Harsk

Ghrael Kragthorn's page

5 posts. Alias of Coffee Dragon.


Classes/Levels

Male Dwarf Cleric 1 | HP: 10/10 | Init +0 | AC 17; Touch 17; FF 10 | BAB +0; CMB +1; CMD 11 | Fort +4; Refl +0; Will +5 | Perception +7 | Speed 20 ft.

About Ghrael Kragthorn

Dwarf, Cleric of Torag 1, NG

HP 10 (8 + 2 Con))
Fort +4 / Reflex +0 / Will +5
Initiative +0, Senses: Darkvision

AC 17 (10 + 5 (Scalemail) + 2 (Shield)]
Flat Footed 17 / 11 Touch
BAB +0, CMD: 11 , CMB: +1

Appearance:
53 yrs old, 5’1” / 162 lbs.
Blonde with some Silver / Green Eyes
City of Origin: Glimmerhold (Southern settlement near Kraggodan)

Abilities:
Str 13 (+1) Dex 10 (+0) Con 14 (+2) Int 10 (+0) Wis 16 (+3) Chr 12 (+1)

Ranged:
Crossbow: +0 Hit, d8, 19/20 x2, 80’

Melee
Warhammer: +1 Hit, +1 Dmg d8+1, x3

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Racial:
Racial Bonus: +2 Con, +2 Wis, -2 Chr

Slow and Steady: Movement base 20’ regardless of encumberment

Defensive Training: +4 AC Dodge bonus vs Giant subtype

Hardy: +2 racial bonus vs Poison, +4* vs Spells, and Spell-like abilities

Iron Citizen: +2 racial bonus on Diplomacy and Sense Motive. (Replaces Stability).

Greed: +2 racial bonus to Appraise gems and precious metals.

Stone Cunning +2 Perception on Traps or Doors hidden in stonework.

Darkvision See 60’ in the dark

Hatred: +1 racial bonus on attack rolls vs Orcs and Goblins

Weapon Familiarity: Battle Axes, Heavy Picks, and Warhammers, and any “Dwarf” weapon.

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Class:

Saves: Fort +2 / Reflex +0 / Will +2

Aura: Good

Channel Energy 1d6: (DC 12), 3 + 1 CHR Mod /day, 30’ radius

Domains: Archon, Defense

Spontaneous Casting: 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.

Favored Class Bonus: (Dwarf, Cleric) Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +½ to the number of the uses per day of that domain power.

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Skills:
Ranks per level: 3 / Skill points spent: 3

Adventuring Skills:
+3 Diplomacy (+1 Chr + 2 Iron Citizen trait)
+7 Heal (+1 rank + 3 Class + 3 Wis)
+0 Knowledge: Arcana
+4 Knowledge: Religion (+1 rank + 3 Class)
+0 Knowledge: Nature
+7 Perception (+1 rank + 3 Class + 3 Wis) (+1 vs surprise)
+5 Sense Motive (+3 Wis +2 Iron Citizen trait)
+0 Spellcraft

Background Skills:
+7 Profession: Soldier (+1 rank + 3 Class + 3 Wis)
+4 Craft: Alchemy (Ale) (+1 rank + 3 Class)

+6 Concentration: +1 Level + 3 Wisdom +2 Focused Mind

Proficiency: Simple Weapons, Dwarven Weapons, Light & Medium Armor
Language: Common, Dwarven, Draconic

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Feats:

Steel Soul
You are especially resistant to magic.
Prerequisites: Dwarf, Hardy racial trait.
You recieve a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf’s hardy racial trait.

Traits:

Focused Mind:( Trait)
Your childhood was dominated by either lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.
You gain a +2 trait bonus on Concentration checks.

Militant Merchant (Dwarf):(Race Trait)
You gain a +1 trait bonus to Perception checks made to determine surprise, and Perception is always a class skill for you.

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Domains:

Archon (Good):
Touch of Good: 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. (6/day)

Spells: 1st - Divine Favor, 2nd - Align Weapon (Good), 3rd - Prayer

Defense (Protection):
Deflection Aura: Once each day, you can 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.

Spells: 1st - Shield, 2nd - Barkskin, 3rd - Protection from Energy

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Spells/Day:
Orisons: 3 / Domain: 1 / 1st: 2*
*Wis Bonus

Spells Prepared:
Orisons:
(3) Cure Minor Wounds, Detect Magic, Read Magic

Domain: Divine Favor

1st: (2) Bless, Cure Light Wounds

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Equipment: (240 gp starting funds)

Scalemail Armor: AC +5, 50 gp, 30 lbs, -4 Penalty
Hvy. Wooden Shield: AC +2, 7 gp, 10 lbs., -2 Penalty
Warhammer: d8, 12 gp, x3, 5 lbs
Dagger: d4, 4 gp, 19/20 x2, 10’, 2lb
Lt. Crossbow: d8, 35 gp, 19/20 x2, 80’, 4 lb
Bolts (20), 1 gp, 3 lbs

Cleric's Kit::
Backpack, Bedroll, Belt Pouch, Candles (10), Holy Text, Flint & Steel, Mess Kit, 10' Rope, Soap, Spell Component Pouch, Torches(10), Trail Rations (5), Waterskin, Wooden Holy Symbol
16 gp, 32 lbs.

Traveler’s Outfit: 1 gp, 5 lbs

Total Weight Carried:
91 lbs

Total Cost:
45 gp / 0 sp / 0 cp

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Background
Despite how things turned out, I wasn't always going to be a priest o’ Torag. Not even a little bit. For quite awhile there, I was planning ta’ be a brewer, like most o’ me kin. Even considered buyin' my own inn some day. Still might...

In any event, I spent a lot o’ time riding on our old delivery wagon, acting as a guard, but still, I spent my fair share o’ time making ale. I kin still do it, brew ale, that is, and it ain’t half bad. But then, as I grew older, and got it into my head ta’ see the world, well…that, and a few harsh words between me an’ my father that I don’t really remember any more…well, it was off ta see the world.

Now, for a time, I were travelin’ about as a mercenary soldier. Not a very good one, mind you. But it’s what it was. Our company got paid ta’ fight over in some backwater conflict, and we fought. Boy, did we fight. Didn’t really ask any questions or take sides. Wasn’t a lot of honor in it, despite all the high and mighty talk the wannabe nobles were tossin’ around.

Then came the day we got ambushed by them orcs a few days West of some backwater town or another…only me an’ the elven scout survived, and then, it were mostly luck. He was off scoutin’, and I were just too stubborn ta’ die, apparently. Wounded, I were, layin’ bleeding and unconscious…likely to move on ta’ the next life, when a couple of priests o’ Torag came across us in their wagon, on the way to Maheto.

Saved me, they did. Hauled my sorry arse into their wagon, and took me on with them, all the time singing and tellin’ bawdy jokes and in between, fittin’ in the gospel o’ Torag, such as it is. Suffice it ta say, they won me over. And I figured that ol’ Torag sent em along ta save me so I can make a difference of some sort or another in the world. And that’s just what I’m tryin’ ta do.