Golem-Breaker

Biruta Rovelsdam's page

3 posts. Alias of rdknight.


Full Name

Biruta Rovelsdam

Gender

Female

Size

Medium

Age

64

Alignment

LG

Deity

Abadar

Location

Janderhoff

Languages

Dwarven, Taldane, Orc, Shoanti

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

About Biruta Rovelsdam

Statistics:
Female Dwarf Cleric (Cardinal) 4 / Fighter 4
LG Medium Humanoid (Dwarf)

Init +4; Senses Perception +8
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DEFENSE
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AC 19, touch 12, flat-footed 17 (+6 armor, +2 dex, +1 attunement)

HP 38

Fort +7, Ref +4, Will +9
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OFFENSE
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Speed 30 ft.

Melee +6 (+7 Dwarven Longaxe)

Ranged +6
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STATISTICS
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Str 14, Dex 14, Con 14, Int 10, Wis 16, Cha 12

Base Atk +4; CMB +6; CMD 18
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Traits

Reactionary (Combat)
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Vexing Defender (Campaign):
You’re trained in fighting opponents that are larger than you, and you are skilled at keeping them on their toes, pestering them from all directions. You gain a +1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you. In addition, you gain a +4 trait bonus on Acrobatics checks to move through an enemy’s space without provoking an attack of opportunity, provided that enemy is larger than you.

Feats

Cosmopolitan:
Living in large, exotic cities has put you in touch with many diverse civilizations, cultures, and races.
Benefit: You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you. Perception, Use Magic Device - Orc, Giant

Combat Reflexes:
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.

Power Attack
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Combat Casting:
You are adept at spellcasting when threatened or distracted.
Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Bodyguard:
Your swift strikes ward off enemies attacking nearby allies.
Prerequisite: Combat Reflexes.
Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.
Normal: Aid another is a standard action.

ABP:

+1 resistance to saves, +1 enchantment to weapon, +1 enchantment to armor

Skills
(25 points = 2 Class, 1 FCB)
ACP -3

Acrobatics* +7 = DEX 2+1+3+1 (+1 Trait)
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Appraise +0 = INT 0+0+0
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Bluff +6= CHA 1+2+3
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Climb* +6 = STR +2=1+3
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Craft +0 = INT 0+0+0
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Diplomacy +8 = CHA 1+4+3
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Disable Device*† +2 = DEX 2+0+0
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Disguise +1 = CHA 1+0+0
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Escape Artist* +2 = DEX 2+0+0
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Fly* +2 = DEX 2+0+0
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Handle Animal† +1 = CHA 1+0+0
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Heal +7 = WIS 3+1+3
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Intimidate +1 = CHA 1+0+0
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K (Arcana)† +0 = INT 0+0+0
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K (Dungeoneering)† +0 = INT 0+0+0
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K (Engineering)† +0 = INT 0+0+0
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K (Geography)† +4 = INT 0+1+3
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K (History)† +4 = INT 0+1+3
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K (Local)† +5 = INT 0+2+3
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K (Nature)† +2 = INT 0+0+0
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K (Nobility)† +0 = INT 0+0+0
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K (Planes)† +4 = INT 0+1+3
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K (Religion)† +6= INT 0+3+3
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Linguistics† +0 = INT 0+0+0
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Perception +8 = WIS 3+2+3
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Perform +9 = CHA 1+0+0
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Profession† +3 = WIS 3+0+0
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Ride +2 = DEX 2+0+0
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Sense Motive +8 = WIS 3+2+3
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Sleight of Hand*† +2 = DEX 2+0+0
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Spellcraft† +5 = INT 1+1+3
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Stealth* +2 = DEX 2+0+0
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Survival +7 = WIS 3+1+3
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Swim* +6 = STR +2+1+3
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Use Magic Device† +1 = CHA 1+0+0
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* Armor Check Penalty -3
† Trained Only
*ACP applies to these skills

Non-Standard Skill Bonuses

+1 Acrobatics & Skill in Class (Trait)

Languages Dwarven, Taldane, Orc, Shoanti

Special Abilities:

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SPECIAL ABILITIES
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DWARF

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 their AC against monsters of the giant subtype.

Greed:
Dwarves receive a +2 racial bonus on Appraise 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 because of their 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.

Rock Stepper:
Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.

Weapon Familiarity:
Dwarves are prof icient 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 languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

FIGHTER

Weapon and Armor Proficiency:
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats:
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Bravery (Ex):
Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training (Ex):
Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

CLERIC (CARDINAL)

Political Skill:
A cardinal adds Bluff, Intimidate, Knowledge (geography), and Knowledge (local) to her list of class skills. She gains a number of skill ranks equal to 6 + her Intelligence modifier at each level, instead of the normal 2 + her Intelligence modifier. However, she gains only one domain, and her base attack bonus from cleric levels is equal to half her class level (which is the same as for a sorcerer or wizard).
This ability replaces the cleric’s spontaneous casting ability. It alters the cleric’s domains, as well as her class skills, skill ranks per level, and base attack bonus.

Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment.

Channel Energy (Su): 4/Day, 2d6, DC 13
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.

Domain: Trade Subdomain (Travel)

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.

Silver-Tongued Haggler (Su):
Whenever you make a Bluff, Diplomacy, or Sense Motive check, you can, as a free action, grant yourself a bonus on the roll equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spells: Domain Spells: 1st—Floating Disk, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—Overland Flight, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—Gate.

Spells:

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Spells
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Cleric

0th (at will): 4 | DC: 13

1st: 4 (+1 domain) | DC: 14

Floating Disk (Domain)

2nd: 3 (+1 domain) | DC: 15

Locate Object (Domain)

Gear/Possessions:

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GEAR/POSSESSIONS
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MWK Dwarven Longaxe (Cold Iron) (+1 Attunement)
MWk Dagger (Clan Dagger)
Boarding Axe
Battle Aspergillum (Alch Silver)
Light Crossbow (20 Bolts)
MWK Agile Breastplate (+1 Attunement)
Silver Holy Symbol
Iron Holy Symbol
Wooden Holy Symbol
Holy Text: The Order of Numbers
Holy Text: The Manual of City-Building
Backpack
Belt Pouch x2
Bandolier
Sack x2
50' Rope
Water Skin x2
Cup
Cleric's Kit
Small Reed Mat
Grooming Kit
Soap
Journal/Pen/Ink
Torches (5)
Candles (5)

Consumables:
Alchemists Fire (2)
Holy Water (2)

"Stored":
Bedroll
Iron Pot
Rations (4 Days)
Torches (5)
Candles (5)
Courtier's Outfit

Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 1 GP 7 SP 0 CP

Background:

Appearance and Personality:

Height: 4'1" | Weight: 156 | Hair: Auburn Brown | Eyes Brown