Full Name |
Drognar Rockgroin |
Gender |
HP 24/24 | AC 18 T 12 FF 16 | Fort +5 Ref +6 Will +6 | CMD 13 (+4 vs Trip/Bull Rush) | Init +2 | Darkvision - Perc +3 (+2 Stone) |
Strength |
8 |
Dexterity |
14 |
Constitution |
14 |
Intelligence |
14 |
Wisdom |
16 |
Charisma |
12 |
About Drognar RockGroin
Drognar Rockgroin
Dwarf cleric of Calistria 3
CG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +3 (+5 to notice unusual stonework)
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Defense
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AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
hp 24 (3d8+6)
Fort +5, Ref +6, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Special Attacks channel positive energy 4/day (DC 12, 2d6), hatred
Domain Spell-Like Abilities (CL 3rd; concentration +6)
. . 6/day—bit of luck, copycat (3 rounds)
Cleric Spells Prepared (CL 3rd; concentration +6)
. . 2nd—hold person (DC 15), invisibility[D], summon monster II
. . 1st—bless, deathwatch, disguise self[D], summon monster I
. . 0 (at will)—guidance, mending, read magic, stabilize
. . D Domain spell; Domains Luck, Trickery
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Statistics
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Str 8, Dex 14, Con 14, Int 14, Wis 16, Cha 12
Base Atk +2; CMB +1; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats Deceitful, Lightning Reflexes
Traits charming, deft dodger
Skills Acrobatics +2 (-2 to jump), Appraise +2 (+4 to assess nonmagical metals or gemstones), Bluff +9 (+10 vs. characters who could be attracted to you), Diplomacy +7 (+8 vs. characters who could be attracted to you), Disguise +9, Perception +3 (+5 to notice unusual stonework), Sense Motive +9, Stealth +8; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Gnome, Undercommon
Combat Gear scroll of lesser (x5) restoration, wand of cure light wounds, alchemist's fire, holy water; Other Gear mithral chain shirt, mithral heavy steel shield, 72 gp
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Special Abilities
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Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 2d6 (4/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copycat (6/day) (Sp) Create a single mirror image duplicate
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.