Duergar

Chagh Dustpawn's page

27 posts. Alias of Jrcmarine (RPG Superstar 2014 Top 16).


Full Name

Chagh Dustpawn

Race

Stats:
HP: 59/59 | AC:29 T:13, F:22 | CMD:20, CMB:+10 | Save (F+13, R+6, W+15) | Init:+0 | Perc: +6

Classes/Levels

Skills:
Heal +10, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (history) +15, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +5, Perception +6, Sense Motive +9, Spellcraft +9, Survival +9, UMD +9

Gender

Male Oread Fighter 1/Cleric 8

Size

Medium

Age

82

Special Abilities

Darkvision

Alignment

LN

Deity

Abadar

Languages

Abyssal, Celestial, Common, Dwarven, Terran

Occupation

Adventurer

Strength 16
Dexterity 10
Constitution 13
Intelligence 14
Wisdom 20
Charisma 10

About Chagh Dustpawn

LN Medium native outside (Oread)
Init +0; Senses Darkvision 60ft., Perception +6

-----Defense-----
AC 29, touch 13, flat-footed 22
hp 59 (1d10+1, 8d8+8)
Fort +13, Ref +6, Will +15

-----Offense-----
Speed 30ft.
Melee heavy mace +11/+5 (1d8+4)
Ranged light crossbow +7/+1 (1d8/19-20)
Spells/Spell-like Abilities: Divine Caster (CL 8th; concentration +5); Defense & Travel Domains
Agile Feet (Su): As a free action, gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Protection (Su): emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.
Deflection Aura (Su): Once each day, emit a 20-foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense
Dimensional Hop (Sp): teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Treacherous Earth (Su): Once per day, cause the earth to rumble and shift, transforming a 10-foot-radius patch of earth, un-worked stone, or sand into an area of difficult terrain, centered on an area you touch. This lasts for a number of minutes equal to your level, after which the ground returns to normal.

-----Statistics-----
Str 16, Dex 10, Con 13, Int 14, Wis 20, Cha 10
Base Atk +10/+4 melee, +7/+1 ranged; CMB +10; CMD 20
Feats Allied Caster; Dodge; Dwarf Blooded; Escape Route; Mobility; Shield Wall
Skills Heal +10, Knowledge (arcane) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (history) +15, Knowledge (planes) +10, Knowledge (religion) +10), Linguistics +6, Perception +6, Sense Motive +9, Spellcraft +9, Survival +9, Use Magic Device +9
Languages Abyssal, Celestial, Common, Dwarven, Terran
SQ Earth Insight: summon monster and summon nature's ally spells last 2 rounds longer than normal when used to summon creatures with the earth subtype.
Granite Skin: Rocky growths cover the skin of oreads with this racial trait. They gain a +1 racial bonus to natural armor.
Stonecunning: +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. You receive a check to notice such features whenever you pass within 10 feet of them, whether or not you are actively looking.
Magic Trait Dangerously Curious: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Regional Trait Vagabond Child: You gain a +1 trait bonus on checks with Disable Device, and it is always a class skill for you.

-----Mundane Gear-----
Bedroll, belt pouch x2, holy text, flint & steel, trail rations (10 days), waterskin, 50ft. rope, iron pot, mess kit, soap. Spell component pouch, Explorer’s Outfit, Small Metal Mirror, Scroll case x2, Ink pot, 10 quills, 20 pieces of parchment, mithril tankard, mithril holy symbol, holy symbol- fleshgem on left palm (as holy symbol tattoo), holy water x5 vials, stove can x2, signal whistle

-----Magical Gear-----
Folding Plate Mail +1, Benevolent Tower Shield +2, Boulderhead Mace +1, Ring of Protection +1, Scholar’s Ring, Headband of Inspired Wisdom +2, Deathwatch Eyes, Muleback Cords, Handy Haversack

-----Prepared Spell Slots-----
0 Level Orisons: detect magic, guidance, read magic, stabilize
1st Level: detect evil, longstrider,protection from evil, sanctuary x2, shield, stone shield
2nd Level: barkskin, groundswell, returning weapon, summon monster II x2
3rd Level: dispel magic, fly, protection from energy, raging rubble, summon monster III
4th Level: dimension door, freedom of movement, order's wrath, summon monster IV,