Dwarf

Doctor Edmond 'Angus' MacRollin's page

7 posts. Alias of Johnny_Panic.


Full Name

Doctor Edmond 'Angus' MacRollin

Race

Elder Dwarf

Classes/Levels

3L Cleric/Doctor

Gender

Male

Size

4'2"

Age

112

Special Abilities

As Race and Class

Alignment

NG

Deity

Pharasma

Languages

Common , Dwarven, Celestial, Under-Common

Occupation

Battle Medic

Strength 14
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 16
Charisma 11

About Doctor Edmond 'Angus' MacRollin

About Doctor Edmond 'Angus' MacRollin
Doctor Edmond 'Angus' MacRollin

Physical description:

Sex - Male
Race - Dwarf
Classes - cleric L3 (Pharasma)
Alignment - NG.
Age - 112
Hight 4'2"
Wight - 105lb
Hair - Red
Skin - Pink
Eyes - Angry

In Form - Angus is an oldish dwarf, hes not so much a fighter as many a dwarf but more a battle medic, born of the great mines, hes seen his fare share of wars. Any one can see hes a medical type from the kit he healing carry's. Hes long red hear is kept well and his breast plate and Kilt, shield and Axe all very simple, Unlike most dwarfs hes kit is functional, he dos not seem to like "Bloody Thrills and girly stuff like them daft elfs have"

In Action - He's a wee grumpy Dwarf, only happy when some one comes to with an ailment and then he will tell them of the things they should have done not! to get ill. Like "Eat ya Greens will ye!" before popping some fowl goo down your neck. "If it doz-nee taste bad it nee be good for ye" it will make ya feel batter how ever, Hes good at his job.
Angus is all about Though love.

"Ya see laddy there is the kindly Doctor and der is the fixing doctor, I'm the fixing kind, now hold still wile I cut this gan-green leg off"

"Arrk! if ye nee be dyen then get ye sen up lad and fightin, drink this and try en keep it down as it stinks arfull of ya brins it back up."

Hes has with him at all times a soft old dog called 'Get Lost'

stats:

Stats
Str 14 (5 points)
Dex 14 (5 points)
Con 14 (2 points +2 racial)
Int 14 (5 points)
Wis 16 (5 points +2 racial)
Cha 11 (3 points -2 racial)
25 points
Saves
Fort = 5
REF = 3
Will = 6
in+2

HP 8+2+6+2+6+2 = 26
AC 10+6+2+2=20
Initi + 2 speed 20f
BAB=2 Ranged + Hand +4

Magic Resistant 8

Combat:

Batteaxe TH+4 DMG1d8+2 20/x3 1H
H crossbow TH+4 DMG 1d10 19-20/x2 2H (-2AC)
Unarmed Strike TH+4 DMG 1d3+2 20/x2 (1H)

Cleric Domains / Thought - Healing:

Healing

Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.

Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Healer's Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.

Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal.

Thought
Associated Domain: Knowledge

Knowledge
Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.

Read Minds (Su): At 8th level, you can broaden your mental spectrum to encompass those around you. Doing so allows you to read the mind of every creature within 30 feet as if you had cast detect thoughts. This ability allows you to read the surface thoughts of any creature that you are aware of after only 1 round of concentration. Creatures in this area are allowed a Will save to negate the effect. The DC of this Will save is 10 + 1/2 your cleric level + your Wisdom modifier. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—seek thoughts, 4th—divination, 5th—telepathic bond, 6th—find the path, 7th—legend lore, 8th—mind blank, 9th—foresight.

Skills:

15 points
-4 Acrobatics(+2dex, 0rank -6A)
+2 Appraise(+2int, 0rank)<
+0 Bluff(+0cha, 0rank)
-4 Climb(+0str, 0rank, -6A)
+2 Craft (ALL) (+2int, 0rank)<
+0 Diplomacy(+0cha, 0rank)<
+0 Disguise(+0cha, 0rank)
-- Disable Device (+2Int 0rank)
-4 Escape Artist(+2dex, 0rank)
-4 Fly (+2Dex 0rank)
-- Handle Animal (+0cha, 0rank)
+11Heal (+3Wis, 3rank +4Items)<
+0 Intimidate(+0cha, 0rank)
+8 Knowledge (ALL*) (+2Int +1ranks +2feat) (*1point in all = 10poins)
+- Linguistics (+2int 0rank)<
+5 Perception (+3wis, 0rank)
+4 Profession (Doctor)(+2Int 0ranks +2Feat)
-4 Ride (+2Dex 0rank)
+7 Sense Motive(+3wis, 1rank)<
-- Sleight of Hand(+2dex, 0rank)
+6 Spellcraft(+2int, 1rank)<
-4 Stealth (+2dex 0rank -6A)<
+3 Survivel (+3wis 0rank)
+0 Swim (+0Str 0rank)
-- Use Magic Device(0cha, 0rank)

Feats & Traits:

Feats -
Armor Light/Medium
Shield Proficiency
Simpler Weapons as Cleric
Extra Channel
breadth of experience

Traits
Sacred Touch

Special Abilities:

Aura NG
Channel Pos Energy 2d6 (5/day) DC11
DarkVision 60'
Defensive Training +4
Doctors Mask
Lore keeper +2 Hostpry
Hardy +1
Lore Keeper At will (On Touch)
Magic Resistant SR7
Rebuke Death (7*/day) 1d4+1 heal to Neg HP
Sacred Touch Stab at will
Slow and Steady
Spn Casting to heals spells
Relentless +2
Stonecutting +2

Dwarf:

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.

Magic Resistant 8: Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells. This racial trait replaces hardy.

Relentless: Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.

Feat and Skill Racial Traits

Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.

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.

Dwarf Clerics: 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 +1/2 to the number of uses per day of that domain power.

Spells:

0-level 4 at will
Detect Magic
Read Magic
Light
Detect Poison

1-level 3/3+1/1
D-Comprehend Languages
Shield of Faith
Endure Elements (ever day)
Protection from Evil

2-Level 2/2+1/1
D-Detect Thoughts
Restoration Lesser
Summon Monster II

Equipment:

3,000 gp Spend
Hand Axe 10gp
Breast plate MAx dex_3 Amror -4 200gp
H steel Shield +2 Amor-2 Dex- 20Gp
H cross bow 50gp

Handy Haversack 2000gp
Clothing + 10gp cold
Small Tent + 10gp
Dotors outfit,Healing Kit, mask and tools+ 260gp
Note books and Sliver point pen (none ink)+ 20gp
Map kit 20gp
flint Steel
Pipe and weed
Sunrod x2gp
'get lost' Riding Dog 150gp
Packs 20gp +
Brandy Barrel (small) 5gp

'Get Lost' the Dog:

'Get Lost' is a Big Shaggy Brown dog, very much like a St Barnard
he seems happy most of the time and left long will tend to lie down
and keep a wiry eye on things, Ruby has made for hum a kind of Doggy
Suit that fits around him. and a cap for his head, Boris dos not seem
to minds this as Ruby rides hes on his back.

Riding Dog
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8

DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1

OFFENSE
Speed 40 ft.
Melee bite +3 (1d6+3 plus trip)

STATISTICS
Str 14, Dex 14, Con 14, Int 5, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Skills
Acrobatics +6 (+14 jumping),
Perception +8,
Survival +1 (+5 scent tracking);
Racial Modifiers +4 Acrobatics when jumping,
+4 Survival when tracking by scent