Giant Slayer

Kentaur Kreffe's page

657 posts. Alias of Jalriel.


Full Name

Kentaur Kreffe

Race

Dwarf

Classes/Levels

Cleric/10

Gender

male AC30 HP107 init. +4

Size

M

Age

50

Alignment

LN

Deity

Abadar

Languages

Dwarf, Common

Strength 10
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 24
Charisma 14

About Kentaur Kreffe

Male Dwarf Cleric 10
LN Medium Humanoid (Dwarf)
Deity Abadar
Initiative +4 SensesDark vision
Perception +26

4’2”/180 lbs.; brown hair with brown eyes and light skin

==DEFENSE==
+1 dwarven breastplate(w/spellstoring<Bestow Curse> + +3 heavy steel shield
AC 30 Touch AC 18 Flat-Footed AC 27
HP 107
Fort +14 Ref +9 Will +18

==OFFENSE==
Spd 30ft
Melee Warhammer +9/+4 (1d8+2/20/x3)
Melee
Ranged Light Crossbow +9 (1d8/19-20/x2/80’/20 bolts)

==STATISTICS==
Str 10 Dex 14 Con 16 Int 10 Wis 24 Cha 14
Base Atk +7/+2 CMB +7 CMD 19

==FEATS & TRAITS==

Second Chance:

Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.

Reactionary:
You gain a +2 trait bonus on initiative checks.

Toughness:
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Selective Channeling:
Home >Feats >General Feats >
Selective Channeling

You can choose whom to affect when you channel energy.

Prerequisite: Cha 13, channel energy class feature.

Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.

Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.

Extra Channeling:

+2 channels, twice

Dodge:

+1 to AC

==CLERIC ABILITIES==

Domain:

Protection: Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your 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 a number of times per day equal to 3 + your Wisdom modifier.
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 +1 deflection bonus to ACand resistance 5 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.
Domain Spells: 1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere.

Travel: Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—teleport (greater), 8th—phase door, 9th—astral projection.


Channel Energy:

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 Willsave 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.

spells:

0-level (4) Light, Stabilize, Det. Magic, Guidance

1st level (4+2+1) Bless x2, Prot. Evil, Sanctuary, Remove Fear, Comp. Lang., Divine Favor

2nd level (4+2+1) Lesser Restoration x2, Visualization of the Body(CON), Shield Other, Hold Person, Remove Paralysis, Vis. of the Mind(WIS)

3rd level (3+2+1) Prayer x2, Fly, Invisibility Purge, Dispel Magic, Water Breathing

4th level (3+1+1) Blessing of Fervor x2, Dimension Door, Prot. from Energy(communal), Dismissal

5th level (2+1+1) Flame Strike, Wall of Stone, Teleport, Breath of Life

==SKILLS & LANGUAGES==

Skills:

Ranks: 4 (4 Class)
• Acrobatics -1
• Appraise *+ 0
• Bluff +2
• Climb -3
• Craft* +0
• Diplomacy* +2
• Disable Device
• Disguise +2
• Escape Artist -1
• Fly -1
• Handle Animal
• Heal * +17
• Intimidate +2
• Knowledge (arcana)*
• Knowledge (dungeoneering)
• Knowledge (engineering)
• Knowledge (geography)
• Knowledge (history)*
• Knowledge (local)
• Knowledge (nature)
• Knowledge (nobility)*
• Knowledge (planes)*
• Knowledge (religion)*
• Linguistics*
• Perception +26
• Perform +2
• Profession*
• Ride -1
• Sense Motive* +24
• Sleight of Hand
• Spellcraft*
• Stealth -1
• Survival +12
• Swim -3
• Use Magic Device
*Class Skill

Languages:

Common.Dwarf

==RACIAL ABILITIES==

Spoiler:

• 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.
• Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
• Stonecunning: Dwarves gain a +2 bonus on Perception 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, whether or not they are actively looking.

==EQUIPMENT==

Spoiler:

Combat Gear:
+2 warhammer, +1 dwarven breastplate w/ spellstoring <Bestow Curse>(Fire Res +5, dr 2), Light Crossbow, 20 bolts, +2 heavy steel shield
Other Gear:
Backpack, Crowbar, Hemp rope 50’, 3 days Trail Rations, Water Skin, Bed Roll

Background:
Kentaur grew up in Highdelve with his parents who were dwarven engineers worshipping Abadar.
Kentaur did not have his parents knack for engineering, but really took to worshipping Abadar. His parents were thrilled when he went into the priesthood.
One of Abadars tenents is to start new settlements, promote lawful civilization and hence, grow the church. The leading clergy of Abadar see this opportunity as a great chance to start a new civilization to start worshipping Abadar…and fill the coffers of course.

====== MAGIC ITEMS ========

Spoiler:

+1 Dwarven Breastplate w/ spellstoring <Bestow Curse>(+2dr/+5 fire res)
+3 Heavy Steel Shield
+2 Warhammer
+2 Belt of Incredible Dexterity
+2 Amulet of Natural Armor
+3 Ring of Protection
+2 Cloak of Resistance
1st Pearl of Power
2nd Pearl of Power
4th Pearl of Power
+1 flaming crossbow bolts +1d6 (7)
+1 crossbow bolts, +3 vs fey +2d6 (5)
Eyes of the Eagle
+4 Headband of Wisdom
Wand of CLW 1d8+3 (10)
Wand of CLW (0)
Wand of CLW 1d8+2 (1)
Strand of Prayer Beads(healing/karma/smiting)