About Gundar IronbeardGundar Ironbeard
Prepared Spells
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1st Level
Bless:
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless counters and dispels bane. Detect Magic:
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft). Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. Protection From Evil:
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion. Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature. Read Magic:
You can decipher magical inscriptions on objects – books, scrolls, weapons, and the like – that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell. Sanctuary:
Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can’t follow through with the attack, that part of its action is lost, and it can’t directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area of effect spells. The subject cannot attack without breaking the spell but may use non-attack spells or otherwise act. =================================================
Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). Aura of Good (Ex) You project a faint good aura. Aura of Law (Ex) You project a faint lawful aura. Caravan Guard You recently hired on to Sandru's caravan to serve as a guard, but the job, while it paid well, gave you little chance to scratch the adventuring itch, since the caravan never really ventured into dangerous territory. You understand why Sandru avoided the more dangerous routes, of course, but that didn't help assuage your urge to seek adventure. You've just told Sandru that you're quitting the job in order to try your hand at adventuring - he seemed to understand, and even gave you some good tips on how best to survive potential challenges. You gain a +1 trait bonus on Survival checks, and Survival becomes a class skill for you. Channel Positive Energy Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 2d6 points of positive energy damage to undead creatures or to heal living creatures of 2d6 points of damage. Creatures that take damage from channeled energy receive a DC 10 Will save to halve the damage. You can use this ability 2 times per day. Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype. Domains Guardian of the Forge Torag's sacred duties are to protect the faithful, take lessons from the great craftsmen and strategists of the past, and prepare against dark times. You receive a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. One of these skills (your choice) is a class skill for you. Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones. Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Hatred (Ex) 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. Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again. Resistant Touch (Sp) As a standard action, you can touch an ally and grant them your +1 resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability 6 times per day. Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it. Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name). Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance. Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to 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, regardless of whether or not they are actively looking. Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon. Background:
Gundar Ironbeard grew up with the Ironbeard dwarves. The great-grandson, grandson and son of a cleric of Torag, young Gundar seemed destined for the priesthood. There was something else Gundar seemed to be just as strong as his faith in and that was warfare. He excelled in the combat training required for all dwarves of the clan and dreamed about being in the vanguard of a dwarven line, calling out prayers to Torag and vanquishing all enemies with his warhammer. Unfortunately for him, the Ironbeard clan is at peace. Gundar quickly tired of spending endless days in the temple offering prayers to Torag without excitement and yearned for adventure. It was a sad day when he left his clan, but with his hammer in his hands and his pack on his back, he knew this is what he must do. He found himself in Sandpoint hiring himself out as a caravan guard when they came through, or working the tavern as a bouncer (free ale was one of the many perks he enjoys). He is disappointed that he has not found his life of adventure and keeps entreating Torag to allow him to fulfill his destiny-destroying evil with a prayer to Torag on his lips. Appearance:
Gundar is slightly taller than most dwarves with muscular forearms. His skin is a tad darker than most dwarves from his travels on the surface world. He has the same fiery red hair as the other Ironbeards which he wears long. When he smiles he has a big toothy smile but when he isn’t his mouth gives the appearance of a snarl. He has piercing black eyes which have a habit of boring into the person he is talking to. He wears his beard unruly and his constantly combing it out with his fingers . He carries a warhammer with the words ‘Forged by Torag’s Grace’ inscribed in Dwarven on the head. He wears a hammer necklace (his holy symbol) and a wooden shield with a hammer carved into it. His leather armor is well-worn, discolored and dirty. Progression:
Straight Cleric Sample Post:
Gundar let out a belch as he tried to remember how many ales he had drunk that night. A quick count of his coin purse revealed he had no money for another. Yawning and finding a need to stretch his legs, Gundar decided to walk over to the bar to see if he can arrange something on credit. As he was walking by a table of unsavory characters, Gundar could not help hearing that they were forming an expedition to some place called Pridon’s Hearth.
Gundar stops and clears his throat and waits. The men at the table eye him suspiciously. Can we help ya? one of them asks with a hint of violence in his voice. Me name is Gundar, and I heard ye were forming an expedition and I’d like to sign on! The table exchange glances. Ya ever been to Pridon’s Hearth? the head man asked. Nope! But I know it ain’t here! I can do some healin’ magic courtesy of the Father of Creation hisself! I like adventure so I’m your dwarf if ye give me some decent wages and some ale. Very well! The head man says holding out his hand. We leave on the morrow next. My name is Lonce. Gundar shakes the hand warmly. Well met Mr. Lonce! You can start with the ale now! Gundar says as he puts his empty tankard on the table. |