About DorrakMale Dwarf Cleric 1
Defense:
DEFENSE
AC 16, touch 10, flat-footed 16 (+4 *Chain Shirt, +2 Heavy Shield)
Offense:
OFFENSE
Speed 20 ft.
Stats:
STATISTICS
Str 11, Dex 10, Con 12, Int 12, Wis 18, Cha 10
Special Abilities:
SPECIAL ABILITIES
Acid Dart (Sp) As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage. You can use this ability 7 times per day. Artificer's Touch (Sp) You can cast Mending at will (CL 1) to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage. This attack bypasses up to 1 points of damage reduction and hardness. You can use this ability 7 times per day. Aura of Good (Ex) You project a faint good aura. Aura of Law (Ex) You project a faint lawful aura. Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 10 Will save to halve the damage. You can use this abilty 5 times per day. Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype. Earthen Affinity (DM Boon) Once per day, as part of Dorrak's positive energy channeling, he may add the effects of Earth Channelling (From APG). This essentially means when you channel to help living creatures you also add DR equal to half your cleric level for your cleric level of rounds. When you channel to harm undead, all terrain in your channel counts as difficult terrain for your cleric level in rounds. Ease of Faith Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you. Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones. Guardian of the Forge (Knowledge (Engineering)) Torag's sacred duties are to protect the faithful, take lessons from the great craftsmen and strategists of the past, and prepare against dark times. You receive a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. One of these skills (your choice) is a class skill for you. Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes. Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again. Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You 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). Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance. Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill 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, regardless of whether or not they are actively looking. Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon. Background:
This is going to be a bit brief... Dorrak belongs to a well liked clan in Janderhoff (not quite nobility but many people know the clan). His mother is a baker and his father and uncle are smiths who frequently provide the dwarf priesthood with high quality armor and weapons. It was this relationship between the church and Dorrak's family that drew him toward service to Torag. Dorrak's brother, Borigol, runs a trading caravan that makes frequent trips between Janderhoff, Magnamar and Riddleport. Dorrak made friends with a Shoanti woman (Skoan-Quah) living in Janderhoff several years ago who exposed him to mind altering (hallucinogenic) herbal concoctions which Dorrak became addicted to. ***Possible future side plot up to DM discretion - the woman may be a Lamia Matriarch, the idea is inspired by the 'intrigues' section here . Dorrak's family and the priesthood became aware of changes to his personality and some conflicts that resulted from his addiction. Before any serious action was taken, Dorrak's parents asked Borigol to take him on the next caravan trip to see if time away from Janderhoff would help him get his priorities straight. During the trek, Dorrak began to suffer from withdrawl having used up his stash of mushrooms before reaching Magnamar. With the help of a human sailor, he purchased several vials of liquid from a shady source in Magnamar. As the ship left port for Sandpoint, Dorrak drank one of the vials which seemed to do nothing and he drank another and slipped into a comatose state shortly after. Borigol was beside himself and with no other options, he left his brother in the care of the clerics at the Sandpoint Cathedral with a large monetary donation. After several days, Dorrak regained consciousness and was presented with a letter Borigol left which details the shame Dorrak has caused and clearly states that Dorrak should not return to Janderhoff until he has restored honor to his name. Emotionally crushed, Dorrak reached out the clerics of Sandpoint to help him recover from his illness. Feeling a deep sense of gratitude for their help, Dorrak has provided assistance with as many tasks as possible; Mending items, energy channels, cleaning, helping with Swallowtail Festival prep, etc. He is fueled by the embarrassment he feels for being a burden to his family and the Sandpoint Cathedral and wants to do the right thing. However, under stress, he may still seek escape through mind altering substances. At this point, he has sworn off even mild alcohol for fear he may regress and cause more damage. He keeps his brother's letter close to his heart and reads it when he needs a reminder of what is at risk. Campaign Questionaire:
Why are you at the Swallowtail Festival? I have been in Sandpoint for several weeks recovering from some hardships. What's your main motivation?
What other motivations do you have?
What is your greatest fear?
What is your greatest wish?
What is the moral line you would never cross?
What do you know of goblins?
Prepared Spells:
Currency::
gp: 116 Equipment::
Chain Shirt, Shield (Heavy/Steel), Vestments (Cleric's), Warhammer, Holy Text (Hammer and Tongs), Potion Cure Light Wounds (x3) |