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About Edrec RocksmasherMaps:
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.
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,
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.
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.
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.
Forge Ring You can create magic rings.
Scribe Scroll (Item Creation)
Extra Channel You can channel divine energy more often.
Selective Channeling You can choose whom to affect when you channel energy.
Deepsight
Stone-Faced
Toughness You have enhanced physical stamina.
Armor Proficiency Heavy Offense:
Initiative: +4 (+2 Dex, +2 Trait) Senses: Dark Vision 120'; Perception +11 Speed 20' Offense
Melee
Ranged
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,
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
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)
CMD: 20 (10 Base +8 BAB +2 Dex) Saves
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
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!" |