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Tordek

Nar Redgrave's page

173 posts. Alias of David James Olsen.


Race

Male Dwarf Battle Cleric of Angradd/4

Classes/Levels

Stats:
Hps 30/30 AC 24 FF 23 T 11 CMD 16 Fort +7 Ref +3 Will +8 (+2 vs spell and SLA) Init +1 Per +3

About Nar Redgrave

Status
AC 24 HP 30/30
Channels [X] [X] [X] (Heals 2d6)
Fire Bolt [X] [X] [] [] [] (1d6+2 ranged touch fire ray)
Battle Rage [] [] [] [] [] (+1 to melee damage for 1 round)
Effects

Nar Redgrave LN Dwarf Cleric (4) of Angradd
Initiative +1; Senses Darkvision 60', Perception +3
HP 24 (8+5+5+6Con) Current HP 24/24
AC 24 (+10 Armor, +3 Shield, +1 Feat) FF 23 T 11
Speed 20
BAB +2 CMB +5 CMD 16 (20 vs Bull Rush)
Fort +7 Ref +3 Will +8 (+2 vs spell and spell-like abilities)
Str 16, Dex 10 Con 14 Int 7, Wis 16, Cha 10

Languages Common, Dwarf

Melee +1 dwarven waraxe +6 (1d0+4/x3)
Melee PA +1 dwarven waraxe +5 (1d0+6/x3)
Range Ranged Touch +3

Skills:

Class Skills: Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int)

Class 2 + Int -1 + FC 1 = 1 Total

Heal +9 (3+3CS+3Wis)
Knowledge (religion) +4 (3+3CS-2Int)
Perception +3 (0+0CS+3Wis)

[-1 Armor Check Penalty]


Feats:

Campaign Feat Luck of Stonecrusher: you gain +1 to AC (touch and flatfooted too), and you gain +1 to all saves. If you die, there is a small chance the dwarven gods will intervene and save you. If this happens, you lose all benefits of this feat. This feat can only be chosen at first level.

Domain Dwarven War Axe Proficiency
1st Level - Heavy Armor Proficiency
3rd Level - Power Attack -1 to hit for +2 damage (+3 if two handed)


Spells:

Cleric Spells (CL 3, Cast Defensively +6, Ranged Touch +2)

2 (DC 15) bull's strength [X], sound burst [X], spiritual weapon (D) [X]
1 (DC 14) bless [X], burning hands (D) [X], endure elements [X], shield of faith [X]
0 (DC 13) create water, mending, purify food and drink, stabilize

Domain - War and Fire


Racial and Class Traits:

Weapon Proficiency Nar is proficient with all simple weapons.

Armor Proficiency Nar is proficient with light armor, medium armor, and shields (except tower shields).

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.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Craftsman: Dwarves are known for their superior craftsmanship when it comes to metal and stone works. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone. This racial trait replaces the greed racial trait.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblin 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.


Class Abilities:

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 one 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 one 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 who worships 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 casts 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 channeled 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, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.

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 cast 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).

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.


Domain Powers:

War Domain

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. (5)

Domain Spells 1st—magic weapon, 2nd—spiritual weapon, 3rd—magic vestment, 4th—divine power,

Fire Domain

Fire Bolt (Sp) As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (5)

Domain Spells 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire


Gear:

Money

+1 Dwarven Waraxe
+1 Full Plate
+1 Cloak of Resistance with black owl clasp
+1 Heavy Steel Shield
wand of cure light wounds - 33
Backpack
Bedroll
Crowbar
Rope 100'
Manacles
Oil - 5 Flasks
Trail Rations - 10 Days
2 sacks
Silver Holy Symbol
Waterskin
Whetstone

Winter Gear


Background:


Appearance:



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