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About Doran StillhammerDoran Sillhammer:
Doran Stillhammer
Male Dwarf Cleric 20 NG Medium Humanoid (dwarf) Init +1; Senses darkvision 60 ft.; Perception +23 -------------------- Defense -------------------- 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/— -------------------- Offense -------------------- 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 -------------------- Statistics -------------------- 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 -------------------- Special Abilities -------------------- 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
Construction
Inventory:
Total Weight Carried: 156.5/300lbs, Medium Load
(Light: 100lbs, Medium: 200lbs, Heavy: 300lbs) +5 Heavy Shield Bash -
Alura:
Weapon DMG +24/+19/+14 (1d8+8+1d6 fire+2d6 vs. Evil/x3+2d10 fire)
Intelligence
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