Male Forge Dwarf Neutral Good Cleric 4
NG Medium humanoid (dwarf)
Senses Perception +9 T; darkvision
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Defense
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HP 50 (10+8+2+8+2+8+2+8+2)
AC 20 (10 +1 Dex +3 Scale Mail +2 Trained +4 Level)
Speed 20’
Fort +10 E Reflex +7 T Will +11 E
Resist Fire 2
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Offense
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Cleric Spell Attack +9
Cleric Spell DC 19
0 (5): Detect Magic, Disrupt Undead, Forbidding Ward, Guidance, Stabilize
1 (3): Bless, Bless, Ray of Enfeeblement
2 (3): Heal, Spiritual Weapon, Spiritual Weapon
Divine Font (2) Heal
Melee
+1 Striking Warhammer +9 (2d8+2 B) Shove
Starknife +8 (1d4+2 P) Agile, Deadly d6, Finesse, Thrown 20’, Versatile S
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Gear
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Scale Mail
Starknife
Adventurer’s Pack
Healer’s Tools
Steel Shield
Wooden Religious Symbol - Desna
Warhammer
Expanded Healer’s Tools
Consumables:
Ladder feather token
Minor Healing Potion
Scroll of Heal
Wand of Heal (1st)
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Feat and Class Abilities
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Catfall: Treat falls as 10’ shorter.
Battle Medicine: 1 action treat wounds, then person immune for 1 day.
Student of Canon: Critical Failure to Decipher Writing of religious nature or Recall Knowledge of tenets of faith becomes failure. For own faith, success becomes critical success.
Healing Hands: When cast Heal, use d10s instead of d8s.
Emblazon Armament: Etch a sacred image on shield or weapon. Can only have one at a time.
Shield gets +1 status to hardness
Weapon gets +1 status to damage
Warpriest
First Doctrine (1st): You're trained in light and medium armor, and you have expert proficiency in Fortitude saves. You gain the Shield Block general feat (page 266), a reaction to reduce damage with a shield. If your deity's weapon is simple, you gain the Deadly Simplicity cleric feat (page 121). At 13th level, if you gain the divine defense class feature, you also gain expert proficiency in light and medium armor. Second Doctrine (3rd): You're trained in martial weapons.
Second Doctrine (3rd): You're trained in martial weapons.
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Deity
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Desna (CG) The kindly Song of the Spheres presides over dreams, luck, stars, and travelers. An ancient goddess, Desna delights in freedom and mystery, and she encourages her followers to do the same.
Edicts aid fellow travelers, explore new places, express yourself through art and song, find what life has to offer
Anathema cause fear or despair, cast nightmare or use similar magic to corrupt dreams, engage in bigoted behavior
Follower Alignments NG, CG, CN
Forge Dwarf
You have a remarkable adaptation to hot environments from ancestors who inhabited blazing deserts or volcanic chambers beneath the earth. This grants you fire resistance equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less extreme (incredible heat becomes extreme, extreme heat becomes severe, and so on).
Dwarven Weapon Familiarity
Dwarf Feat 1
Your kin have instilled in you an affinity for hard-hitting weapons, and you prefer these to more elegant arms. You are trained with the battle axe, pick, and warhammer.
You also gain access to all uncommon dwarf weapons. For the purpose of determining your proficiency, martial dwarf weapons are simple weapons and advanced dwarf weapons are martial weapons.
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General Feats
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Breath Control
General Feat 1
You have incredible breath control, which grants you advantages when air is hazardous or sparse. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead.