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Torag

Yolk's page

103 posts. Alias of DBoyC83.


Full Name

Yolk Ovelhaüsen

Race

Dwarf

Classes/Levels

Cleric of Torag 1

Gender

Male

Size

Medium

Age

57

Alignment

Lawful Good

Deity

Torag

Location

Westwood Abbey, Sandpoint

Languages

Common, Dwarven, Giant, Goblin

Strength 10
Dexterity 13
Constitution 12
Intelligence 14
Wisdom 16
Charisma 13

About Yolk

Appearance:
Height: 4'1'', Weight: 178 lbs, Eyes: Brown, Hair: Grey.

Before you stands a thin (for dwarven standards), middle-aged man with a long grey beard parted in the middle, each beard tip has fastened a polished silver clasp that the beard runs through in intricately woven braids.

Background:
More than half a century ago, in the Dwarven sky citadel Janderhoff, a sturdy young Dwarven lad stood side by side with other children his age in front of a large gathering of Dwarves in a magnificent structure marked with the beautiful precision that could only be achieved by Dwarven craftsmanship. A holy day was being celebrated.

"Step forward and be anointed into the covenant of Torag, Father of Dwarvenkind.", A man spoke to the group of children and also to the gathering before him in the hall.

The young Dwarven lad waited patiently as the man, dressed in vestments bearing the holy symbols of Torag, marked a symbol above each child standing in the procession. After it was over, the young lad said his goodbyes to his family and went with the holy man.

As the group of children followed the man, other clerics came and separated the children, showing each of them to their new quarters where they would spend the next 50 years studying the scripture and learning the lessons of Torag and his family of gods.

...Now...

"Step forward and be confirmed into the covenant of Torag, Father of Dwarvenkind, Yolk.", A man spoke to a small gathering of men in a private altar room below a cathedral.

The sturdy young Dwarven lad, now a thin (for dwarven standards), middle-aged man bearing a long grey beard parted in the middle, each beard tip had fastened a polished silver clasp that the beard ran through in intricately woven braids. His brown eyes were flashing with life and a keen sense of interest painted his face as he moved forward, obeying the command.

The man, dressed in holy vestments, circled around Yolk holding a thurible that was wafting small tendrils of smoke. The smoke enveloped Yolk's body as the man continued to walk. Standing in front of Yolk the man stopped and raised his hand. Putting his hand on Yolk's forehead, he said,

"You are a man of god now Yolk, your duty now is to the people, venture forth and leave Janderhoff to discover your history and lineage. May your pilgrimage be guided by Torag." The man crossed the mark of Torag on Yolk's forehead and the small gathering moved forward to embrace Yolk.

Personality:
Yolk is bolstered by his faith and is very proud of his Dwarven heritage. Being born in Janderhoff his hometown harbors many of the Dwarves of the region but because of his isolation and studies he didn't develop any resistance to go and meet people of other races and is therefore very approachable.

He has an obsession for historical battles, mainly ones involving Giants and Goblins, because of his races hate for these creatures.

Initiative: +2

Hit Points: 8

Saving Throws: Fort: +4 (+1 Con, +2 Base, +1 resistance), Ref: +2 (+1 Dex, +1 resistance), Will: +6 (+2 Base, +3 Wis, +1 resistance)

BAB: +0, Melee: +0 (+0 Str), Ranged: +1 (+1 Dex)

Attack: Warhammer +0 (1d8/x3) or Light Xbow +1 (1d8/19-20x2, RI 80')

CMB: +0 (+0 Str), CMD: 11 (+0 Str, +1 Dex)

AC: 15 (+4 Armor, +1 Dex), flat-footed 9, touch 11

Dwarven Racial Traits:
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.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones

Hatred: 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.

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.

Character Traits:
Defensive Strategist (Torag): Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics.

Benefit: You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle.(Source: PA)

Sacred Touch: You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer.

Benefit: As a standard action, you may automatically stabilize a dying creature merely by touching it.(Source: PA)

Feats:
Combat Casting: You are adept at spellcasting when threatened or distracted.

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.

Skills:
Acrobatics +1 (+1 Dex)
+Appraise +2/+4 (+2 int, +2 vs price of nonmagical goods that contain precious metals or gemstones)
Bluff +1 (+1 Cha)
Climb +0 (+0 Str)
+Diplomacy +1 (+1 Cha)
Disguise +1 (+1 Cha)
Escape Artist +1 (+1 Dex)
Fly +1 (+1 Dex)
+Heal +3 (+3 Wis)
Intimidate +1 (+1 Cha)
+Kn-Arcana +6 (+1 Rank, +2 Int, +3 Class)
+Kn-History +6 (+1 Rank, +2 Int, +3 Class)
Kn-Local +3 (+1 Rank, +2 Int)
+Kn-Religon +6 (+1 Rank, +2 Int, +3 Class)
Perception +3/+5 (+3 wis, +2 vs perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors.)
Ride +1 (+1 Dex)
+Sense Motive +3 (+3 Wis)
Sleight of Hand +1 (+1 Dex)
+Spellcraft* +6 (+1 Rank, +2 Int, +3 Class)
Stealth +1 (+1 Dex)
Survival +3 (+3 Wis)
Swim +0 (+0 Str)

Class Features:
Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.

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).

Channel Energy (Su) +4 (+3, +1 Cha)
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.

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).

An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).
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.

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.

Domains:

Domains
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.

Glory Domain
Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Divine Presence (Su): At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.

Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—replaced, 4th—holy smite, 5th—righteous might, 6th—replaced, 7th—holy sword, 8th—holy aura, 9th—gate.

Replacement Power: (Heroism) The following granted power replaces the divine presence power of the Glory domain.

Aura of Heroism (Su): At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism. These rounds do not need to be consecutive.

Replacement Domain Spells: 3rd—heroism, 6th—greater heroism.

Protection Domain
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.

Replacement Power: The following granted power replaces the resilient touch power[1] of the Protection domain.

Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

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 AC and 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—shield, 2nd—barkskin, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th-deflection, 8th—mind blank, 9th—prismatic sphere.

Spells:
Spells
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.

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.

1st Level (DC 14 2 + 1 spells/day) Bane, +Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Magic Stone, Magic Weapon, Obscuring Mist, +Prot. from Evil, Remove Fear, Sanctuary, Shield(Protection Domain), +Shield of Faith(Glory Domain), Summon monster I

Equipment:
Wealth: 22gp
Encumb:Medium (50 lbs.) Light: 26 lbs; Medium 27–53 lbs; Heavy 54–80 lbs
Heavy Load: Max Dex:+1 Armor Check Penalty: –6

Explorer's Outfit (8lbs)
Backpack (2lbs)
Flint & Steel
Holy Symbol (wooden warhammer)

Waterskin (4lbs)
Trail Rations x2 days (2lbs)

Armored Coat (Medium Armor; AC +4, Dex Bonus +3, Armor Check Penalty -2; 20lbs)

Warhammer (Type: B, 1d8, Crit: x3; 5lbs)
Crossbow, Light (Type: P, 1d8, Crit: 19-20 x2, 80ft. inc.; 4lbs)
Bolts, crossbow x50 (5lbs)


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