Dwarven Trader

Berenthor Stonebeard's page

13 posts. Alias of Jacob Lewis.


Full Name

Berenthor Stonebeard

Race

Dwarf

Classes/Levels

Cleric of Torag 1

Gender

Male

Size

Medium

Age

54

Special Abilities

Darkvision 60 ft; Dwarven Traits

Alignment

Lawful Good

Deity

Torag

Languages

Common, Dwarven, Terran (Earth Elemental)

Strength 14
Dexterity 10
Constitution 16
Intelligence 12
Wisdom 15
Charisma 12

About Berenthor Stonebeard

Experience Points: 0

Racial Traits

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+2 Constitution, +2 Wisdom, –2 Charisma
Slow and Steady: Base speed is 20 feet; never modified by armor or encumbrance.
Stonecunning: Any Profession skill related to stone is a class skill. Also, +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. Automatic check to notice such features whenever passing within 10 feet of them, regardless of whether or not actively looking.
Keen Senses: +2 bonus on taste- and touch-based Perception skill checks.
Greed: Treat Appraise as a class skill when attempting to determine the price of nonmagical goods that contain precious metals and gemstones.
Hearty: +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Weapon Familiarity: Proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Hatred: +1 bonus on attack rolls against humanoid creatures of the orc and goblin subtypes.
Defensive Training: +4 dodge bonus to AC against monsters of the giant type.
Stability: +4 bonus to combat maneuver when resisting a bull rush or trip attempt while standing on the ground.
Favored Class: Cleric.

Class Features

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Weapon and Armor Proficiency: All simple weapons, all types of armor, and shields (except tower shields). Also proficient with the favored weapon of Torag: Warhammer.
Aura (Ex): Has a particularly powerful Lawful Good aura (see the detect evil spell for details).
Channel Energy (Su): May channel energy a number of times per day equal to 3 + Charisma modifier (+1). Total: 4/day.
Orisons (Sp): Can prepare 3 orisons, or 0-level spells, each day, and can cast them at will as a spell-like ability. Orisons are treated like any other spell cast by the cleric in terms of duration and other variables based on level. Orisons cannot
be channeled through spontaneous casting.
Spontaneous Casting: Can channel stored spell energy into healing spells that were not prepared ahead of time. The cleric can “lose” any prepared spell that is not an orison 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).

Domain Powers

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Earth:
Acid Dart (Su): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two caster levels you possess.
Good:
Touch of Good (Su): You can touch a creature as a standard action giving it a bonus to a single attack roll, skill check, ability check, or saving throw equal to your caster level. This bonus lasts 3 rounds or until it is used. Once a creature has benefited from touch of good, it can gain no further benefit from this ability for 1 day.

Combat Sheet

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Hit Points: 15 (8 Start; +3 Con; +4 Feat)
Wounds: 0
Condition: Normal

Armor Class:16 (10 Base; +0 Dex; +5 Chainmail; +1 Shield)
Touch: 16
Flat-footed:16
Special: +4 dodge bonus against monsters of Giant type

Initiative Modifier: +0

Basic Melee Attack: Warhammer (Attack: +2, Damage 1d8+2, Crit x3)
Basic Ranged Attack: Light Crossbow (Attack: +0, Damage 1d8, Crit 19-20/x2)
Basic Unarmed Attack: Unarmed (Attack: +2, Damage 1d4+2, Crit x2)
Special:+1 bonus on attack rolls against humanoid creatures of the orc and goblin subtypes.

Saving Throws:
Fortitude: +5 (+2 Cleric, +3 Con)
Reflex: +0 (+0 Dex)
Will: +4 (+2 Cleric, +2 Wis)
Special: +2 racial bonus against poison, spells, and spell-like abilities.

Feats

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Toughness: Gain +3 hit points plus 1 hit point per Hit Die.

Skills

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-6 Acrobatics (+0 Dex; -6 Armor)
+1 Appraise (Class; +1 Int)
+1 Bluff (+1 Cha)
-4 Climb (+2 Str; -6 Armor)
+5 Craft (+1 rank; +1 Int)
+1 Diplomacy (Class; +1 Cha)
+1 Disguise (+1 Cha)
-6 Escape Artist (+0 Dex; -6 Armor)
+6 Heal (Class; +1 rank; +2 Wis)
+1 Intimidate (+1 Cha)
+2 Perception (+2 Wis)
+1 Perform (+1 Cha)
-6 Ride (+0 Dex; -6 Armor)
+6 Sense Motive (Class; +1 rank; +2 Wis)
+5 Spellcraft (Class; +1 rank; +1 Int)
-6 Stealth (+0 Dex; -6 Armor)
+2 Survival (+2 Wis)
-4 Swim (+2 Str; -6 Armor)

Equipment

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Chainmail Armor (+5 AC, +2 Max Dex, -5 Check, 40 lbs)
Shield, Light Steel (+1 AC, -1 Check, 6 lbs)
Warhammer (One-handed melee; bludgeoning; 1d8 dam, crit x3, 5 lbs)
Light Crossbow (Ranged; Piercing; 1d8 dam, crit 19-20/x2, range 80 ft, 4 lbs)
20 crossbow bolts
Traveler's outfit

Backpack
Bedroll, waterskin, tindertwig x2, hammer, cleric's vestments, rations x5,

Belt pouch
Wooden Holy Symbol (Torag), vial (ink), inkpen

Scroll case
6 parchments

Cleric Spells

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Ability Score Bonus:Wisdom 1/1
Spells per day: 3 2/-

Orisons
Detect Magic: Detects spells and magic items within 60 ft.
Mending: Makes minor repairs on an object.
Stabilize: Cause a dying creature to stabilize.

Spontaneous Casting:
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).

Level 1
Bless: Allies gain +1 on attack rolls and saves against fear.
Magic Weapon: Weapon gains +1 bonus.

Background

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