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Alex’ahy Bellringer's page

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Full Name

Alex’ahy Bellringer

Race

Dwarf

Classes/Levels

Cleric 3

Gender

Male

Size

Medium

Age

23

Special Abilities

Luck and Travel Domains. Channel Positive energy.

Alignment

CG

Deity

Desna

Languages

Common, Dwarven

Occupation

Gambler

Strength 14
Dexterity 12
Constitution 16
Intelligence 7
Wisdom 18
Charisma 10

About Alex’ahy Bellringer

A Traveling, Cigar Loving, Orange Eating, Harrow Reading, Towers Playing, Adventuring Gambler. Lady Luck smiles on him far more often than he deserves.

Character Name: Alex’ahy Bellringer
Player Name: Garrett
Alignment: Chaotic Good
Race: Dwarf
Deity: Desna
Class: Cleric 3
B.A.B. +2
H.P. Total 32

AC: 22 (+10 armor, +1 buckler, +1 dexterity)

Stats:

05Strength 14
02Dexterity 12
05Constitution 16
-4Intelligence 07
10Wisdom 18
02Charisma 10
(5+2+5-4+10+2 = 20)

Feats:
Toughness
Heavy Armor Prof.

Languages:
Common, Dwarven

Skills
Ranks Stats Misc Total
Acrobatics 2 +1 -5 = -02
Appraise 0 -2 = -02
Bluff 0 +0 = +00
Climb 0 +2 -5 = -03
Craft 0 -2 = +02
Diplomacy 0 +0 = +00
Disable Device 0 -2 = -02
Disguise 0 +0 = +00
Fly 0 + = +0
Handle Animal 0 +0 = +00
Heal 0 +4 = +04
Intimidate 0 +0 = +00
Knowledge: Arcana 0 -2 = -02
Knowledge: Dungeoneering 0 -2 = -02
Knowledge: Architecture 0 -2 = -02
Knowledge: Geography 0 -2 = -02
Knowledge: History 0 -2 = -02
Knowledge: Local 0 -2 = -02
Knowledge: Nature 0 -2 = -02
Knowledge: Nobility & Royalty 0 -2 = -02
Knowledge: Religion 0 -2 = -02
Knowledge: The Planes 0 -2 = -02
Linguistics 0 -2 = -02
Perception 1 +4 +3 / +4 = +08*
(+09 for surprisem +10 vs. unusual stonework, +11 vs surprising unusual stonework?)
Perform 0 +0 = +00
Profession: (Gambler) 0 +4 +0 = +00
Ride (dex) 0 +1 -5 = -04
Sense Motive 1 +4 +3 = +08
Sleight of hand 0 +1 = +01
Spellcraft 0 -2 = -02
Stealth 0 +1 -5 = -04
Survival 0 +4 = +04
Swim 0 +2 -5 = -03
Use Magic Device 0 +0 = +00

Saves
Base Stats Misc Total
Fort +3 +3 + = +6 (+8 depending)
Reflex +1 +1 + = +2 (+4 depending)
Will +3 +4 + = +7(+9 or +11 depending)

+2 Dwarf Bonus vs. Poison, Spells & Spell Like ability saves
+2 trait bonus on all saving throws against charm and compulsion effects

Dwarf Racial Traits
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
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.
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.
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.

Luck Domain
Granted Powers: You are infused with luck, and your mere presence can spread good fortune.

Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Good Fortune (Ex): At 6th level, you can reroll any one roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.

Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.

Travel Domain
Deities: Abadar, Cayden Cailean, Desna.
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—f ly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.

Traits
Birthmark: You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and, as a physical manifestation of your faith, increases your devotion to your god—you gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result.

Militant Merchant (Dwarf)TEoG: You know what it takes to get your goods to market and will stop at nothing to protect your products. Years of fending off thieves, cutthroats, and brigands have given you a sixth sense when it comes to danger. You gain a +1 trait bonus to Perception checks made to determine surprise, and Perception is always a class skill for you.

Equipment

Plate mail +1
MW Buckler -
Explorer’s outfit – 10 gp
War Hammer – 12 gp
Backpack – 2gp
10 empty iron flasks 30 CP
Flint and steel 1 gp
Small Steel Mirror 10 gp
10 pitons – 10 SP
50 ft Silk rope – 10 gp
Empty sack – 1 sp
Sewing needle 5 sp
Water skin 1 gp
Light crossbow 35 gp
22 crossbow bolts 2.5 gp
Harrow Deck - 100 gp
Royal's outfit
10 lbs tabaco
Wand of cure light wounds (30/50 charges)