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Member of the Ninth Battalion

Kevkul Steelhide's page

153 posts. Alias of randall793.




Cleric of Cailean Caydean 3



About Kevkul Steelhide

Kevkul Steelhide CR 2
Male Dwarf Cleric of Cailean Caydean 3
CG Medium Humanoid(Dwarf)
Init +0; Senses Darkvision(60 ft.); Perception +4


Exp: 200, CSI at blood runes / 100, Intimidation of old half-elf / 200, First battle won / 50, buries half-elf / 200, undead ice elf / 200, 2nd undead human / 500, rock trow / 50, funeral rites

AC 19, touch 10, flat-footed 19 (+6 armor, +3 shield)
hp 33 (3d8+9)
Fort +6, Ref +2, Will +7 (+10 vs fear, intimidate, mind-affecting, +2 racial, +1 trait)
Spd 30 ft (Travel Domain +10ft)

..1-h Masterwork Cold Iron Warhammer +5 (1d8+2/20/x3)
..2-h Masterwork Cold Iron Warhammer +5 (1d8+3/20/x3)
..Dagger +4 (1d4+2/19-20/x2)

..Heavy Crossbow +2 (1d10/19-20/x2)(120ft)
..Dagger +2 (1d4+2/19-20/x2)(10ft)

Special Attacks: Channel Positive Energy 2d6, DC11 (3/day)

Cleric Spells Known :
0(4/day) - Spark, Mending, Detect Magic, Guidance
1(3+1) - Endure Elements, Bless, Divine Favor, Longstrider
2(2+1) - Prot. From Evil(Communal), Lesser Restoration, Bull's Strength
Str 14, Dex 10, Con 16, Int 08, Wis 18, Cha 10
Base Atk +2; CMB +4; CMD 14 (18 vs trip, 18 vs bullrush)

Feats Shield Focus, Spell Focus(Conjuration)
Traits Deft Dodger, Proud & Free

Skills (1+1+1, per lvl) (0+1+1, favoured class)
Breastplate (-4)
Heavy Steel Shield (-2)

Acrobatics DEX (0)
Appraise INT (-1)
Appraise INT (Precious Metals and Gemstones) (1)
Bluff CHA (0)
Climb STR (2)
Diplomacy CHA (4) (2 vs Nobles)
Disguise CHA (0)
Escape Artist DEX (0)
Fly DEX (0)
+Heal WIS (8)
Intimidate CHA (0)
Perception WIS (4)
+Profession (Herbalist) WIS (8)
Ride DEX (0)
+Sense Motive WIS (8)
Stealth DEX (0)
Survival WIS (4)
Swim STR (2)
+Knowledge(Planes) (3)
+Knowledge(Religion) (3)
Knowledge(Dwarven History) (2)

Languages Common, Dwarf, Auld Iobarian

Adoration (Su)(7/day) used=0
Agile Feet (Su)(7/day) used=0

Combat Gear:
MW Cold Steel Warhammer
Shield(Heavy Steel)
Cold-Weather Outfit
Tankard (Clay)

MW Silvered Sickle
Wooden Holy Symbol of Cailean Caydean
Heavy Crossbow
Quiver - Bolt(26)

@@Pouch (Belt) (Carried)
Candle(8), Holy Symbol of Cayden Cailean(Wooden)(3), Healer's Kit, Tin of Magic Fang

@@Backpack, Masterwork (Carried)
Bedroll, Blanket(Winter), Grappling Hook, Peasant clothing(Spare), 50ft of hemp rope

@@Sack (In Backpack)
Trail Rations (5/Day),

@@Scroll Case (In Backpack)
Scroll: Cure Disease [CL:3]
Scroll: Deep Breath [CL:3]

GP: 73
SP: 02
CP: 06

Love Sub-domain
Shield Focus: Increase the AC bonus granted by any shield you are using by 1.

Spell Focus(Conjuration): +1 on DC bonus for saves vs Conjuration spells cast

Armor Proficiency, Light

Armor Proficiency, Medium

Shield Proficiency

Simple Weapon Proficiency

Dwarf Weapon Familiarity

Adoration (Su): As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as sanctuary, but only against one individual attack. You must use the ability after the attack is declared but before the roll is made. The creature attacking you receives a Will save to negate this effect. If a creature has more than one attack, this ability only affects one of the attacks. You can use the ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.

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 7 times per day.

Aura of Chaos (Ex): You project a moderate chaotic aura.

Aura of Good (Ex): You project a moderate good aura.

Defensive Training (Ex): Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.

Hatred (Ex): 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.

Lorekeeper (Ex): Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) skill checks that pertain to dwarves or their enemies. They can make such skill checks untrained.

Orisons: You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Spontaneous Casting: You can channel stored spell energy into healing spells that you did not prepare ahead of time. You 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).

Stability (Ex): Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Steady (Ex): Dwarves never have their speed reduced by armor or encumbrance.

Stonesinger (Ex): Some dwarves' affinity with the earth grants them greater powers. Dwarves with this racial trait are treated as 1 level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery. This ability does not give the dwarf early access to level-based powers; it only affects powers the dwarf could use without this ability.

Stubborn (Ex): Dwarves are renowned for being stubborn. Dwarves with this racial trait receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first. If the dwarf has a similar ability from another source (such as a rogue's slippery mind), he can only use one of these abilities per round, but can try one on the second round (if the first reroll ability fails).

Weapon Familiarity (Ex): Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Channel Positive Energy (Su): You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 2d6 points of damage. Creatures that take damage from channeled energy receive a DC 11 Will save to halve the damage. You can use this abilty 3 times per day.

Outlander (Achievement Trait): As an Outlander you are both respected and feared in equal measure by the insular folk of Kustnir.
Benefit: While in Kustnir and the surrounding area you gain both a +1 on Diplomacy checks with exponent villagers and a +1 bonus to Intimidate checks against any belligerent locals.

Gífr-banamaðr (Achievement Trait): As a seasoned Gífr-banamaðr or trow slayer, you know how best to send these brutes to the next life.
Benefit: When in combat with trolls (or any other creature of the Giant subtype) you gain a +1 trait bonus to flanking attacks and a +1 bonus to confirm critical hits.


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