Shieldbreaker

Deaglan's page

695 posts. Organized Play character for Magabeus.


Full Name

Deaglon son of Donagh

Race

| Ac 27 (FF26, T13) | Init +1 | F+13 R+7 W+13 (+2 vs poisons / spells / spell-like effects) | P+5 SM+10 |

Classes/Levels

Channel 0/3 | Reroll 0/1 | Luck Plate 1/1

Gender

hp 83/83

Size

M - 4'3"

Age

61

Alignment

NG

Deity

Trudd

Languages

Common, Dwarven, Giant

Occupation

Priest

Strength 19
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 16
Charisma 10

About Deaglan

Pathfinder Society:

Pathfinder ID:24861-1
Faction: Silver Crusade
XP: 23.5
Prestige Points / Fame: 7 / 38

Chronicles:
1: First Steps, Part I: In Service To Lore - GM Credit
Starting Gold: 150
GP Gained: 417
Day Job: NA
Items Bought: 404.6

XP Gained: 1

Starting PP / Fame: 0
Prestige Gained: 2

2: First Steps, Part II: To Delve the Dungeon Deep
Starting Gold: 162.4
GP Gained: 293
Day Job: 50
Services Bought: 150

XP Gained: 1

Starting PP / Fame: 2/2
Prestige Gained: 2
Prestige Spend: Vanity Temple, 4 PP

3: The Frostfur Captives - GM Credit
Starting Gold: 355.4
GP Gained: 502
Items Bought: 425

XP Gained: 1

Starting PP / Fame: 0/4
Prestige Gained: 2
Prestige Spend: Wand of Cure Light Wounds, 2 PP

4: Mists of Mwangi
Starting Gold: 432.4
GP Gained: 509
Day Job: 20
Items Sold: 15
Items Bought: 330

XP Gained: 1

Starting PP / Fame: 0/6
Prestige Gained: 2

5: The Lost Heir
Starting Gold: 646.4
GP Gained: 509
Day Job: 5
Items Sold:
Items Bought:

XP Gained: 1

Starting PP / Fame: 2/8
Prestige Gained: 2
Prestige Spend: Silver Crusade Prestige Award - Beacon of Good, 2PP

6: The Slave Pits of Absalom
Starting Gold: 1160.4
GP Gained: 979
Day Job: 1
Items Sold: 125
Items Bought: 1650

XP Gained: 1

Starting PP / Fame: 2/10
Prestige Gained: 2

7: Thornkeep - The Enigma Vaults
Starting Gold: 615.4
GP Gained: 4800
Day Job: 20
Items Sold: 185
Items Bought: 5070

XP Gained: 4

Starting PP / Fame: 4/12
Prestige Gained: 4

8: Carrion Hill
Starting Gold: 550.4
GP Gained: 5067
Day Job: 20
Items Bought: 5412

XP Gained: 3

Starting PP / Fame: 8/16
Prestige Gained: 3

9: Thornkeep - The Dark Menagerie
Starting Gold: 225.4
GP Gained: 8712
Day Job: 50

Items Bought: 8000
Services Bought: 250

XP Gained: 3

Starting PP / Fame: 11/19
Prestige Gained: 4
Prestige Spend: Retraining, 5PP
Holy Symbol Wayfinder, 2 PP

10: To Judge a Soul Part 1: The Lost Legacy
Starting Gold: 1112.4
GP Gained: 3297
Day Job: 20

Starting PP / Fame: 8/23
Prestige Gained: 2

11: Rivalry's End - GM
Slow advancement
Starting Gold: 4429.4
GP Gained: 1661

Starting PP / Fame: 10/25
Prestige Gained: 1

12: Serpent's Rise - Pregen
Starting Gold: 6090.4
GP Gained: 4000

Starting PP / Fame: 11/26
Prestige Gained: 2

13: To Judge a Soul, Part 2: Karma Reclaimed
Starting Gold: 10090.4
GP Gained: 3234
Day Job: 20

Items Bought: 1000

Starting PP / Fame: 13/28
Prestige Gained: 2

14: King Xeros of Old Azlant
Starting Gold: 13344.4
GP Gained: 2885
Day Job: 10

Gold Spend: 1000
Starting PP / Fame: 15/30

15: Below the Silver Tarn
Starting Gold: 15239.5
GP Gained: 4376
Day Job: 20

Gold Spend: 18500
Starting PP / Fame: 17/32
PP Gained: 2

16: Thorkeep - Sanctum of a Lost Age
Starting Gold: 1135.5
GP Gained: 11787
Day Job: 20

Gold Spend: 11500
Gold reimbursed: 4500

Starting PP / Fame: 19/34
PP Gained: 4
PP Spend: 16 for raise dead

17: Heresy of Man Part 1 - The First Heresy
Starting Gold: 6442.4
GP Gained: 5923
Day Job: 50

Gold Spend: 12000

Starting PP / Fame: 7/38

18: Heresy of Man Part 2
Starting Gold: 415.4
GP Gained:
Day Job:

Gold Spend:

Starting PP / Fame: 7/38

Additional Resources
Alternative Racial Trait: Lorekeeper – Advanced Race Guide 12
Alternative Racial Trait: Rock Stepper – Advanced Race Guide 12
Deity: Trudd – Dwarves of Golarion Inner cover
Equipment: Bandolier - Ultimate Equipment 59
Equipment: Dwarven Longhammer – Advanced Race Guide 17
Equipment: Shining Wayfinder - Pathfinder Society Field Guide 55
Equipment: Wayfinder – Inner Sea World Guide 299
Prestige Award: Beacon of Good - Pathfinder Society Field Guide 22
Trait: Magical Knack – Advanced Players Guide 329
Trait: Zest for Battle - Dwarves of Golarion 10
Vanity: Temple - Pathfinder Society Field Guide 62


Equipment & Expenditures Tracking:

Purchases Chronicle 1
Backpack - 2 gp
Banded Mail - 250 gp {Sold chronicle 6}
Bandolier - 0,5 gp
Bedroll - 0,1 gp
Cleric Vestment - 0 gp (free at creation)
Dwarven waraxe - 30 gp {Sold chronicle 4}
Grappling Hook - 1gp
Heavy Steel Shield - 20 gp
Holy Symbol (Silver) - 25 gp
Pouch, belt - 1 gp
Scroll of Comprehend Languages - 25 gp
Silk Rope - 10 gp
Light Crossbow - 35 gp
Spell Component Pouch - 5 gp

Purchases Chronicle 2
Spellcasting services, Remove Disease - 150 gp

Purchases Chronicle 3
Masterwork Dwarven Longhammer - 370 gp {Sold Chronicle 7}
2* Alchemist's Fire - 40 gp
- Chronicle 7: 1 used
50* Cold Iron Bolts - 10 gp
10* Trail Rations - 5 gp, 1 used
Wand of Cure Light Wounds - 2 Prestige Points
- Chronicle 4: 4 charges used
- Chronicle 7: 6 charges used
- Chronicle 8: 6 charges used
- Chronicle 9: 6 charges used
- Chronicle 11: 5 charge used
- Chronicle 16 (current): 7 charge used

Purchases Chronicle 4
Masterwork Dwarven Waraxe - 330 gp

Purchases Chronicle 5
Shining Wayfinder - 2 Prestige Points through Beacon of Good

Purchases Chronicle 6
Masterwork Full Plate: 1650

Purchases Chronicle 7
+1 Adamantine Dwarven Longhammer: 5070 gp

Purchases Chronicle 8
Belt of Giant Strenght +2: 4000 gp
Masterwork Silver Warhammer: 402 gp
Potion of Enlarge Person *5: 250 gp
- Chronicle 11: 2 used
Wand of Divine Favor: 750 gp
- Chronicle 16: 1 used
Wrist Sheath, Springloaded: 5 gp
Wrist Sheath, Springloaded: 5 gp

Purchases Chronicle 9
Retrained Feat: 250 gp + 5 PP
Jingasa of the Fortunate Soldier: 5000 gp
Cloak of Resistance +1: 1000 gp
Ring of Protection +1: 2000 gp

Purchases Chronicle 14
Scroll of Comprehend Languages (4): 100 gp
Pkanotic Manuscripts: 500 gp
Death's Gentle Caress: 400 gp

Purchases Chronicle 15
Full Plate of Luck: 18.500 (upgrade Masterwork full plate)

Purchases Chronicle 16
First Aid Gloves: 4500 gp
Sold back Yingassa of the Fortunate Soldier at full price due to Ultimate Equipment update: -5000 gp
Raise Dead: 16 PP
Restoration Components: 2000 gp
Amulet of Natural Armor +1: 2000 gp


Leveling Choices:

Level 1
Ability Point Buy: STR 15, DEX 12, CON 12, INT 12, WIS 14, CHA 12
Race: Dwarf
Alternative Racial Trait: Lorekeeper
Alternative Racial Trait: Rockstepper
Gender: Male
Alignment: NG
Deity: Trudd
Faction: Silver Crusade
Bonus Language: Giant
Favored Class: Cleric
Trait: Magical Knack (Cleric)
Trait: Zest for Battle
Feat: Weapon Focus (Dwarven Longhammer)
Class: Fighter
Fighter Bonus Feat: Power Attack
Skill Points: 2 class + 1 INT
- Heal
- Knowledge (History)
- Sense Motive
Level 2
Class: Cleric
Domains: Good & Strength
Favored Class Bonus: +1 skill rank
Skill Points: 2 class + 1 INT + 1 Favored Class
- Heal
- Knowledge (Arcana)
- Knowledge (Planes)
- Knowledge (Religion)
Level 3
Class: Cleric
Favored Class Bonus: +1 hit point
Feat: Cleave
Skill Points: 2 class + 1 INT
- Heal
- Knowledge (Dungeoneering)
- Spellcraft
Level 4
+1 STR
Class: Cleric
Favored Class Bonus: +1 hit point
Skill Points: 2 class + 1 INT
- Heal
- Knowledge (Engineering)
- Survival
Level 5
Class: Cleric
Favored Class Bonus: +1 hit point
Feat: Additional Traits:
Trait: Fate's Favored
Trait: Destined Diplomat
Skill Points: 2 class + 1 INT
- Diplomacy
- Heal
- Knowledge (nobles)
Retraining
Retrained Feat Additional Traits for Goblin Cleaver, losing Destined Diplomat and Magical Knack
Level 6
Class: Cleric
Favored Class Bonus: +1 hit point
Skill Points: 2 class + 1 INT
- Climb
- Heal
- Knowledge (Dungeoneering)
Level 7
Class: Cleric
Favored Class Bonus: +1 hit point
Feat: Orc Hewer
Skill Points: 2 class + 1 INT
- Heal
- Sense Motive
- Swim
Level 8
+1 STR
Class: Cleric
Favored Class Bonus: +1 hit point
Skill Points: 2 class + 1 INT
- Heal
- Perception
- Perception
Level 9
Class: Cleric
Favored Class Bonus: +1 hit point
Feat: Great Cleave
Skill Points: 2 class + 1 INT
- Heal
- Sense Motive
- Sense Motive
Level 10
Class: Cleric
Favored Class Bonus: +1 hit point
Skill Points: 2 class + 1 INT
- Heal
- Sense Motive
- Sense Motive

Combat:

Initiative +1 (Dex)
AC 27, touch 13, flat-footed 24 (+12 armor, +1 Dex, +2 Deflection, +2 Natural)

CMD 24 (+7 BaB +4 STR + 1 DEX +2 Deflection) (28 vs. Bull Rush and Trip)
Possible additional AC modifiers:
- Enlarged: -2 (-1 Size, -1 Dex)
- Shield: +2 (+2 Shield)
Max hp 81 (1d10+9d8+27)
Fort +13 (+2 Con, +2 Fighter, +6 Cleric, +3 Resistance)
Ref +7 (+1 Dex, +3 Cleric, +3 Resistance)
Will +12 (+3 Wis, +6 Cleric, +3 Resistance)
Additional modifier; +2 vs. poison, spells, and spell-like abilities
BAB: +7

Melee
Heavy Shield Bash +11/+6 (1d4+4/x2) and
Gauntlet (from Armor) +11/+6 (1d3+4/x2) and
+1 Grayflame Holy Reliquary Adantine Dwarven longhammer +13/+8 (2d6+7/x3) and
Masterwork Dwarven waraxe +12/+7 (1d10+4/x3) and
Masterwork Silver warhammer +12/+7 (1d8+4/x3)

Enlarged weapon damage:
+1 Adantine Dwarven longhammer +13/+8 (3d6+8/x3) and
Masterwork Dwarven waraxe +12/+7 (2d8+5/x3) and
Masterwork Silver warhammer +12/+7 (2d6+5/x3)
Ranged
Light crossbow +8 (1d8/19-20/x2)
Offensive Abilities
Cleric channel positive energy 5d6 (3/day) (dc 13), great cleave, goblin cleaver, orc hewer, hatred, power attack (-2/+4), zest for battle

Spells & Spell-like abilities:

Spell-Like Abilities
Strength Surge (6/day)
Touch of Good (6/day)
Holy Lance 4 rounds (1/day)
Might of the Gods (9 rounds/day)

Cleric Spells Prepared (CL 8), DC=13+spell level:
Level 0 (4)
- Detect Magic
- Detect Poison
- Guidance
- Stabilize
Level 1 (5+1)
- Enlarge Person [D]
- Bless
- Bless
- Liberating Command
- Liberating Command
- Shield of Faith
Level 2 (5+1)
- Align Weapon (Good only) [D]
- Remove Paralysis
- Restoration, Lesser
- Restoration, Lesser
- Restoration, Lesser
- Spiritual Weapon
Level 3 (3+1)
- Magic Circle against Evil [D]
- Dispel Magic
- Dispel Magic
- Invisibility Purge
- Resist Energy Communal
Level 4 (2+1)
- Holy Smite (D)
- Blessing of Fervor
- Mighty Strength
Level 5 (1+1)
- Dispel Evil (D)
- True Seeing

Equipment
Wayfinder CL3: Protection from evil
First Aid Gloves, 10 charges
Full Plate of Luck: As Banded mail of Luck
Grayflame: This weapon responds to channeled positive or negative energy. When the wielder spends a swift action to channel energy through the weapon, it ignites with a strange gray flame that sheds light as a torch, increases the weapon's enhancement bonus by +1, and deals +1d6 damage (as the divine power from flame strike) to creatures struck by the weapon. This flame lasts for 1 round for every d6 damage or healing the channeling normally provides. When charged with positive energy, the flame is a silvery gray, good creatures are immune to the weapon's extra damage, and the weapon counts as a good and silver weapon for the purpose of bypassing damage reduction. When charged with negative energy, the flame is an ashen gray, evil creatures are immune to the weapon's extra damage, and the weapon counts as an evil and cold iron weapon for the purpose of bypassing damage reduction.

Skills:

Acrobatics -4 = 0 +1 +0 -5 (-4 jump)
Bluff 0= 0 +0
Climb +3 = 1 +4 +3 -5
Escape Artist -4 = 0 +1 +0 -5
Fly -4 = 0 +1 +0 -5
Heal +16= 10 +3 +3
Intimidate 4 = 1 +0 +3
Knowledge (arcana) +5 = 1 +1 +3
Knowledge (dungeoneering) +6 = 2 +1 +3
Knowledge (engineering) +5 = 1 +1 +3
Knowledge (history) +5 = 1 +1 +3 (+2 on checks that pertain to dwarves or their enemies)
Knowledge (nobles) +5 = 1 +1 +3
Knowledge (planes) +5 = 1 +1 +3
Knowledge (religion) +5 = 1 +1 +3
Ride -4 = 0 +1 +0 -5
Perception 5 = 2 +3
Sense Motive +10 = 4 +3 +3
Spellcraft +5 = 1 +1 +3
Survival +7 = 1 +3 +3
Stealth -4 = 0 +1 +0 -5
Swim +3 = 1 +4 +3 -5

Special Abilities:

Cleric abilities
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 4d6 (3/day) (DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Cleric Domain (Strength) Granted Powers: In strength and brawn there is truth–your faith gives you incredible might and power.
Strength Surge (6/day) (Sp) Grant +1 to a melee atack or strength check.
Touch of Good (6/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1r.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

Dwarf
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.

God
Deity AL Areas of Concern Domains Favored Weapon
Trudd NG strength Good, Strength warhammer
Trudd (The Mighty): Torag’s youngest son, he is the strongest of the dwarven gods despite his short beard. He guards his father’s hall while its lord is away.

Traits
Magical Knack (Cleric) +2 CL for cleric, to a max of your HD. For Deaglan Caster Level = Character Level
Zest for Battle Your greatest joy is being in the thick of battle, and smiting your enemies for a righteous or even dastardly cause. Whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls.

Feats
Cleave As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Goblin Cleaver When using Cleave or Great Cleave, if your initial attack hits, you may take your additional attacks against any creature smaller than you that you threaten; your targets need not be adjacent to one another. Additional attacks you make against humanoids (goblinoid) gain a +2 circumstance bonus on attack rolls.
Great Cleave As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Orc Hewer This feat functions as Goblin Cleaver, but your additional attacks can be made against creatures your size or smaller. In addition, any such attacks that you make against humanoids (orc) gain a +2 circumstance bonus on attack rolls.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Weapon Focus (Dwarven Longhammer) You gain a +1 bonus on all attack rolls you make using the selected weapon

Prestige Awards & Vanities
Beacon of Good (Fame 5, 2 PP) The Shining Crusade gives you a shining wayfinder (see page 55) emblazoned with the emblem of a silver dragon. If you lose your shining wayfinder, you can purchase a new one for an additional 2 PP. Members of the Silver Crusade who are caught selling shining wayfinders for their own profit are exiled, and must switch factions.
Temple (4 PP) Regardless of your class, you are an active member of your local temple or place of worship. Your commitment to seeing your faith prosper and grow has ingratiated you with the local clergy, and you may even hold a spot among them when not out adventuring. You can use Heal to make Day Job rolls. Once per game session, if you have access to an operating temple of your faith, you can have a cleric cast either cure moderate wounds or lesser restoration on yourself or one of your allies, free of charge. You must visit the temple to receive this attention.

Equipment
Shining Wayfinder
Aura faint divination; CL 3rd
Slot none; Price 2,000 gp; Weight 1 lb.
A shining wayfinder is a polished silver compass favored by members of the Shining Crusade. In addition to the usual functions of a wayfinder (including the ability to create light), a shining wayfinder can be used to cast detect evil—when so used, its needle points not to the north but rather to the nearest source of evil within 60 feet. Once per day, a shining wayfinder can be used to cast protection from evil upon the wayfinder’s bearer. A shining wayfinder functions only for a creature that is good-aligned. When held by an evil creature, the shining wayfinder’s needle spins in a frantic circle. When held by any creature that is both nonevil and nongood, the needle simply hangs limply, not pointing to anything at all (not even to true north).
Wayfinder (included as a shining wayfinder expands on this)
Aura faint evocation; CL 5th
Slot none; Price 500 gp; Weight 1 lb.
A small magical device patterned off ancient Azlanti relics, a wayfinder is a compact compass typically made from silver and bearing gold accents. A badge of office for agents of the Pathfinder Society, a wayfinder is as much a handy tool as a status symbol. With a command word, you can cause a wayfinder to shine (as the light spell). A wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits as if it were orbiting your head; some ioun stones can grant additional powers once they are fitted into a wayfinder, at the GM’s discretion.

Current Equipment:

Encumbrance: Medium
Weapons
Light Crossbow
Cold Iron Bolts * 50
+1 Adantine Dwarven longhammer
Dwarven Waraxe, Masterwork
Silver Warhammer, Masterwork

Clothing & Armor
Belt of Giant Strength +2
Cleric Vestment
Full Plate of Luck
Heavy Steel Shield
First Aid Gloves (10 charges)
Cloak of Resistance +3
Ring of Protection +2
Amulet of Natural Armor +2

Bandolier with
Alchemist's Fire *2
Scroll of Comprehend Languages
Shining Wayfinder
Holy Symbol Wayfinder
Holy Symbol (Silver)
Potion of Enlarge Person *2

Wristsheath, springloaded (left wrist) with
Wand of Cure Light Wounds, 30 charges

Wristsheath, springloaded (right wrist) with
Wand of Divine Favor, 49 charges

Pouch, belt with
Pipe and Tobacco

Spell Component Pouch
True seeing components *4

Backpack with
Bedroll
Grappling Hook
Silk Rope
Trail Rations * 9
Smoked goggles
Smelling Salts
Earplugs *10

Cash
4333 gp

Used:
First aid gloves: 10 charges
CLW wand: 9 charges