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Edrec Rocksmasher's page

101 posts. Alias of Phurs.


Full Name

Edrec Rocksmasher

Race

Midgard (Celestial) Dwarf

Trackable Spells/abilities:
Per Day: Cheat Death 8x, Channel Positive Energy 7x

Classes/Levels

Cleric 7 : Hp 110/110 AC 26 (23/13) Spd 20ft (+13 Perc; +4 Init) (Fort +14, Ref +7, Will +14) SR 16; xp 24177

Gender

region map ;Lake Region M

Size

M

Age

50

Special Abilities

Transform to Raven at will (standard action to perform or reverse)

Alignment

N

Deity

Sun

Languages

Common, Dwarven, Celestial, Undercommon, Abysal

Strength 16
Dexterity 14
Constitution 22
Intelligence 16
Wisdom 20
Charisma 16

About Edrec Rocksmasher

Maps:
Did lake map in 2 areas a base so you can move Icons around and the overlay, when done just drag overlay over map to combine them

Appearance:

Standing 5' tall Edrec is tall even for a dwarf of these realms. But from where he hails from hes a full hand and a half taller than his kin (3'6"). Long scraggly rasberry red hair and beard with several braids and a full mustache and weather beaten brown skin with alot of wrinkles already mar his face. He wears a breastplate of fine steel and heavy leather across the rest of his body, a weather worn cloak, a steel helm with a sun motiff on the front of it, leather gloves and heavy boots made of thick leather. On his back is a fine wooden large shield and a very well kept battle axe, at his waist are light mace and a dagger. Strangest of all strapped to his left arm is a weapon you rarely see a cleric of any sort wear a simple sheath with a simple steel kurki inside of it. Hanging from his neck is a BIG ornamental holy symbol of a sun made of pure gold.

Racial Info:

Medium Outsider (Native)

Speed: 20 ft. (4 squares)

Armor Class +3 Natural

Base Attack +3

Special Qualities: dwarven blood, spell resistance 16

Saves: Fort +3, Ref +3, Will +3

Feats: Craft Magic Arms and Armor, Craft Wondrous Item, Forge Ring,

+6 STR +10 CON +4 INT +4 WIS

They have a +8 bonus on all craft checks; +4 bonus on UMD which is considered a class/racial skill.

Midgard dwarves speak Dwarven and Celestial plus all other languages spoken bye standard dwarfs for high intellegence.
Special Abilities

Alternate Form (Su): Midgard dwarves have the ability to assume the form of one specific animal of Small or smaller size—typically a badger, otter, raven, or weasel. A Midgard dwarf can shift between its humanoid and animal form as a standard action. This ability works much like the polymorph spell, except that the Midgard dwarf is limited to the one specific animal he knows how to turn into, and he does not regain hit points for changing form.

Master Smith (Ex): Midgard dwarves gain Craft Magic Arms and Armor,
Craft Wondrous Item, and Forge Ring as bonus feats. They are considered to possess the prerequisites necessary to craft any magic item of those types, even if they do not otherwise meet the requirements or have the ability to cast the necessary spells.

Native Outsider Traits: Unlike most outsiders, Midgard dwarves can be raised or resurrected normally.

They have darkvision out to 60 feet.


Spells:

0 - 4
Detect Magic, Read Magic, Resistance, Guidance
1 6+1
Cure Light Wounds (2),Comprehend Language, Sheild of Faith, Divine Favor
Cure Light Wounds
2 3+1
Cure Moderate Wounds (2), Hold Person, Silence
Cure Moderate Wounds
3 2+1
Cure Serious Wounds, Summon Monster III, Prayer
Searing Light
4 2+1 Cure Critical Wounds
Cure Critical Wounds,Orders Wrath
2 1st level Pearls of Power ~ Reuse any 1st level spell again per pearl.

Class Abilities:

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity which is Kukri.

Aura(Ex): Sun God deity provides a particularly Lawful powerful aura.

Channel Positive Energy(Su): 7 Times Per Day (4d6) ; Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier (17).

Domains: Sun and Healing

Healing Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (8).
Healer’s Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.
Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds,
3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal.

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.
Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.
Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness
descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.
Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam,
8th—sunburst, 9th—prismatic sphere.

Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table 3–5 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric 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).

May not cast spells with the Chaotic Moniker.


Skills:

ranks + stat + race + class + trait = ?
Appraise (Int) 1+3+0+3=7
Craft (all) (Int) 0+3+8+0=11
Craft Armor-smith (int) 1+3+8+3=14
Diplomacy (Cha) 1+3+0+3=8
Heal (Wis) 7+5+0+3=15
Knowledge (arcana) (Int) 4+3+0+3=10
Knowledge (history) (Int) 1+3+0+3=7
Knowledge (nobility) (Int) 0+3+0+0=3
Knowledge (planes) (Int) 1+3+0+3=8
Knowledge (religion) (Int) 7+3+0+3=13
Linguistics (Int) 1+3+0+3=7
Profession (Wis) 0+5+0+0=5
Perception (Wis) 4+5+0+3+1=13
Sense Motive (Wis) 1+5+0+3=9
Spellcraft (Int) 5+3+0+3=11
Use Magic Device (Cha) 2+3+4+3=12
Ride (agi) 1+2+0+0=3
Skill Ranks per Level: 2 + 3 = 5

Feats:

Craft Magic Arms and Armor You can create magic armor, shields, and weapons.
Benefit: You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price. See the magic item creation rules in Chapter 15 for more information.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost. You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.

Craft Wondrous Item You can create wondrous items, a type of magic item.
Benefit: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item creation rules in Chapter 15 for more information. You can also mend a broken wondrous item if it is one
that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

Forge Ring You can create magic rings.
Benefit: You can create magic rings. Crafting a ring takes 1 day for each 1,000 gp in its base price. To craft a ring, you must use up raw materials costing half of the base price. See the magic item creation rules in Chapter 15 for more information. You can also mend a broken ring if it is one that you could make. Doing so costs half the raw materials and half the time it would take to forge that ring in the first place.

Scribe Scroll (Item Creation)
You can create magic scrolls.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information.

Extra Channel You can channel divine energy more often.
Prerequisite: Channel energy class feature.
Benefit: You can channel energy two additional times per day.

Selective Channeling You can choose whom to affect when you channel energy.
Prerequisite: Cha 13, channel energy class feature.
Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy. Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not
you are affected.

Deepsight
Your senses are especially keen in the utter darkness.
Prerequisite: Darkvision 60 feet.
Benefit: Your darkvision has a range of 120 feet.
Normal: Darkvision normally extends 60 or 90 feet.

Stone-Faced
Rocks show more expression than you.
Prerequisite: Dwarf.
Benefit: You receive a +4 bonus on Bluff checks to lie or conceal your feelings or true motives, but not to feint in combat or deliver secret messages. In addition, the DC for Sense Motive checks to get a hunch about you is 25 rather than 20.

Toughness You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Armor Proficiency Heavy


Offense:

Initiative: +4 (+2 Dex, +2 Trait)
Senses: Dark Vision 120'; Perception +11
Speed 20'

Offense
BAB: +8(+3 racial; +5 Class)
CMB: +11(+8 BAB +3 Str)

Melee
+1 Battle Axe +12 1d8+4 20/*3
Light Mace +11 1d8+3 20/*2
Dagger +11 1d4+3 19-20/*2
Kukri +11 1d4+3 18-20/*2

Ranged
Light Crossbow (20) +10 1d8 19-20/*2 80' increments


Special Abilities/Traits:

Alternate Form (Su): Midgard dwarves have the ability to assume the form of one specific animal of Small or smaller size—typically a badger, otter, raven, or weasel. A Midgard dwarf can shift between its humanoid and animal form as a standard action. This ability works much like the polymorph spell, except that the Midgard dwarf is limited to the one specific animal he knows how to turn into, and he does not regain hit points for changing form. Edrec has chosen a raven.

Master Smith (Ex): Midgard dwarves gain Craft Magic Arms and Armor,
Craft Wondrous Item, and Forge Ring as bonus feats. They are considered to possess the prerequisites necessary to craft any magic item of those types, even if they do not otherwise meet the requirements or have the ability to cast the necessary spells.

Native Outsider Traits: Unlike most outsiders, Midgard dwarves can be raised or resurrected normally.

Dwarfish Blood: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Traits
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Indomitable Faith: You were born in a region where your faith was not popular, but you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive; you gain a +1 trait bonus on Will saves as a result.

Eyes and Ears of the Temple (LN): Your religious training involved serving in the temple watch of your church, the primary duty of which was standing sentinel on a temple wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.


Defense:

Spell Resistance 16

HD: 54 class + 42 Con + 7 Favored Class + 7 Toughness (110 HP)

AC:26 (10 Base + 7 Armor; + 3 shield; +2 Dex; +3 racial; +1 Deflection)
FF:23 / Touch: 13

CMD: 20 (10 Base +8 BAB +2 Dex)

Saves
Fort: +14 (+5 Class, +3 Race, stat +6)
Reflex: +7 (+2 Class, + 3 Race, stat +2)
Will: +14 (+5 Class, +3 Race, stat +5, +1 trait)


Inventory:

355 pp, 88 gp, 8sp
Breastplate +1
Large Wooden Sheild +1
Battle Axe +1
Light Mace
Dagger
Kukri
Light Crossbow
20 Bolts
Ring of Protection +1
Ion Torch (clear sphere)
2 Pearls of Power 1
Handy Haversack
Masterwork backpack
blanket
bedroll
belt pouch
candles (10)
standard holy text
flint and steel
iron pot
mess kit
spider silk rope
soap
spell component pouch
torches (5)
trail rations (5 days)
waterskin
canteen
golden holy symbol
Clerical vestments
Explorers outfit
5 Holy water.

Junk for sale in haversack

High Tech Item
Firemans Halligan Tool/Fire Axe set


Personality:

Edrec is a cantankerous dwarf he says what he is going to do and does it. He can be reasoned with but only by people he knows and trusts. To him the sun is everything its the healing light of day and the mortal enemy of the dark. When he first got to this place he sought out what could explain this giant bright orb of warmth in the sky. Many of the local folk pointed him to the fortified citadel of the sun. Upon getting there he found that for some strange reason the priests
could speak with him (tongues spell). He asked the head priests many questions that they could not answer. They named the object in the sky the sun and it was all powerful. The priest seeing the young dwarf was intrigued gave him a book (which he still has) on the practices and beliefs of the worshipers of the sun. Edrec quickly absorbed the information and found he wanted more on this strange object of golden greatness. The priests were skeptical at first, as dwarves are not know for their beliefs in anything outside their realms. Yet after learning the language he set about becoming an acolyte for 10 years he devoted himself allowing the other acolytes to harass him, yet he stood tall and proud and often would guard the walls of the citadel for the priests. Eventually admiration became complete zeal and upon his 40th birthday he was sworn in as a full cleric of the sun. For 10 years he's wandered the world learning all he could even once finding another of his kind and learning that he was indeed free to make his own decisions and forge his own paths.

Background:

"Nidavellir ah a word faintly remembered its the name of my true home, and the home of kinsmen. Where is that you ask well lad I could explain but you'd get bored after the first 2 hours of the 2 day story. Suffice is to say its not even in this place, I've heard from a cousin of my people that it exists out beyond the great void beyond the planes and such. I remember very little of the mines and the caves and my folk, for a god decided one day to try to summon ragnarok, the high god of all things (not my god either mind you laddy) Odin smashed the idol that Loki had made saying it was ugly. In doing so he killed all the dwarves who had made it. For some reason don't ask me why, maybe it was my strange attitude and wandering ways that I wasn't there when the idol cracked and crumbled. Next thing I know I was here on this plane somewhere else from where I was entirely, That be 35ish years ago since then I've expanded my mind and I fell in love with the beautiful thing you all take for granted," pointing at his holy symbol, "Aye laddy the sun, you see every one of my kind who has ever seen the sun has turned to stone. Don't know why I didn't but I'm not complaining!"