effect on a person touched that adds cleric level to their next save. Duration 1 hour