Joran Vhane

Doxon Greyforge's page

653 posts. Alias of Mardigan77.


Full Name

Doxon Greyforge

Race

Per Diem:
Blessings 10/10 | Fervor 7/10 | Sacred Weapon 14/14

Classes/Levels

Male Dwarf Warpriest 15 | HP 133/158| AC 27(37) (42 vs Giants) FF 36 Tch 16 | CMD 23 (+5 vs. Disarm) | F+16 R+12 W+14 | Perc +4 | Init +3

Gender

Active Conditions:
Sacred Armor, Divine Favor (+4 atk/dmg), Good Hope (+2 all), Ironskin (+7 nat armor), Haste, Resist Fire/Elec 30, Bear's Endurance (+4 Con)

Size

4', 185 lbs

Age

71

Alignment

Lawful Good

Deity

Torag

Location

Trunau, Belkzen

Languages

Common, Dwarf, Giant

Strength 20
Dexterity 17
Constitution 16
Intelligence 10
Wisdom 16
Charisma 9

About Doxon Greyforge

Doxon Greyforge
Warpriest 15
LG Medium Dwarf
Init +3; Senses Perception +4, Darkvision 60'
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Defense
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AC 28, touch 16, flat-footed 27 (+15 armor, +1 Dex, +1 Nat)
Conditional Bonus +4 dodge bonus to AC vs. Giants
hp 120 (14d8 + 42)
Fort +14, Ref +12, Will +14
Hardy +5 racial bonus to saves vs spells, SLA, and + 3 vs poisons
Light Fortification
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Offense
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Speed 20 ft.
Ranged Crossbow, Heavy +11 (1d10)
Melee AGRIMMOSH, the legendary Hammer of Unmaking! +19/+14 (2d8+9:19-20/x3)
Hammer of Thunderbolts (+5 Large giant-bane returning thundering warhammer) +22/+17 (2d8+12:19-20/x3)

Conditional bonuses: +1 racial bonus to attack Giants
Special Attacks
Divine Spells Spontaneous (CL 10, concentration +13, spell penetration +10)
Orisons (5, DC 13): Guidance, Stabilize, Mending, Create Water, Purify Food and Water
1st Level (6/Day, DC 14): []Bless, []Protection from Evil, [x][][][]Divine Favor
2nd Level (6/Day, DC 15): [x][x]Ironskin, [x][x][]Grace, []Communal Protection from Evil
3rd Level (6/Day, DC 16): [][][]Channel Vigor, [][x]Communal Resist Energy, [x]Stone Shape
4th Level (4/Day, DC 17): []Blessing of Fervor []Divine Power, [][x]Death Ward
5th Level (3/Day, DC 18): [][x][x]Breath of Life
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Statistics
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Str 20, Dex 17, Con 16, Int 10, Wis 16, Cha 5
Base Atk +11/+6/+1; CMB +14 (+16 bull rush); CMD 28 (32 vs. bull rush, 33 vs. disarm, 32 vs. trip)
Feats Two Weapon Fighting, Double Slice, Dual Enchantment, Steel Soul, Weapon Specialization(Warhammer), Imp. Two Weapon Fighting, Imp. Crit(Warhammer), Crit Focus, Quicken Blessing, Two-Weapon Rend, Weapon Focus(Shortsword),Divine Interference, Sickening Critical
Traits Overprotective, Fate's Favored, Glory of Old
Skills Acrobatics -1 (-5 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +5, Heal +17, Intimidate +4, Knowledge (religion) +17, Linguistics +2, Perception +4 (+6 to notice unusual stonework), Ride +5, Survival +8, Swim +5; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarf, Giant
Gear
Warpriest's kit, dagger, Light pick +1 (made from drake's tooth), green dragonhide plate armor +2, Healer's kit (10 uses), climber's kit, adamantine bolts (13), cloak of resistance +2, Ring of Protection +1, Ring of Protection +4, Belt of Dexterity +2, Ring of Minor Cold Resistance, Amulet of Natural Armor +1, Headband of Alluring Charisma +4, Pale Green Prism Iounn Stone, Guardian Gorget, Nargrym's Steel Hand

Agrimmosh, Hammer of Unmaking:

It functions as a +2 impact dual-balanced warhammer that automatically resizes itself to match the size of its wielder. Whenever the wielder of Agrimmosh confirms a critical hit against a creature of the humanoid type, the target creature must succeed at a DC 23 Fortitude save or shrink by one size category, as by heightened reduce person. This effect lasts for 20 minutes.

Whenever the wielder of Agrimmosh successfully strikes a creature with the hammer, as an immediate action he can attempt a targeted dispel check against the struck creature, as dispel magic, to end a single ongoing transmutation effect that alters the target’s size. Other ongoing spells and effects are unaffected. The wielder uses the hammer’s caster level (20) as his own when attempting such a dispel check.
Agrimmosh also gains 3 charges, which renew at the beginning of each day. The wielder can expend the listed number of charges to activate one of the following spell-like abilities as a full-round action; expending an extra charge to activate the spell-like ability reduces the casting time to a swift action instead. Regardless, the wielder of Agrimmosh can activate only one of the weapon’s spell-like abilities per round.
• Heightened enlarge person (1 charge, DC 23; this replaces Agrimmosh’s 1/day enlarge person ability)
• Heightened mass enlarge person (2 charges, DC 23)
Lastly, Agrimmosh can be used in conjunction with Minderhal’s Forge at the Cathedral of Minderhal to resize magic armor and weapons.


Hammer of Thunderbolts:

This +3 Large dual-balanced returning warhammer deals 2d6 points of damage on a successful hit. In the hands of a wielder who wears a belt of giant strength and knows the weapon is a hammer of thunderbolts (not just the +3 warhammer it appears to be), it becomes a +5 Large dual-balanced giant-bane returning thundering warhammer with the following two properties. First, when the bearer makes a successful thrown attack with the hammer, the hammer emits a powerful clap of thunder, causing all creatures within 90 feet to be stunned for 1 round (Fortitude DC 15 negates); the wielder is not immune to this effect. Second, the hammer’s range increment increases to 30 feet.

Crown of Conquest:

The wearer gains a +4 competence bonus on Intimidate checks, and whenever he confirms a critical hit, the crown creates a prayer effect centered on the crown’s wearer (caster level 5th).

Potions: CMWx2, CSWx3
Scrolls: CSW, Remove Disease
Wealth
25,869.9 GP
65,884.25 GP from Zephyr Hall

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Special Abilities
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Aura (Su): Lawful Good
Blessings (Su, 10/day):
Good, Holy Strike (minor): (Std Act)At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability.
Good, Battle Companion (major): (Std Act)At 10th level, you can summon a battle companion. This ability functions as summon monster VI with a duration of 1 minute, but for only a good outsider or an animal with the celestial creature simple template. This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20th level).
Protection, Increased Defense (minor): (Std Act) At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.
Protection, Aura of Protection (major): (Swift Act) At 10th level, you can emit a 30-foot aura of protection for 1 minute. You and your allies within this aura gain resistance 10 against acid, cold, electricity, fire, and sonic. At 15th level, the energy resistance increases to 20.
Focus Weapon: Shortsword
Sacred Weapon +3 (14 rnds/day): swift action to add enhancement to weapon or brilliant energy[+4], defending[+1], disruption[+2], flaming[+1], frost[+1], keen[+1], and shock[+1], ghost touch[+1], holy[+2]
Fervor(9/9): 5d6
Channel Energy
Sacred Armor +3 (14 min/day): swift action to add enhancement to armor or energy resistance (normal[+2], improved[+4], and greater[+5]), fortification (heavy[+5], light[+1], or moderate[+3]), glammered[+1], and spell resistance (13[+2], 15[+3], 17[+4], and 19[+5]); activate Sacred Weapon as free action by expending one Fervor

Fame: 9
Prestige: 7

Background

From Hammer and Tongs: The Forging of Metal and Other Good Works, Holy Text of Torag:

Daily Affirmations :

1. All errors can be reforged into lessons. No setback is insurmountable, not even death itself, so long as the soul is dedicated to the task.

2. Work hard, work well, Torag demands only honest labor and forthright service. All errors can be reforged if your first intentions are pure.

3. All ignorance can be reforged into knowledge. Master your craft, excel at what you have been trusted to do. Do not offend your teacher by remaining a student forever.

4. Each generation must forge its successors. Teach your trade to all who are willing to learn, and in doing so, multiply the fruits of your knowledge.

5. All difficulties can be reforged into triumphs. Meet strife with humility and acceptance. Let adversity temper the ingot of your will and you will never shatter.

6. Embrace your station, fulfill the duties of your rank and meddle not in the affairs of your betters. All guilds fail at their weakest link.

7. All loss can be reforged into strength. Profitable work heals all emptiness. So long as you have the tools of your trade, you will always be able to forge wealth anew.

8. Value the works of others and they will value your works in return. Share the harvest with the hungry and your tools with the destitute.

9. All souls can be reforged into whatever we will. Hard work is not exclusive to life, death is no time for complacency. Commit yourself to excellence in this cycle and the next.

Precepts and Proverbs of Torag:

For every work there is a practice. Arm yourself with skill and temper your labors with patience.

Strike only when your medium is ready. Do not cold work plate.

Brittle steel is worse than a treacherous friend. Temper your work lest it shatter like glass.

Fools praise appearance, but the master praises strength.

True virtue lies in work well done. Pattern-welded steel shall be folded no fewer than seven times.

The finest smiths cannot shape poor metals. Set your hands to steels that have been properly treated with charcoal.

Like a room full of discord is a forge with uneven heat. Do not let it pervert your metal.

As the blows of the hammer speak to the steel, so the color of the metal speaks to the smith.

Like a babe is heated steel, fragile and easily corrupted. Handle it gently, lest your haste twist and warp it.

Do not neglect work that lies hidden and unseen for a shoddy tang can break the blade.

The wise smith works carefully and anneals but once. The careless smith weeps to find flaws after the steel has been hardened and tempered.

As a blade drawn in multiple heats is work done in its proper time.

Biography:

Description:

Strategy:
Combat:

Attack!:

[dice=Agrimmosh]1d20+20[/dice]
[dice=Damage]3d6+9[/dice]

[dice=Thunderbolt]1d20+23[/dice]
[dice=Damage]3d6+12[/dice]

[dice=Thunderbolt, TWF]1d20+22[/dice]
[dice=Damage]3d6+12[/dice]

[dice=Thunderbolt, TWF]1d20+17[/dice]
[dice=Damage]3d6+12[/dice]

[dice=Thunderbolt, TWF]1d20+12[/dice]
[dice=Damage]3d6+12[/dice]

[dice=Agrimmosh, TWF]1d20+19[/dice]
[dice=Damage]3d6+9[/dice]

[dice=Agrimmosh, TWF]1d20+14[/dice]
[dice=Damage]3d6+9[/dice]

[dice=Rend]1d10+7[/dice]

Social: