Full Name |
Danfarth Stonebeard |
Race |
Dwarf |
Classes/Levels |
Warpreist 1 |
Gender |
M |
Size |
M |
Age |
57 |
Special Abilities |
Bein a dwarf isn't special enough? |
Alignment |
LN |
Deity |
Torag |
Languages |
Dwarven, Common, Orcish |
Occupation |
Armorsmith |
Strength |
14 |
Dexterity |
13 |
Constitution |
16 |
Intelligence |
12 |
Wisdom |
17 |
Charisma |
8 |
About Danfarth Stonebeard
Danfarth Stonebeard
NG Dwarven Warpriest of Torag 1
PIC
XP: 100
Traits:
Zeal for Battle (Racial)
Battlefield Caster (Religion)
Speed:
Base: 20 ft.
Defenses:
AC 20 (+1 dex, +6 Chainmail, +2 Shield, +1 dodge)
HP 11 (1d8+3)
Abilities:
STR 14 +2
DEX 13 +1
CON 16 +3
INT 12 +1
WIS 17 +3
CHA 8 -1
Saves:
FORT +5
REF +1
WILL +5
BAB: 0
Warhammer +3 1D6+2 20 x3
Skills: Knowledge: Religion +4, Sense Motive +7, Survival +7, Perception +4
Background: Artistry +4, Craft Arms and Armor +4
Feats: Weapon Focus: Warhammer, Dodge
Blessings: 4x per day
Fervor: 0 (gained at 2nd level)
Blessing: Good
Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability.
Spells Prepared:
0th - detect magic, read magic, stabilize
1st (2 per day) - cure light wounds (1d8+1), shield of faith
Gear of note:
Chainmail (150 gp)
Heavy Steel Shield (20 gp)
Warhammer (12 gp)
Iron Holy symbol of Torag (5 gp)
118 gp
Racial stuff:
Standard Racial Traits
•Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
•Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
•Type: Dwarves are humanoids with the dwarf subtype.
•Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
•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. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
•Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
•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.
Feat and Skill Racial Traits
•Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
•Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Senses Racial Traits
•Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Offense Racial Traits
•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.
•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.