Warden Rogard Hammerfell

Doran Stillhammer's page

36 posts. Alias of Silver Ookami.


Full Name

Doran Stillhammer

Race

Dwarf

Classes/Levels

Cleric/20

Gender

m

Size

4

Age

120

Special Abilities

Aura (Ex) Cleric Channel Positive Energy 10d6 (4/day) (DC 21) (CSleur)ic Domain (Healing) Cleric Domain (Sun) Darkvision (60 feet) Defensive Training +4 Flight (60 feet, Average) Fortification (heavy) Fortification 75% Greed Hardy +2 Hatred +1 Healer

Alignment

Neutral Good

Deity

Sarenrae

Languages

Abyssal, Aquan, Auran, Celestial, Common, Daemonic, Draconic, Dwarven, Ignan, Infernal, Terran

Strength 18
Dexterity 12
Constitution 16
Intelligence 12
Wisdom 28
Charisma 13

About Doran Stillhammer

Doran Sillhammer:
Doran Stillhammer
Male Dwarf Cleric 20
NG Medium Humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +23
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Defense
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AC 32, touch 11, flat-footed 31 (+14 armor, +7 shield, +1 Dex)
hp 220 (20d8+60)
Fort +15, Ref +7, Will +22; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, fortification 75%; DR 3/—
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Offense
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Speed 20 ft., flight (60 feet, average)
Melee +5 Heavy Shield Bash +20/+15/+10 (1d4+9/x2) and
. . Alura +24/+19/+14 (1d8+8+1d6 fire+2d6 vs. Evil/x3+2d10 fire) and
. . Masterwork Warhammer +20/+15/+10 (1d8+4/x3)
Special Attacks hatred, sun's blessing
Cleric Spells Prepared (CL 20):
9 (5/day) Storm of Vengeance (DC 28), Summon Monster IX, Heal, Mass, Implosion (DC 28), Miracle (DC 28)
8 (5/day) Summon Monster VIII, Planar Ally, Greater, Shield of Law, Cure Critical Wounds, Mass, Spell Immunity, Greater
7 (5/day) Holy Word (DC 26), Regenerate, Restoration, Greater, Summon Monster VII, Symbol of Stunning (DC 26)
6 (5/day) Heal, Summon Monster VI, Bear's Endurance, Mass, Bull's Strength, Mass, Owl's Wisdom, Mass
5 (6/day) Break Enchantment (DC 24), Hallow (DC 24), Raise Dead, Summon Monster V, Command, Greater (DC 24), Breath of Life (DC 24)
4 (6/day) Cure Critical Wounds, Death Ward, Freedom of Movement, Divine Power, Neutralize Poison, Summon Monster IV
3 (6/day) Wind Wall, Summon Monster III, Cure Serious Wounds, Remove Blindness/Deafness, Prayer, Dispel Magic
2 (6/day) Bull's Strength, Cure Moderate Wounds, Aid, Shield Other, Bear's Endurance, Summon Monster II
1 (7/day) Shield of Faith, Command (DC 20), Bless, Cure Light Wounds, Gorum's Armor, Sanctuary (DC 20), Summon Monster I
0 (at will) Create Water, Read Magic, Detect Magic, Stabilize
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Statistics
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Str 18, Dex 12, Con 16, Int 12, Wis 28, Cha 13
Base Atk +15; CMB +19; CMD 30 (30 vs. Bull Rush, 30 vs. Trip)
Feats Armor Proficiency (Heavy), Combat Casting, Extend Spell, Heighten Spell, Persistent Spell, Preferred Spell (Divine Power), Scholar (Knowledge [planes], Knowledge [arcana]), Scribe Scroll, Selective Channeling, Weapon Focus (Battleaxe)
Traits Canter, Indomitable Faith
Skills Acrobatics -4 (-8 jump), Appraise +1 (+3 to determine the price of nonmagic items with precious metals or gemstones), Climb -1, Diplomacy +15, Disguise +11, Escape Artist -4, Knowledge (arcana) +14, Knowledge (dungeoneering) +2, Knowledge (engineering) +2, Knowledge (geography) +2, Knowledge (history) +5, Knowledge (local) +2, Knowledge (nature) +2, Knowledge (nobility) +5, Knowledge (planes) +12, Knowledge (religion) +14, Linguistics +12, Perception +23 (+25 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -4, Spellcraft +20, Stealth -4, Swim -1
Languages Abyssal, Aquan, Auran, Celestial, Common, Daemonic, Draconic, Dwarven, Ignan, Infernal, Terran
SQ aura, cleric channel positive energy 10d6 (4/day) (dc 21, domains (healing, sun), fortification (heavy), greed, hardy, healer's blessing, nimbus of light (20 rounds/day), rebuke death (12/day), reflecting (1/day), slow and steady, spontaneous casting, stability, stonecunning +2
Combat Gear Boots of teleportation, Quicken metamagic rod (greater) (3/day), Ring of invisibility; Other Gear Full plate of fortification, Heavy Mithral Sheild Of Reflecting, Alura, Masterwork Warhammer, Belt of physical might (Str & Dex +4), Glove of storing (empty), Hat of disguise, Headband of inspired wisdom +6, Ring of freedom of movement, Wings of flying, 500 page blank journal, Backpack (47 @ 63 lbs), Bedroll, Belt pouch (1 @ 3 lbs), Belt pouch (1 @ 5 lbs), Blanket, winter, Candle (5), Cold weather outfit, Diamound Dust, Diamound x2, Ink, black, Inkpen, Leather Strips x5, Paper (30), Scholar's outfit, Tent, small, Tiny Bag x5, 150 GP
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Canter If someone uses Bluff to give you a secret message, they get +5, if you attempt to intercept a secret message with Sense Motive, you get +5.
Cleric Channel Positive Energy 10d6 (4/day) (DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Cold weather outfit +5 Fort save vs. cold weather.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
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.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Flight (60 feet, Average) You can fly!
Fortification (heavy) 75% chance to ignore critical hit/sneak attack.
Fortification 75% You have a chance to negate critical hits on attacks.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
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.
Healer's Blessing (Su) Your cure spells are empowered for free.
Heighten Spell Increases spell level to effective level desired.
Nimbus of Light (20 rounds/day) (Su) 30'r aura of daylight deals 20 damage to undead per round and dispels [Darkness] spells.
Persistent Spell Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of t
Preferred Spell (Divine Power) Choose one spell which you have the ability to cast. You can cast that spell spontaneously by sacrificing a prepared spell or spell slot of equal or higher level. You can apply any metamagic feats you possess to this spell when you cast it. This incr
Rebuke Death (12/day) (Sp) Heal 1d4+10 damage to creatures at negative HP
Reflecting (1/day) Reflect spell back at caster, as spell turning.
Ring of freedom of movement This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.

Construction
Requirements: Forge Ring, freedom of movement; Cost 20,000 gp
Ring of invisibility By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.

Construction
Requirements: Forge Ring, invisibility; Cost 10,000 gp
Scholar (Knowledge [planes], Knowledge [arcana]) +2 bonus on two Knowledge skills
Selective Channeling Exclude targets from the area of your Channel Energy.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Sun's Blessing (Su) +20 to channel damage vs. undead and they don't get channel resistance.
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He was twenty at the time the cold air was snaking along his skin, not a normal cold no he was quite found of that. This was an unnatural cold that seemed to freeze even the flames, they were close. He was among the few remaining civilians left huddled next to the fire with his mother and brother, his father was on the line for this was indeed the final stand. It grew colder as they grew closer no one knew where they came from or what they even were, all they knew is they were shadow and death for they wanted all of them dead.
"The shadows are approaching! Stand Ready!" Came a call from the line.
This was it if they did not hold them hear they would see the death of their entire clan or worse be driven from their home. What followed couldn't even be counted as a battle a massacre is a more appropriate term. Within seconds the soldiers on the front line were frozen solid and shattered like glass. The flowing ranks fared no better as bone and sinew were torn a sunder. It did not matter how bravely they fought or how determined they were to save their home. Against this enemy there would be no victory.
"Evacuate the civilians! The battle is lost!" Another scream from the line.
That was the last day he saw ever saw is home. Forty years had passed since then and the memories of that awful night still hung with him haunting his dreams, they pulled on his soul forcing him down a path of darkness and dismay. There was nothing left for him in this world, and then he found the light. The light lifted him up, gave him hope, gave him clarity, chasseing the darkness from his body and soul for good. The light her name was Sarenrae.
One hundred years has passed since the loss of his home a masterwork hammer given to him by his dying father on that miserable night adorns his back with the oath of never using it until his home has been retaken, till then the burden shall forever rest upon his back. Interlocking with the hammer is Alura an angel of Sarenrae permanently sealed against her will inside of a shape changing scimitar. He'd come across her by pure chance, no perhaps it was fate that lead him to her. In exchange for seeking away to free her from the weapon she agreed to aid him in his travels. Now together with his oath, with Alura whom for whatever reason preferred to stay in the form of a battle ax, and Sarenrae his light in the darkness he would see his home taken back from the shadows and his clans honor restored.
For now he finally knew what his name was. Doran Stillhammer.

Inventory:
Total Weight Carried: 156.5/300lbs, Medium Load
(Light: 100lbs, Medium: 200lbs, Heavy: 300lbs)

+5 Heavy Shield Bash -
500 page blank journal 10 lbs
Alura 6 lbs
Artisan's outfit (Free) -
Backpack (47 @ 63 lbs) 2 lbs
Bedroll <In: Backpack (47 @ 63 lbs)> 5 lbs
Belt of physical might (Str & Dex +4) 1 lb
Belt pouch (1 @ 3 lbs) <In: Backpack (47 @ 63
lbs)>
0.5 lbs
Belt pouch (1 @ 5 lbs) <In: Backpack (47 @ 63
lbs)>
0.5 lbs
Blanket, winter <In: Backpack (47 @ 63 lbs)> 3 lbs
Boots of teleportation 3 lbs
Candle x5 <In: Backpack (47 @ 63 lbs)> -
Cold weather outfit <In: Backpack (47 @ 63 lbs)> 7 lbs
Diamound Dust <In: Belt pouch (1 @ 5 lbs)> 5 lbs
Diamound x2 <In: Backpack (47 @ 63 lbs)> 10 lbs
Full plate of fortification 50 lbs
Glove of storing (empty) -
Hat of disguise -
Headband of inspired wisdom +6 1 lb
Heavy Mithral Sheild Of Reflecting 7.5 lbs
Ink, black <In: Backpack (47 @ 63 lbs)>

Alura:
Weapon DMG +24/+19/+14 (1d8+8+1d6 fire+2d6 vs. Evil/x3+2d10 fire)

Intelligence
Alignment Neutral Good; Ego 42
Senses 120 ft (Darkvision, Read Languages, Read Magic)
INT 18 (+4), WIS 18 (+4), CHA 20 (+5)
Communication Telepathy
Languages Abyssal, Celestial, Common, Draconic, Infernal
Powers 5 Skill Points, 5 Skill Points, 5 Skill Points, 5 Skill
Points, 5 Skill Points, 5 Skill Points, Change Shape (At
will), Communication (Telepathy), Movement (Flight),
Senses (Darkvision), Senses (Extended Range), Senses
(Extended Range), Senses (Read Languages), Senses
(Read Magic), Spells Spell(3rd)Dispel Magic(1/day),Spell(3rd)Remove disease(1/day), Spell(3rd)Remove Curse (1/day), Spell(4th)Discern Lies(1/day)
Purpose Defeat/slay diametrically opposed alignment
Dedicated Powers Detect Special Purpose Foes
Skills Appraise 0/+4, Bluff 0/+5, Diplomacy 5/+10, Disguise
0/+5, Heal 0/+4, Intimidate 5/+10, Knowledge (planes)
5/+9, Knowledge (religion) 5/+9, Perception 5/+9, Sense
Motive 5/+9, Survival 0/+4
Hatred +1 : +1 vs. Goblinoids and Orcs