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Larur Feldin

Jerrand Oferton's page

92 posts. Alias of Lost Gamer.


About Jerrand Oferton

male dwarf cleric of Gorum 2
CG medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +3
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Defense
AC: 17, touch 10, flat-footed 17
HP: 18/18 (2d8+4+1)
Fort +5, Ref +0, Will +6; +2 vs. poison, spells and spell-like abilities
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Offense
Speed 20 ft.
Melee:
warhammer +3 (1d8+2,x3)
dagger +3 (1d4+2,19-20x2)
Range:
dagger +1 (1d4+2,19-30x2)
Special Attacks: channel positive energy 3/4 per day (DC 11, 1d6)
Domain Spell-Like Abilities: (CL 2; concentration +5; +2
bonus on concentration checks made to cast a spell or
use a spell-like ability when casting defensively or while grappled)
Battle Rage: 6/6 per day
Destructive Smite: 6/6 per day
Cleric Spells Prepared (CL 2; concentration +5; +2
bonus on concentration checks made to cast a spell or
use a spell-like ability when casting defensively or while grappled)
1st— magic weapon(d), shield of faith, bless, protection from evil
Orisons- (at will)— resistance, guidance, virtue, stabilize
(d) Domain spell; Domains: Destruction, Rage
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Tactics
Before combat Jerrand will cast magic weapon and then
charge into the fray. He will use his battle rage on
adjacent warriors.
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Statistics
Str 14, Dex 10, Con 15, Int 10, Wis 16, Cha 13
Base Atk +1; CMB +3; CMD 13 (16 vs. bull rush and trip attempts)
Feats: Warrior Priest
Traits: Armor Expert(combat) and Divine Warrior(religion)
Skills: Heal +8, Knowledge (history) +4, Knowledge(religion) +4, Sense Motive +7, Stealth -5, Climb -3
Languages: Common, Dwarven
Gear: travler's outfit, scalemail, heavy steel shield, warhammer, dagger, holy symbol(Gorum-silver), spell component pouch, bedroll, backpack, rations(trail-4days), waterskin, flint&steel, sack, peasant's outfit, rope(hemp 50'); total weight 81.5lb (medium), Money: 18gp, 7sp

Other Way:
Skill Ranks: 3 = [2 (cleric) + 0 (INT)] x1 (level) + 1 (FC)

Skills (one rank each): Know(Religion), Know(history), and Heal

Feats
Warrior Priest

Traits
Armor Expert(combat)
Divine Warrior(religion)

Equipment
Travler's Outfit......................free.. 00lb
Scalemail..............................50gp.. 30lb
Heavy Steel Shield................20gp.. 15lb
Warhammer..........................12gp.. 05lb
Dagger.................................02gp.. 01lb
Holy Symbol(Gorum),silver....25gp.. 01lb
Spell Component Pouch........05gp.. 02lb
Bedroll...................................01sp.. 05lb
Backpack...............................02gp.. 02lb
- rations,trail(4days)..............02gp.. 04lb
- waterskin............................01gp.. 04lb
- flint&steel.............................01gp.. 00lb
- sack.....................................01sp.. .5lb
- peasant's outfit...................01sp.. 02lb
- rope, hemp 50'........................01gp.. 10lb

Money: 18gp, 7sp

Total weight carried: 81.5lbs (medium load)

-

Crunch
HP: 10 = [2d8 = 13] + 4 (CON) + 1 (Favored Class)
AC: 17 = [10 + DEX (00) + Armor (05) + Shield (02)]
AC Touch: 10 = [10 + DEX (00)]
AC Flatfooted: 17 = [10 + Armor (05) + Shield (02)]
INIT: +01 = [DEX (00) + Feat (01)]
BAB: +01 = [Cleric (01)]
CMB: +03 = [BAB (01) + STR (02)]
CMD: 13* = [10 + BAB (01) + STR (02) + DEX (00)]
Fortitude: +05** = [Base (03) + CON (02)]
Reflex: +00 = [Base (00) + DEX (00)]
Will: +06** = [Base (03) + WIS (03)]
Speed: 20'
ACP: -5
Concentration Check: +5*** = [Caster LvL (02) + WIS (03)]
Damage Reduction: 00/Any
Spell Resistance: none
Spell Failure: 00%

* +4 racial bonus to CMD to resist bull rush and trip attempts while standing on the ground
** +2 to save vs. poisons, spells, and spell-like abilities
*** +2 bonus on concentration checks made to cast a spell or use a spell-like ability when casting defensively or while grappled.

Skill Ranks = 05 [2 (Cleric) + 0 (INT)] x2 (Level) + 1 (FC)
Max Ranks: 2
ACP = -5

-05 Acrobatics = 0 (ranks) + 0 (DEX) - 5 (ACP)
+00 Appraise = 0 (ranks) + 0 (CS) + 0 (INT)
+01 Bluff = 0 (ranks) + 1 (CHA)
-03 Climb = 0 (ranks) + 2 (STR) - 5 (ACP)
+00 Craft(________) = 0 (ranks) + 0 (INT)
+01 Diplomacy = 0 (ranks) + 0 (CS) + 1 (CHA)
.NA Disable Device = 0 (ranks) + 0 (DEX) - 5 (ACP)
+01 Disguise = 0 (ranks) + 1 (CHA)
-05 Escape Artist = 0 (ranks) + 0 (DEX) - 5 (ACP)
-05 Fly = 0 (ranks) + 0 (DEX) - 5 (ACP)
.NA Handle Animal = 0 (ranks) + 1 (CHA)
+08 Heal = 2 (ranks) + 3 (CS) + 3 (WIS)
+01 Intimidate = 0 (ranks) + 1 (CHA)
.NA Know(Arcana) = 0 (ranks) + 0 (CS) + 0 (INT)
.NA Know(Dungen) = 0 (ranks) + 0 (INT)
.NA Know(Engine) = 0 (ranks) + 0 (INT)
.NA Know(Geogrh) = 0 (ranks) + 0 (INT)
+04 Know(Histor) = 1 (ranks) + 3 (CS) + 0 (INT)
.NA Know(Locals) = 0 (ranks) + 0 (INT)
.NA Know(Nature) = 0 (ranks) + 0 (INT)
.NA Know(Nobles) = 0 (ranks) + 0 (CS) + 0 (INT)
.NA Know(Planes) = 0 (ranks) + 0 (CS) + 0 (INT)
+04 Know(Religo) = 1 (ranks) + 3 (CS) + 0 (INT)
.NA Linguistics = 0 (ranks) + 0 (CS) + 0 (INT)
+03 Perception = 0 (ranks) + 3 (WIS)
+01 Perform(_______) = 0 (ranks) + 1 (CHA)
.NA Profession(_______) = 0 (ranks) + 0 (CS) + 3 (WIS)
-05 Ride = 0 (ranks) + 0 (DEX) - 5 (ACP)
+07 Sense Motive = 1 (ranks) + 4 (CS) + 3 (WIS)
.NA Sleight of Hand = 0 (ranks) + 0 (DEX) - 5 (ACP)
.NA Spell Craft = 0 (ranks) + 0 (CS) + 0 (INT)
-05 Stealth = 0 (ranks) + 0 (DEX) - 5 (ACP)
+03 Survival = 0 (ranks) + 3 (WIS)
-03 Swim = 0 (ranks) + 2 (STR) - 5 (ACP)
.NA Use Magical Device = 0 (ranks) + 1 (CHA)

Features
RACIAL
* +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
* Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
* Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
* Darkvision: Dwarves can see in the dark up to 60 feet. (see darkvision).
* 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: Dwarves 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: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
* Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

CLASS
* Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.

* 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).

Spells: A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score.

Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

* Channel Energy(Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

* Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action. Cleric domains are listed at the end of this class entry.

War
Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.

Battle Rage(Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.

Weapon Master Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.

Domain Spells: 1st—magic weapon, 2nd—spiritual weapon, 3rd—magic vestment, 4th—divine power, 5th—flame strike, 6th—blade barrier, 7th—power word blind, 8th—power word stun, 9th—power word kill.

Rage (destruction subdomain)
Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.

Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Rage (Su): At 8th level, you can enter a fearsome rage, like a barbarian, for a number of rounds per day equal to your cleric level. At 12th and 16th level, you can select one rage power. You cannot select any rage power that possesses a level requirement, but otherwise your barbarian level is equal to 1/2 your cleric level. These rounds of rage stack with any rounds of rage you might have from levels of barbarian.

Domain Spells: 1st—true strike, 2nd—bull's strength, 3rd—rage, 4th—inflict critical wounds, 5th—shout, 6th—moonstruck, 7th—disintegrate, 8th—earthquake, 9th—implosion.

* Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting

A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric 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).

An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).

* Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

* Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Background
Jerrand was a member of "The Hand of Iron" before his current employment as a Pathfinder. The Hand of Iron was a dwarven group that worshiped Gorum over Torag and was founded centuries ago by a dwarven priest to help in the fight against the enemies of the Sky Citadels and the dwarven people.

Fearing they were losing their prowess in battle the old whitebeard priest shunned his holy symbol of Torag and called out to Gorum to help him defeat his enemies. Gorum granted the priest his boon and even fought off Torag who sought to punish the old cleric. After winning a great victory the conversion of dwarven followers began in earnest.

The one problem the dwarves discovered in the many years to come, is that Gorum is a god of conflict and not one of resolve. The battling of ancient enemies and the in-fighting between dwarves with different beliefs raged till finally the reason for fighting seemed lost in the endless pursuit of the conflict itself.

The Hand of Iron was cast down form it's major role as leaders of the dwarven armies, and given a role as protectors. Their power base was taken from them and most of their higher leadership was cast to different parts of what was then The Five Kingdoms. Young dwarves are still allowed to join The Hand of Iron, but used more as guards and sent out on patrols deep underground.

Jerrand was rescued by a group of Pathfinders during one such patrol. Since that day he as sought a way to repay the Society and quell the inner conflict within him.

Apperance
Height: 4'-11"
Weight: 235 lbs
Hair Color: bald, reddish brown beard and mustache (see picture)
Eye Color: brown
Skin Color: dwarven complected
Description: Jerrand wears armor like a second skin and is hardly seen without it. He full beard is alost a deep red and hangs to his waist. Some say he could tuck it into his belt if he wished.

Wearing a white tabard over his armor it has a large embossed emblem of Gorum's holy symbol on the front and back.

Stat Block
HP: 18/18
AC: 17 AC Touch: 10 AC Flatfooted: 17
INIT: +01
CMB: +03
CMD: 13*
Fortitude: +05**
Reflex: +00
Will: +06***
Speed: 20'
ACP: -5

Abilities:
Channel Energy: 4/4
Battle Rage: 6/6
Destructive Smite: 6/6

Spells for the day:
0- virtue, create water, guidance, stabilize
1- shield of faith, protection from evil, bless, d- magic weapon

* +4 racial bonus to CMD to resist bull rush and trip attempts while standing on the ground
** +2 to save vs. poisons, spells, and spell-like abilities
*** +2 bonus on concentration checks made to cast a spell or use a spell-like ability when casting defensively or while grappled.


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