About Algret , Priestess of ToragHP: 19 Current: 19 Combat: Spoiler:
BAB:+1 CMB+3 Melee:
AC: 15 (19 vs Giant type)(+17Shield of Faith)(+21 both )
Initiative: +0 Saves:
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
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
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
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
Orisons at will
Skills: Spoiler:
Appraise 2
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:
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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)
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)
Fort +5, Ref +3, will +0 Skills = Perception +5
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:
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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
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:
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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
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 |