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About Doctor Edmond 'Angus' MacRollinAbout 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.
"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
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
Knowledge
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 -
Traits
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.
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.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
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
2-Level 2/2+1/1
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
'Get Lost' the Dog:
'Get Lost' is a Big Shaggy Brown dog, very much like a St Barnard
Riding Dog
DEFENSE
OFFENSE
STATISTICS
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