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About Haskyll StonereaverBasics:
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)
Melee (1 Handed)
Ranged
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:
Adventuring Gear
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
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.
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
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.
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
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.
spells prepared:
Concentration check d20+ability+Caster Level DC=10+SL+Ability Mod Level 0
Level 1 (6)
Level 2 (5)
Level 3 (4)
Level 4 (3)
Level 5(2)
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
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