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Dwarf Fighter

Oren Tor's page

70 posts. Alias of Wander Weir.


Full Name

Oren Tor

Race

Dwarf

Classes/Levels

Cleric of Angradd / 2

Gender

Male

About Oren Tor

A Shattered Star character.

Updated: 9/17/12

Oren Tor, Dwarf Cleric of Angradd - 2
NG Medium Humanoid (Dwarf)
Approx. 79 years old
Favored Class: Cleric (1-2nd Lvl Bonus = Skills)
Languages: Abyssal, Common, Dwarven, Undercommon

HD: 2d8 +1 (Con)(16 HP)
Current HP: 16
Init: +0 (+2 when underground)
Movement: 20'

STR: 12 (+1)
DEX: 11 (+0)
CON: 12 (+1)
INT: 14 (+2)
WIS: 17 (+3)
CHR: 12 (+1)

Armor Class: 16 = 10 (Base), + 6 (Armor)
Touch: 10 Flat Footed: 16
+4 dodge bonus to AC against monsters of the giant subtype.

Armor: MW Chainmail - +6, ACP = -4, Max Dex +2, Med

SAVES:
Fortitude: 4 = +3 (Base), +1 (Con)
Reflex: 0 = +0 (Base), +0 (Dex)
Will: 6 = +3 (Base), +3 (Wis)
Other Modifiers: +2 racial bonus on saving throws against poison, spells and spell-like abilities.

COMBAT:
Base Attack Bonus: +1
CMB: +2 = 1 (BAB), +1 (Str).
CMD: 12 = 10 (Base), +1 (BAB), +1 (Str), +0 (Dex)
CMD vs Bull rush or trip: +4 when standing on the ground.

Heavy Crossbow: +1 (1d10, 120', 19-20/x2, P)
MW Greataxe: +3 (1d12 + 1, x3, S)
Firebolt (6/day): +1 (1d6 + 1)

SKILLS:

Diplomacy: +6 = +1 (Chr), +2 (Ranks), +3 (Class)
Knowledge History: +6 = +2 (Int), +1 (Rank), +3 (Class)
Knowledge Religion: +7 = +2 (Int), +2 (Rank), +3 (Class)
Perception: +4 = +3 (Wis) +1 (Rank)
Sense Motive: +8 = +3 (Wis), +2 (Rank), +3 (Class)
Spellcraft: +7 = +2 (Int), +2 (Rank), +3 (Class)

Spells Prepared:
0 - Stabilize, Read Magic, Detect Magic, Enhanced Diplomacy
1 - (3/day) Shield of Faith (DC 14), Protection from Evil (DC 14), Bless, Burning Hands (D) (DC 14).

Feats:

Combat Casting:
Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Traits:

• Tunnel Fighter:
While underground, you receive a +2 trait bonus to initiative checks and a +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit).

• Exalted of the Society:
You may channel energy one additional time per day.

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 have no bonuses or penalties due to their size.
• Base Speed: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
• Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
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 Manuever 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.
• 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 Famialiarity: 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 Abilities:

Spell casting DC: 10 + spell level + 3.

Channel (Positive) Energy: Channelling 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 (DC 12). 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 + his Charisma modifier (Oren Tor = 5/ day). 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.

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.

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).

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.

Casting Defensively: 1d20 + 5 + 4

SPECIAL ABILITIES:

Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Battle Rage (6/day) (Sp) Grant +1 to a melee damage rolls.
Cleric Channel Positive Energy 1d6 (5/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Fire Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Cleric Domain: War Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Exalted of the Society You may channel energy 1 additional time per day.
Fire Bolt (1d6+1) (6/day) (Sp) 30' Ranged touch attack deals 1d6+1 Fire damage.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Tunnel Fighter +2 Initiative and +1 critical damage while underground.

TRACKED RESOURCES
Battle Rage: (6/day) (Sp) - 0/6
Grant +1 to melee damage rolls.
Channel Positive Energy: (5/day) (Su) - 0/5
Fire Bolt: (6/day) (Sp) - 0/6
Crossbow Bolts - 0/20
Rations, trail (per day) - 1/2

Angradd:

Where Torag is the god of defense and strategical thinking, his younger brother Angradd prefers aggressive tactics. Together with his older brother Magrim, he watches over battles and decides the destinies of dwarven spirits. In practice, dwarves will offer prayers and sacrifices to Angradd if they are about to begin an offensive battle. Divine casters who revere the Forge-Fire as their patron deity have access to a special spell named Planned assault, which provides them with extra protection in combat as long as they can plan.

Spell Descriptions:

Orisons:
Stabilize:
Standard Action / Instantaneous
30 ft Range
Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.

Read Magic:
1 Standard Action/ 20 minute Duration
You can decipher magical inscriptions on objects -books, scrolls, weapons, and the like - that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Read magic can be made permanent with a permanency spell.
Detect Magic:
1 Standard Action / 2 minutes duration
Range: 60 ft - Cone shaped emanation
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power.

Outsiders and elementals are not magical in themselves, but if they are summoned the conjuratioh spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Enhanced Diplomacy:
Touch: 1 Standard Action / 1 minute or until discharged duration
You imbue the subject with divine diplomacy skills. The creature gets a +2 competence bonus on a single Diplomacy or Intimidate check. It must choose to use the bonus before making the roll to which it applies.

1st Level:
Shield of Faith:
Standard Action / 2 Minutes duration
Range: Touch
This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).

Protection from Evil:
Standard Action / 2 Minutes Duration
Range: Touch
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.

Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature.

Bless:
1 Standard Action / 2 Minutes duration
Range: 50 ft / Area: 50 ft burst centered on caster
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.

Bless counters and dispels bane.

Burning Hands:
Standard Action / Instantaneous
15 ft Range / Cone shaped burst
Reflex half. SR applies.
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 2d4 points of fire damage (1d4 per caster level).
Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

Total Weight Carried: 69.56/130lbs, Medium Load
(Light: 43lbs, Medium: 86lbs, Heavy: 130lbs)

Equipment:

Worn: Silver Holy Symbol, Explorer's outfit, Masterwork Chainmail, Masterwork Greataxe (back), Heavy Crossbow (Hip), Bolts x20 (quarrel, back), purse (hip) 328 gp.

Background:

Description:

At 4'1, Oren is of modest height for his weight. He has sapphire blue eyes that twinkle with amusement but almost seem to spark with red fury when he's angered. He cares little for the wheat-colored tangle of his hair that tumbles down his back but is careful to keep the slightly darker colored beard well-groomed and bound with a leather cord over his chest.

Herolab Profile:
Oren Tor
Dwarf Cleric 2
NG Medium Humanoid (dwarf)
Init +0; Senses Darkvision; Perception +4
--------------------
Defense
--------------------
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 16 (2d8+2)
Fort +4, Ref +0, Will +6
Defensive Abilities Defensive Training
--------------------
Offense
--------------------
Speed 20 ft.
Melee Masterwork Greataxe +3 (1d12+1/x3)
Ranged Crossbow, Heavy +1 (1d10/19-20/x2)
Special Attacks Battle Rage (6/day)
Spell-Like Abilities Battle Rage (6/day)
Cleric Spells Prepared (CL 2, 2 melee touch, 1 ranged touch):
1 (3/day) Shield of Faith (DC 14), Protection from Evil (DC 14), Bless, Burning Hands (DC 14)
0 (at will) Stabilize, Read Magic, Detect Magic, Enhanced Diplomacy
--------------------
Statistics
--------------------
Str 12, Dex 11, Con 12, Int 14, Wis 17, Cha 12
Base Atk +1; CMB +2; CMD 12
Feats Combat Casting
Traits Exalted of the Society, Tunnel Fighter
Skills Acrobatics -4, Climb -3, Diplomacy +6, Escape Artist -4, Fly -4, Knowledge (history) +6, Knowledge (religion) +7, Perception +4, Ride -4, Sense Motive +8, Spellcraft +7, Stealth -4, Swim -3
Languages Abyssal, Common, Dwarven, Undercommon
SQ Aura, Cleric Channel Positive Energy 1d6 (5/day) (DC 12), Cleric Domain: Fire, Cleric Domain: War, Fire Bolt (1d6+1) (6/day), Greed, Hardy +2, Hatred +1, Slow and Steady, Spontaneous Casting, Stability +4, Stonecunning +2
Combat Gear Bolts, Crossbow (20), Crossbow, Heavy, Masterwork Chainmail, Masterwork Greataxe;
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Battle Rage (6/day) (Sp) Grant +1 to a melee damage rolls.
Cleric Channel Positive Energy 1d6 (5/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Fire Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Cleric Domain: War Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Exalted of the Society You may channel energy 1 additional time per day.
Fire Bolt (1d6+1) (6/day) (Sp) 30' Ranged touch attack deals 1d6+1 Fire damage.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Tunnel Fighter +2 Initiative and +1 critical damage while underground.

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