Stronfeur Uherer

Haskyll Stonereaver's page

1,365 posts. Alias of Mokshai.


Full Name

Haskyll Stonereaver

Race

Dwarf

Classes/Levels

Cleric 10

Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)

Gender

Male

daily abilities:
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)

Size

M

Age

60

Special Abilities

Darkvision (60')

Alignment

LN

Deity

Torag

Location

Trunau

Languages

Dwarf, Common, Orc, Giant

Occupation

Smith

Strength 18
Dexterity 11
Constitution 14
Intelligence 14
Wisdom 21
Charisma 10

About Haskyll Stonereaver

Basics:

Haskyll Stonereaver
Male Dwarf Cleric
LN medium humanoid
Senses Darkvision (60)
Red Hair, Blue Eyes.

Offence:

BAB 7 CMB 11 CMD 24
Speed 20 ft
Space 5 Reach 5
Init 0

Melee (2 Handed)
Masterwork Warhammer +12, 7 (1d8+6/x3)
Masterwork Cold Iron Heavy Pick +12, 7 (1d6+6/x4)
Masterwork Battleaxe +12, 7 (1d8+6/x3)
(Heartspit)Large Longspear +12, 7 (2d6+6/x3)

Melee (1 Handed)
Masterwork Warhammer +12, 7 (1d8+4/x3)
Masterwork Cold Iron Heavy Pick +12, 7 (1d6+4/x4)
Masterwork Battleaxe +12, 7 (1d8+4/x3)
Dagger +11, 6 (1d4+4/19-20/x2)

Ranged
Masterwork Light Crossbow +8, 3 (d8+0/x2)
Sling +7, 2 (d4+3/x2)

Defence:

AC 22\21, touch 14, flat-footed 18/17 (With/Without Shield)(+4 vs Giant Subtype)
hp 72
Fort 11 Reflex 6 Will 15

skills:

With / Without Shield
Acrobatics -1/0, Appraise 8/8, Bluff 0/0, Climb 2/3, Craft(Weapons) 8/8, Diplomacy 0/0, Disguise 0/0, Escape Artist -4/-3, Fly -4/-3, Heal 18/18, Intimidate 0/0, Knowledge (Religion) 15/15, Perception 14/14, Ride -4/-3, Sense Motive 5/5, Spellcraft 15/15, Stealth -4/-3, Survival 5/5, Swim 0/1, Use Magic Device 0/0

Feats:

Feats
Scribe Scroll,
Craft Wonderous Item
Steel Soul
Craft Magic Arms and Armour
Power Attack - -2 +4 dmg or -2 +6 2H.

Languages:

Languages Dwarven, Common, Giant, Orc

Gear:

Armour
Giant’s Nail Scale Mail
Masterwork Quickdraw Light Steel Shield

Weapons:
Masterwork Warhammer, Masterwork Cold Iron Heavy Pick, Masterwork Battleaxe, Dagger, Heartspit Large +1 giant-bane longspear, Sling, Sling Bullets (10), Masterwork Light Crossbow, Bolts (20), Alchemical Silver Bolts (25), Cold Iron Bolts (25), Adamantine Bolts (5)

Adventuring Gear
Masterwork Backpack, Bedroll, Belt pouch, Canteens (2) Good Holy Text, Flint and Steel, Iron Pot, Mess Kit, Silk Rope, 50'(2), Bar Soap, Spell Component Pouch, Waterskin (2), Silver Holy Symbol, Chalk, Hammer, Hooded Lantern, Sacks (2), Surgeons Kit, Fishing Kit, Cooking Kit (AA), Gear Maintenance Kit, Grooming Kit, Grappling Hook, Artisian Tools, Explorers outfit (2), Signet Ring,

consumables:

Healers Kit (10/10 uses)
Candles (12)
Torches (2)
Trail Rations (7)
Pitons (4)
Oil Flasks (8) (Stored in Wineskins)
Tindertwigs (8)

Wands:

Wand of Curing (3 Charges)
Wand of Inflict Moderate Wounds (7 Charges)
Wand of Cure Light Wounds (50 Charges)
Wand of Cure Light Wounds (37 Charges)

potions:

Potion of Cure Blindness (2)
Potion of Cure Light Wounds (2)
Potion of Air Bubble (1)
Oil of Magic Weapon (+1) (2)
Potion of Resist Energy (3)
Potion of Protection from Evil (3)
Potion of Swift Girding (2)

Scrolls:

Ghostbane Dirge
Lesser Restoration x 2
Nap Stack
Remove Fear x 3
Remove Paralysis
Remove Deafness x 2

Alchemical Stuff:

Holy Water
Alchemists Fire (2)
Liquid Blade
Acid Flask
Liquid Ice
Thunderstone
Tanglefoot Bag
Antitoxin
Soothe Syrup
Smoke Stick

Wonderous Items:

Headband of Inspired Wisdom (+2)
Belt of Mighty Constitution (+2)
Cloak of Resistance (+1)
Handy Haversack

Heartspit Large +1 giant-bane longspear
On a confirmed critical hit with the spear, Heartspit’s wielder can attempt a combat maneuver check to grapple the target as a free action. This grapple attempt does not provoke an attack of opportunity from the target if that creature is not threatening the wielder. While grappling a creature with Heartspit, the wielder can move or damage the target with the spear only on the wielder’s turn. The wielder is still considered grappled, though he does not have to be adjacent to the target to continue the grapple. If the wielder ends the grapple or the target successfully breaks the grapple, the target takes 4d6 points of slashing damage as the spear’s barbed head is ripped free.

NARGRYM’S STEEL HAND MINOR Artifact SLOT none CL 20th WEIGHT 3 lbs. AURA strong transmutation

Forged from solid steel, this magically animated prosthetic hand is elaborately sculpted down to the finest detail. Nargrym’s steel hand can be used to replace the normal hand of a humanoid creature it can’t be worn in addition to an already existing hand. When attached to the wrist stump of a living humanoid creature, Nargrym’s steel hand magically forms a permanent bond to the wearer’s flesh and nerves. Once the hand has bonded to the wearer’s wrist, the wearer gains full control over the hand as if it were part of his own body. The hand has a full range of motion and functions as a normal hand. While worn, Nargrym’s steel hand grants its wearer a +2 enhancement bonus to Strength (treat this as a temporary ability bonus for the first 24 hours the hand is worn) and a +5 bonus to CMD against disarm attempts. In addition, the wearer can wield weapons of one size category larger than the wearer’s size without penalty and without altering the weapon’s designation as a light, one-handed, or two-handed weapon. For example, a Medium creature wearing Nargrym’s steel hand could wield a Large longspear as a two-handed weapon without penalty. However, whenever the wearer of the hand is within line of sight of a creature with the giant subtype, he must succeed at DC 15 Will save or be compelled to attack the giant, as suggestion. Once bonded to a wearer, Nargrym’s steel hand cannot be removed except by the wearer or after the wearer’s death.

DESTRUCTION: Nargrym’s steel hand is destroyed if it is smashed by a giant wielding a hammer of thunderbolts.

Giant’s Nail Scale Mail

Any creature of the giant subtype who comes within 30 feet of this +2 giant’s nail scale mail must succeed at a DC 16 Will save or take a –4 penalty on attack rolls and saving throws for 1d4 rounds.
This ability functions as a gaze effect. It is a mind affecting fear effect, but it does not stack with other fear effects to create stronger fear conditions.
A giant who succeeds at the saving throw is immune to this effect for 24 hours. If a giant rolls a natural 20 on its saving throw, it becomes enraged by the sight of the armor. The giant gains the effects of the rage spell for 1d4 rounds and is compelled to attack the armor’s wearer for the duration of this effect.

Aura moderate necromancy; CL 7th Slot armor; Price 9,200 gp; Weight 30 lbs.

Money:

PP 0
GP 2448
SP 1
CP 13

Gems / Jewels
3 Beryl (50 gp), 1 Jet (50 gp), 1 Onyx (25 gp)

Racial Traits:

Slow and Steady: You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.

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: You 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: You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Campaign Traits:

Glory of Old (DoG 11): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Artifact Hunter: You gain a +1 trait bonus on Spellcraft checks to identify the properties of magic items and a +1 trait bonus on Use Magic Device checks, and one of these skills (UMD) becomes a class skill for you. In addition, whenever you first encounter an artifact, there is a 59% chance (+1% per level) that you recognize the artifact and know its name, origin, and something of that artifact’s powers, abilities, or dangers. Exactly how much knowledge you possess is left to the GM’s discretion.

Class Features:

Armor and Shield Proficiency: You are proficient in Light, Medium
You are proficient with shields (except Tower Shields).

Weapon Proficiency: You are proficient with all Simple.
Additionally you are proficient with the following weapons: Battleaxe, Pick, heavy; Warhammer

Aura (Core 39): A Cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment

Favored Weapon (Core 39): You gain proficiency with the favored weapon of your deity (warhammer)

Channel Energy (Su): You can release a wave of positive energy which either heals 5d6 of damage to living creatures or damages undead creatures (Will Save DC 15). You can use this abilty 3 times a day.

Spontaneous Casting (Core 41): You can channel stored spell energy into cure spells.

Domains:

Earth
Acid Dart (Sp) (Core 43): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack (1d6+5). You can use this ability 8 times per day.

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.

Protection
Resistance Bonus (Core 46): You receive a +2 bonus on saving throws
Resistance: You receive a Resistance of 10 vs acid.
Resistant Touch (Sp) (Core 46): You can touch an ally to grant him your resistance bonus for 1 minute. You can use this power 8 times a day.

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 +3 deflection bonus to AC and resistance 10 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.

spells prepared:

Concentration check d20+ability+Caster Level
DC=10+SL+Ability Mod

Level 0
Light/Read Magic (Light as standard. will prep read just to id and prep scrolls)
Detect Magic
Guidance
Create Water

Level 1 (6)
(d)Magic Stone (1-3 pebbles +1 hit d6+1 damage undead=2d6+2)
Bless (+1 Morale to Hit / Save vs Fear)
Liberating Command
Shield of Faith (+3 Deflect AC)
Protection from Evil
Ant Haul (Triples carry for 18 hours) Used on Mule
Blank

Level 2 (5)
(d)Soften Earth
Aid
Aid (d8+9 hp +1 Morale to Hit / Save vs Fear)
Spear of Purity
Spiritual Weapon
Blank

Level 3 (4)
(d)Protection from Energy
Create Food and Water
Resist Energy Communal
Prayer
Blank

Level 4 (3)
{d}Spike Stones
Protection from Energy Communal
Blessing of Fevour
Holy Smite

Level 5(2)
{d}Wall of Stone
Rightous Might
Holy Ice

Background Fluff:

Haskyll Stonereaver was born in the 5 King mountains of a family of Guardsman. While he was growing up, he was regaled with tales of the ancestors and those of his family who had gone before. As these tales were given when he was growing up, he did not ascribe some of the things that were said as exaggeration, and thus he vowed to become a similar hero to the dwarven people.
Soon after he was enrolled in school, his parents were tasked to guard a caravan to the human town of Trunau. His father took his families axe Gorechild, and departed with the caravan. Many months went by, and word finally arrived that the caravan and all who were in it, had been killed, and everything taken. His families loss was overshadowed by the loss of the caravan, and it was a brutal blow to his famies honour.
When he was told of this, Haskyll, made a vow to hunt down and return the families axe which was said to have magical properties, and to restore his families honour. so to help himself with both the hunt, and to give himself fully into he search.
He enrolled in the church of Torag, to give himself the best opportunities to study and get better training in both the arts divine and martial. However, in his training, they realized that his forte was more in the spiritural side, as opposed to the martial side of the church, and thus they enrolled him in the temple guards for further training, with the promise that he would get further time to study, and learn all that he could about the area that his parents went missing.
In his early 50’s, he started travelling around trying to learn what he could about both the caravan that was wiped out, and where it was. It was during this time frame that he managed to narrow down the name of the town (Trunau) where the caravan was wiped out. With this information, he asked for and received permission to leave for there, but only if he was involved with one last caravan of supplies for the human garrison of the town. Haskyll, agreed to the stipulation, and found himself in Trunau 2 months later with a caravan of supplies for the town.
Shortly after leaving the caravan, he found himself in the local Tavern

Driving Forces:

Finding his families Legacy (Gorechild)
Redeeming his families Honour
Acting with honour

Being true to friends

Becoming wealthy enough to reestablish his families holdings in the 5 kings mountains