Ecclesitheurge

Dagit Downhill's page

75 posts. Organized Play character for william Nightmoon.


Full Name

Dagit Downhill

Race

dwarf

Classes/Levels

cleric 7

Gender

male

Size

medium

Age

65

Special Abilities

Cohort

Alignment

Lawful Neutral

Languages

common, dwarvish, celestial

Occupation

medic, smith

Strength 13
Dexterity 10
Constitution 14
Intelligence 12
Wisdom 19
Charisma 11

About Dagit Downhill

followers:
Acolyte: 2
Warrior: 2
Expert: 1

Vitals:

HP:52/52
AC:21=10+(+9 Armor, +2 shield,)
Fort:8 Refl:3 Will:10
BAB:+5 CMB:+6 CMD:16

racial traits:
low 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.

Deep Warrior: Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple). This racial trait replaces defensive training.

Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.

Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonesinger: Some dwarves' affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the deep earth bloodline or earth elemental bloodline, and revelations of the oracle's stone mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. This racial trait replaces stonecunning.

Weapon Familiarity: Dwarves are proficient 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: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

class traits:
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

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

Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Channel Energy (Su): 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 one 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 one 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 who worships 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 casts 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 channeled 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.

Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.

Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell 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).

An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).

Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

traits:
Noble Born: You claim a tangential but legitimate
connection to one of Brevoy’s noble families. If you
aren’t human, you were likely adopted by one of
Brevoy’s nobles or were instead a favored servant or
even a childhood friend of a noble scion. Whatever the
cause, you’ve had a comfortable life, but one far from
the dignity and decadence your distant cousins know.
Although you are associated with an esteemed name,
your immediate family is hardly well to do, and you’ve
found your name to be more of a burden to you than a
boon in many social situations. You’ve recently decided
to test yourself, to see if you can face the world without
the aegis of a name you have little real claim or care
for. An expedition into the storied Stolen Lands seems
like just the test to see if you really are worth the title
“noble.” Choose one of the following noble families
and associated benefit
Garess: Your family’s long association with the dwarves
of the Golushkin Mountains has left its mark. You ignore
the movement penalty for the first 5 feet of rocky difficult
terrain you move through per round. This applies only
to terrain made difficult by rocks or ruins. In addition,
you gain a +2 trait bonus on Appraise checks to assess the
value of natural stones or metals. Your family motto is
“Strong as the Mountains.

Ease of Faith: Your mentor, the person who invested your faith in you from an early age, took steps to ensure you understood that what powers your divine magic is no different from that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

domains:
Earth Domain
Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.

Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.

Domain Spells: 1st—magic stone, 2nd—soften earth and stone, 3rd—stone shape, 4th—spike stones, 5th—wall of stone, 6th—stoneskin, 7th—elemental body IV (earth only), 8th—earthquake, 9th—elemental swarm (earth spell only).

Law Domain
Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.

Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Staff of Order (Su): At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order's wrath, 5th—dispel chaos, 6th—hold monster, 7th—dictum, 8th—shield of law, 9th—summon monster IX (law spell only).

Skills and Feats:
Skills(rank/ability/other)
Appraise (Int),
Craft (Int),
Diplomacy (Cha),7
Heal (Wis),7
Knowledge (arcana) (Int),
Knowledge (history) (Int),
Knowledge (nobility) (Int),w
Knowledge (planes) (Int),
Knowledge (religion) (Int),2
Linguistics (Int),
Profession (Wis),
Sense Motive (Wis),3
Spellcraft (Int),

Feats
widen spell
extra channel
Leadership
Battlefield Healer

spells:
0(4/day)- light, read magic, detect magic, resistance

1(5+1/day)inflict light wounds, shield of Faith, sun metal, forbid action, detect undead + prot. from chaos

2(4+1/day)spear of purity, consecrate, ghost whip, path of glory + align weapon

3(3+1/day)bestow curse, sands of time, magic circle against Evil + stone shape

4(2+1/day)spiritual ally, lesser planar ally +Order's Wrath

Inventory:

Pp=160
Gp=1000
Sp=30
Bp=
Cp=

Dragon plate armor(red), Bolderhead mace, ring of protection(+1), Meridian belt, Deathwatch eyes, cleric's kit( a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.), Iron rope, wand of cure light wounds(50 charges), 2 potions of Bull's steangth, 4 potions of CLW, 2 potions of sheild of faith, 2 potions of protection from chaos, spell component pouch, (10) vials of oil, Cold-iron Mace, living steel H.shield, (5) fuse grenades, (4) vials of holy water,

Dagit's background/personality:

Dagit was raised and trained like every other dwarf in his community, he had an exceptionally normal life. the only special thing about his family, was his shared blood with the Garess family. although he wasn't as rich, or even as Important as the Garess name implied, he was still notable.
His association with the Garess name did, however, attract the attention of the clergy. they tried their best to recruit him, all trying to devote him to their own god.
Dagit just didn't see the benefit in any one god, though. He felt the strength in all the dwarven gods. So when it came time to choose, he picked them all. the clerics of the many faiths found it strange, but accepted it for what it was. each of them taught him a little of their faith. although he learned from each of them, he only took their core with him. power in Order, and power in earth.
when he finished his training as a cleric, he left his dwarven home to earn his name some renown. he joined an adventuring party, and together they cleared a town of orcs, re-established a strong milita, and slayed a Red dragon. in honor of helping slay the dragon, Dagit now wears that dragon's hide as armor.

Dagit is a kind, yet gruff dwarf. His overall personality is helpful, but he also tends to demand order. He strongly respects other's beliefs, and never says anything to make it seam like he rejects others ideals. Even so, He is distrustful of Half-orcs, and is unsure about elves. He enjoys the company of gnomes and halflings, and doesn't seem to have decided yet about humans. He tries not to lie if he can, and often remains silent when he doesn't want to answer truthfully.
he is kind to his followers, but demands order and authority. He knows the importance of strategy and often seeks to use everything to his advantage. He is known to take every advantage, even if it means he must make sacrifices.

cohort:
Selinah
Race: human Female
Alignment: LN
Class/level: Oracle(stone) 5
Abilities: STR:12 DEX:12 CON:14 INT:12 WIZ:18 CHA:11
Saves: FORT:3 REFL:2 WILL:8
BAB:3
Skills:
Heal:8/4/
Know(religon):8/1
Know(the planes):4/1
sense motive:4/4
diplomacy:8/4
craft(stone-working):8/1
Feats: Believer's boon(earth domain), toughness, extra revelation, deny the reaper

special:mystery(stone), Oracles curse(deaf),

traits:Adopted(dwarf):Goldsniffer: Your keen senses lead you to hidden treasures. You gain a +2 trait bonus on Perception checks related to metals, jewels, and gemstones.
Noble Born(same as Dagit)

Revelations:Acid skin, rock-throwing, touch of acid

spells=0-light, read magic, detect magic, resistance, guidance, disrupt undead
1-(6/day)cure light wounds, deathwatch, obscuring mists, detect chaos + magic stone
2-(4/day)cure moderate wounds, compassionate ally + stone call

Inventory

fluff: although not as beautiful as many humans, Selinah is a nice and caring woman. Since she was deafened by the hands of an orc at the tender age of 3, Selinah has learned very well how to communicate without speaking, although she can talk. she was raised by dwarves because her parents died. it just happened that Dagit's sister had opted to raise her. she always looked up to the dwarven cleric, and when she was old enough she became his student. she Learned how to use divine energy, but It wasn't like how Dagit used divine magic. Dagit didn't give up, he helped her with most of her magic and questions. he realized they both drew from the same source, and it made him feel much better about teaching her.