Cleric

Algret , Priestess of Torag's page

104 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Full Name

Algret Durthane, Priestess of Torag

Race

Dwarf

Classes/Levels

Cleric of Torag 2

Gender

Female

Size

Medium ( 4', 125lbs.)

Age

47

Special Abilities

see below

Alignment

Lawful Good

Deity

Torag

Languages

Common and Dwarven

Occupation

Priestess and Mercenary

Strength 14
Dexterity 10
Constitution 16
Intelligence 9
Wisdom 16
Charisma 13

About Algret , Priestess of Torag

HP: 19 Current: 19

Combat:

Spoiler:

BAB:+1 CMB+3

Melee:
Warhammer: Att: +3, Dmg: 1d8+2, crit:x3, Bludgeoning
Ranged:
Acid Dart Att: +1, Dmg: 1d6, Rng is 30'

AC: 15 (19 vs Giant type)(+17Shield of Faith)(+21 both )
Flat footed: 15(+17)
Touch: 10 (+12)

Initiative: +0

Saves:
Fort: +6 (+8 poison/magic)
Reflex: +0(+2 magic)
Will: +6(+8 magic, +10 charm/compulsion)

Racial Qualities:

Spoiler:

Slow and Steady: Dwarves have a base speed of 20ft. Their speed is never modified by armor or encumbrance.

Darkvision 60 feet: Dwarves can see in the dark up to 60ft.

Stonecunning: Dwarves treat any Profession skill related to stone as a class skill. They receive a +2 bonus on Perception skill 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.

Keen Senses: Dwarves receive a +2 bonus on taste- and touch-based Perception skill checks.

Greed: Dwarves treat Appraise as a class skill when attempting to determine the price of nonmagical goods that contain precious metals and gemstones.

Hearty: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Hatred: Dwarves receive a +1 bonus on att rolls against humanoid creatures of the goblin subtype due to special training against these hated foes.

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

Stability: Dwarves receive a +4 bonus to their combat
maneuver bonus when resisting a bull rush or trip attempt
while standing on the ground.

Cleric Abilities:

Spoiler:

Channel Energy 4/day 2 left

Domains of Artfice and Earth[b]

Artificer's touch: repair objects at will with a touch per mending. You can damge objects and constructs as a melee touch attack (does not provoke AOO)1d6 of damage plus 1 per 2 caster levels. Results in broken condition

Animate Rope (Sp): You can cast animate rope 1/day
per 2 caster levels you possess.

Acid dart: standard action, release acid dart targeting any foe in 30ft as ranged touch attack. Dart does 1d6 plus 1 per two caster levels.

Magic Stone (Sp): You can cast magic stone 1/day per 2
caster levels you possess.

Orisons at will

Skills:

Spoiler:

Appraise 2
Climb 3
Gem cutting 5
Heal 7
Knowledge religion 5
Perception 3(touch/taste) 5
Sense Motive 7
Spellcraft 5
Stealth -1
Survival 4
Swim 0

Feats:

Spoiler:

Earth Sense(general): You are in tune with the earth beneath you. Prereqs: Con 13, Wis 13. Benefits: as long as you are touching the ground, you can take a move action to sense the number of creatures within 20 feet that are also touching the ground and the direction to each one. You cannot pinpoint the location of any creature with this feat. Special: creatures with the air or aquatic subtypes may not select this feat.

Traits:

Spoiler:

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.

Renewed Faith - Through the trials and tribulations of life you've begun to fathom a pattern to the events you experience. Your understanding of this pattern has led to a firm belief in a higher power's greater plan for your life. This has renewed your faith in your deity, and you look forward to accomplishing whatever plans the creator has for you. You gain a +1 to spellcraft checks when casting a divine spell and a +1 insight bonus to knowledge religion checks.

Spells

Spoiler:

Orisons(4) : Create Water, Detect Poison, Light, Detect Magic

1st Level (3)
Protection from Evil, Enthropic Shield, Bless

Shale (Doll Familiar)

Spoiler:

Str (4), Dex (12), Con (16), Int (6), Wis (10), Cha (2)

HP = 12 (1/2 master's hp rounded down + con modifier)
Initiative +1
Speed = 20 feet
AC 15 (10+ 2 size + 1 dex + 2 Arcane bonus)
BAB +1
Attacks = Fist +2 Damage 1d4-3 (Will always do a minimum of 1 damage if attacking to damage)

Fort +5, Ref +3, will +0

Skills = Perception +5
(2 skill points, can be spent in any skill its master knows. All skills known by its master count as class skills to the doll. 5 or more ranks in a skill allow the doll to provide a synergy bous of +2 to its master if within 5 feet.)

Special - Living construct. They are immune to poison, sleep, paralyisis, disease, nausea, fatigue, exhaustion, sickened and energy drain. Only gets half benefit from healing spells and heal checks. Gets full benefit from repair spells and craft checks

Empathic link, share spells, deliver touch. (they don't give the alertness feat). Can use masters saves if within 5 feet

Improved Evasion

Equipment:

Spoiler:

Scale Mail, light steel shield, warhammer, back pack, bedroll, caltrops, 7 rations, 1lb of soap, flint/steel, waterskin (currently filled with Ale) 1 healers kit, Explorers outfit. Encumberence=80lbs/medium load

Money
PP: GP: 22 SP: 24 CP: 0

Description:

Spoiler:

Average height, rather slender for a dwarf, intense hazel eyes, pale blond hair, fiercely attractive.
Note: Almost everything she wears, including her custom armor is cut to display the Holy symbol birthmark on the upper part of her right breast.

Personality:

Spoiler:

Algret is not necessarily the brightest ember in the forge, but she does posses a very practical, grounded, common sense. She was once happy go lucky (, which sometimes resurfaces) but becomes extremely intense when speaking of her faith. There are moments when she seems a touch unfocused and will stare through people. These are times when Algret insists she hears the voice of Torag and the earth singing to her. This mystic connection is the source for a lot of her abilities.

Background:

Spoiler:

From the moment of her birth, as declared by the warhammer shaped birthmark on her right breast, Algret was destined for the temple of Torag. Her parents were proud that there daughter was a chosen of Torag and encouraged her through the toughest parts of her training as a priestess. After completing her training as an acolyte, Algret was accepted for apprenticeship at the prestigious temple in Her clanhold. The family was on there way to celebrate at clanhome when they were attacked by a large band of marauding goblins. In the ensuing battle her beloved mother was killed. Algret lost her way somewhat and left her home to escape the memories. She has since hooked up with a few mercenary groups, doing quite a bit of traveling.

Notes:

Spoiler:

Bleed: Cause a stabilized creature to resume dying.
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or
water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Stabilize: Cause a dying creature to stabilize.
Virtue: Subject gains 1 temporary hp.

[b] Level 1
Bane: Enemies take –1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless WaterM: Makes holy water.
Blessed Aim: +2 allies ranged attacks
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and
written languages.
Conviction: Subject gains +2 or higher save bonus
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Curse WaterM: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30
ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or
objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Dispel ward: As dispel magic but only affects wards
Divine Favor: You gain +1 per three levels on attack and
damage rolls.
Doom: One subject takes –2 on attack rolls, damage rolls,
saves, and checks.
Ebon Eyes: Subject sees through magical darkness
Endure Elements: Exist comfortably in hot or cold
environments.
Entropic Shield: Ranged attacks against you have 20% miss
chance.
Foundation of Stone: +2 AC +4 to resist CMB trip/bullrush
Guiding Light: +2 ranged attacks against creatures in illuminated area
Healthful Rest: Subject heals at double normal rate.
Hide from Undead: Undead can’t perceive one subject/level.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max
+5).
Inhibit: Subject delays until next round
Iron Guts: Subject gains +5 bonus on saves vs poison
Light of Lunia: You radiate silvery light which you can release as 2 bolts doing 1d6
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1
damage.
Magic Weapon: Weapon gains +1 bonus.
Nightsield: You gain resistance bonus on saves, spell absorbs magic missile damage
Nimbus of Light: Light illuminates you until released as an attack
Obscuring Mist: Fog surrounds you.
Omen of peril: You know how dangerous the future will be
Protection from Chaos/Evil/Good/Law: +2 to AC and saves,
counter mind control, hedge out elementals and outsiders.
Remove Fear: Suppresses fear or gives +4 on saves against fear
for one subject + one per four levels.
Resurgence: Subject gains a second chance at a saving throw.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Sign: Gain +4 to next initiative check
Summon Monster I: Calls extraplanar creature to fight for
you.
Updraft: column of wind lifts you aloft
Vigoe, Lesser: Subject heals 1 hp/round max 15 rounds
[/b]


Notes 2:
Spoiler:

Sabha 4 Emotionally sensitive
Kahir 7/8 Very tough for his age

Jeweled doll. Familiar. Must attune in order to activate.


XP
Spoiler:

1720