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Darlin Dayhammer's page

138 posts. Alias of ashern.


Full Name

Darlin Dayhammer

Race

Dwarf

Classes/Levels

Cleric 1

Gender

HP 23/23, AC 22, Init +2 Male

Size

Medium

Age

49

Alignment

Neutral Good

Deity

Sarenrae

Languages

Common, Dwarven

Strength 10
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 18
Charisma 12

About Darlin Dayhammer

Darlin was born to the clan Dayhammer, a group of dwarves who were prominent merchants between the lower kingdoms and the surface. They traveled far and wide across varisia, and truth be told Darlin has spent more time above ground than below. When he was a young boy he was trapped in a burning building and was saved by a glowing figure in white. Following that experience he became convinced that Sarenrae herself had saved his life and devoted himself to traveling the surface, spreading the word of the Lady of Fire.

Spoiler:

Male Dwarven Cleric of Sarenrae
Init +2; Senses Perception +5, Dark Vision 60 ft.
==DEFENSE==
AC 20 (10 +2dex +6 armor +2 shield), touch 12, flat-footed 18
hp 23 (2d8 + 6 con +2 favored bonus)
Fort +6, Ref +2, Will +7 (+5 against spells/spell like abilities, +1 vs. poison).
==OFFENSE==
Spd 20 ft/x4
Scimitar: +1 to hit/1d6 damage
Thrown Dagger +3/1d4 damage

==STATISTICS==
Str 10, Dex 14, Con 16, Int 10, Wis 18, Cha 12
BAB +1, CMB +1, CMD +13
Feats Steel Soul,
Skills Knowledge(religion) +4, Perception +5, Sense Motive +9
SU Cleric Cantrips (Create Water, Resistance, Stabilize, ), Channel Energy (4 times per day, 1d6)
Domains: Fire, Good
Spells: 1st level (4/day) Protection from Evil (D), Command(DC 16), Shield of Faith, Bless

Traits : Glory of Old (+1 saves vs. Spells, SLA, poison), Missionary: You have come to Sandpoint to see about expanding the presence of your chosen faith after receiving visions that told you your faith is needed in Varisia—what that need is, though, you’re not quite sure. Benefit You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you. If you cast divine spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus(Command, 2 to be chosen).

Languages Common, Dwarven

Gear: Breastplate, Steel Shield, Dwarven Battle Axe, Adventurer's pack. 5 holy symbols, a handful of daggers. Wand of Cure light wounds (10 charges). (50ish gp left).

Domain Abilities

Spoiler:

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire 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.

Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier

Racial Abilities

Spoiler:

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.

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.

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.