Dragonslayer Dwarf

Kazadar Soranath's page

457 posts. Alias of Tenro.


Race

Dwarf

Classes/Levels

Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

Gender

Haste, Divine Power, Air Walk, Death Ward

Age

115

Special Abilities

  • Action Points: 15;
  • Channel Energy 0/3 (4d6)(See Domains);
  • Battle Rage 10/10;
  • Weapon Master 10/11;
  • Liberation 11/11;
  • Freedom's Call 11/11;
  • Artificer's Touch 10/10;
  • Vest of Surgery 1/1;
  • Metamagic Rod (Lesser Reach) 3/3

  • Alignment

    NG

    Deity

    Sovereign Host

    Location

    Spells Used:

  • 1st:
  • 2nd:
  • 3rd:
  • 4th: FS, DW, DP, x
  • 5th: RM
  • 6th:

  • Languages

    Common, Dwarven, Celestial

    Occupation

    +60891xp

    Homepage URL

    add amulet natural armor +1 to notepad

    Strength 16
    Dexterity 13
    Constitution 18
    Intelligence 13
    Wisdom 24
    Charisma 10

    About Kazadar Soranath

    HP: 116
    AC: 33 =10 + 1 DEX + 14 ARMOR + 5 SHIELD + 1 LUCK + 1 INSIGHT + 1 NATURAL(+4 dodge vs giant subtype)
    Resist: 1/day negate crit
    Init: +1
    Speed: 20+10
    Action Points: 16/16 (2d6)

    F: 16 = 9 base + 4 CON + 3 RESIST
    R: 7 = 3 base + 1 DEX + 3 RESIST
    W: 18 = 8 base + 7 WIS + 3 RESIST
    +2 vs Poison, Spells, Spell-like Abilities

    COMBAT +9 BAB
    Melee
    +3 Guided Byeshk Warhammer; +19/+14 melee, 1d8+10, crit x3, overcomes DR of aberrations, weapon corded

    Ranged
    Spells

    calculated:

    not calculated (conditional):
    +4 CMD vs Bull Rush/Trip
    +1 atk / +1 dmg vs Humanoid (Orc)(Goblinoid)
    VITAL STRIKE
    11/day Weapon Master

    Racial Traits:

    • Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
    • Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
    • Type: Dwarves are humanoids with the dwarf subtype.
    • Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
    • 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. See the Linguistics skill page for more information about these languages.
    • Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
    • Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
    • Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
    • Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
    • Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
    • Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
    • Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
    • 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.

    • Favored Class: Cleric: +8 Skill Points

    Class Abilities:

    • Armor Proficiencies: All armor and shields, including tower shields. Dwarven proficiency added with feat

    • Weapon Proficiencies: All simple, martial, battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

    • Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”
      Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

    • Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil 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 (see Table: Ability Modifiers and Bonus Spells).
      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.
      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.
      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.

    • 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.

    • 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).

    • 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.

    • Spells per Day / Spells Known: At the indicated levels, a sovereign gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous caster), and an increased effective level of spellcasting. If he had more than one spellcasting class before becoming a sovereign speaker, he must decide to which class she adds the new level for the purpose of determining spells per day. Once this decision is made, it cannot be changed.

    • Bonus Domain: At 1st level, and at every odd level thereafter, the sovereign speaker gains access to another domain, chosen from those available from amount the Sovereign Host, but with two limitations. First, the sovereign speaker cannot take a domain that opposes his alignment (i.e. Law vs. Chaos). Second, the sovereign speaker cannot have more than two domains that belong to a specific deity of the Sovereign Host. If the sovereign speaker has a domain that appears under multiple deities, like the Good Domain, it counts as one of the two possible domains available for each deity that has the specific domain on their list, like Arawi, Boldrei, Dol Arrah, Dol Dorn and Olladra.
      These bonus domains do provide additional spells to choose from for the domain spell slot. However, when determining the cleric level for the powers or special abilities that these bonus domains provide, use only the sovereign speaker class levels. A sovereign speaker cannot choose subdomain options.

    • Bonus Domain Slot: At 2nd level, and every even level thereafter, the sovereign speaker gains an additional domain slot for the purposes of choosing another domain spell per spell level. However, when filling these extra domain slots, no spell of the same spell level and the same domain can be selected more than once. For example, a sovereign speaker with the Air domain cannot select Obscuring Mist more than once to fill a 1st level domain slot, but he can use an extended Obscuring Mist (as per Extend Spell) to fill a 2nd level domain slot. If he also has the Weather domain, can choose another Obscuring Mist spell for 1st level, this time from the Weather domain. In all other aspects, these bonus domain slots are treated the normal domain slot (cannot be used to cast a different spell spontaneously, etc).

    Domains:
    Spells at normal CL, Domains after the first two use CL equal to SS class levels
    War CL 11
  • 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

    Liberation CL 11

  • Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

  • Freedom's Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.

    Domain Spells:
    1st: Remove Fear
    2nd: Remove Paralysis
    3rd: Remove Curse
    4th: Freedom of Movement
    5th: Break Enchantment
    6th: Greater Dispel Magic

    Artifice CL 3

  • Artificer's Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

    Domain Spells:
    1st: Animate Rope
    2nd: Wood Shape
    3rd: Stone Shape
    4th: Minor Creation
    5th: Fabricate
    6th: Major Creation

    Sun CL 3

  • Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

    Domain Spells:
    1st: Endure Elements
    2nd: Heat Metal
    3rd: Searing Light
    4th: Fire Shield
    5th: Flame Strike
    6th: Fire Seeds

  • Spells:

    Cast as 11th level Cleric: spells

    Spells Per Day: (DC = 17 + Spell Level)
    0th: 4
    1st: 6+2
    2nd: 6+2
    3rd: 6+2
    4th: 4+2
    5th: 3+2
    6th: 2+2

    Spells Typically Prepared: "X" means the slot is left unprepared, may fill the slot with 15 mins of prayer.
    0th: Create Water, Detect Magic, Detect Poison, Read Magic

    1st: Entropic Shield, Shield of Faith, Shield of Faith, Unbreakable Heart x3
    Domain: Remove Fear, Endure Elements

    2nd: Spiritual Weapon, Resist Energy, X, X, X, X
    Domain: Spiritual Weapon, Remove Paralysis

    3rd: Bestow Curse, Chain of Perdition, Channel Vigor, Life Shield, Protection from Energy, X
    Domain: Stone Shape, Searing Light

    4th: Divine Power, Death Ward, X, X
    Domain: Divine Power, Fire Shield

    5th: Breath of Life, Righteous Might, Undeath Ward
    Domain: Flame Strike, Break Enchantment

    6th: Chains of Light, Heal
    Domain: Blade Barrier, Greater Dispel Magic

    Skills:

    Skill Points at Each Level: 2 + Int modifier
    +8 from Favored Class

    Acrobatics +2 =0+CC +1 DEX +5C, -4ACP
    Appraise +1 =0+0 +1 INT
    Climb +3 =1+3 +3 STR -4ACP
    Concentration +18
    Craft Armor +13 =5+3 +1 INT +2R, +2C
    Craft Weapon +13 =5+3 +1 INT +2R, +2C
    Diplomacy +4 =1+3 +0 CHA
    Handle Animal +0 =0+0 +0 CHA
    Heal +15 =3+3 +7 WIS +2I
    Intimidate +0 =0+0 +0 CHA
    Kn: Arcana +5 =1+3 +1 INT
    Kn: Dungeon +5 =1+3 +1 INT
    Kn: Engineer +5 =1+3 +1 INT
    Kn: History +5 =1+3 +1 INT
    Kn: Nobility +5 =1+3 +1 INT
    Kn: Planes +5 =1+3 +1 INT
    Kn: Religion +16 =12+3 +1 INT
    Linguistics +5 =1+3 +1 INT
    Profession +7 =0+0 +7 WIS
    Ride -3 =0+0 +1 DEX -4ACP
    Sense Motive +11 =1+3 +7 WIS
    Spellcraft +13 =9+3 +1 INT
    Survival +7 =0+0 +7 WIS
    Swim +7 =1+3 +3 STR

    ACP -4 (does not apply to Swim)

    Equipment:

    Encumbrance: 114 / 229.5 / 345

    Armor: +4 Mithral Battle Plate (Buoyant, Burdenless, Restful) (+14 AC, Max Dex +3, -4 ACP (no ACP on Swim), 63lbs)
    Belt: Belt of Physical Might (STR/CON) +2
    Body:
    Chest: Vest of Surgery
    Eyes:
    Feet: Boots of Striding and Springing
    Hands:
    Head: Jingasa of the Fortunate Soldier
    Headband: Headband of Inspired Wisdom +4
    Neck:
    Rings:
    Rings:
    Shield: +3 Heavy Mithral Shield (+5 AC, Max Dex -, 0 ACP, 8 lbs)
    Shoulders: Cloak of Resistance +3
    Wrists:
    Slotless: Ioun Stone, Dusty Rose Prism

    +3 Guided Byeshk Warhammer: (1d8, overcome DR of aberrations, 7 lbs) (weapon corded)
    Metamagic Rod, Lesser Reach
    Handy Haversack

    Scroll of Water Breathing CL 5th
    Wand of CLW, CL 1st, [15] charges

    Mwk Artisan's Tools, Craft Armor
    Mwk Artisan's Tools, Craft Weapon
    Cleric's Kit
    ID papers with portrait, Travel Papers from Mror to Sharn

    73 gp left

    Scroll of Mass Cause Serious Wounds (CL11)
    Scroll of Slay Living
    Scroll of Divine Power (CL 7)
    Potion of Cats Grace x2 (This will bump Kaz's AC by 2 and is just at his max dex bonus for tanking.)
    5616.5 gp

    Player Notes:

    Backstory

    Balion Thunderhead, a clanless male dwarf beserker and follower of Dol Dorn - killed in battle
    Tattelis Variker, a female Karrnathi knight, graduate of Rekkenmark, and follower of Dol Arrah - captured, whereabouts unknown red to rot grub swam in the Temple of the Keeper by Istrinis
    Grimnar Tordannon, a male dwarf cleric of the Sovereign Host who you were mentoring - captured, whereabouts unknown Recovered by party, in tent recovering from serious ability damage
    Killik the Razor, a female shifter thief and mercenary, probably a follower of the Traveller but you didn't ask - killed in battle
    Istrinis Ashriel, a male elf wizard and mercenary, follower of the Undying Court - whereabouts unknown traitorous scum

    Killik and Istrinis you picked up in Sharn, the others were your companions and followers who you knew for some time.