King Ezelgar

Feldspar Flamebeard's page

266 posts. Alias of Wander Weir.


Full Name

Feldspar Flamebeard

Race

Dwarf

Classes/Levels

Paladin / 4

Gender

Male

Size

Medium

Alignment

Lawful Good

Deity

Torag

About Feldspar Flamebeard

A character in DM Wrath's Rise of the Runelords campaign Game no longer continuing.

Stats:
Str: 16
Dex: 10
Con: 14
Int: 12
Wis: 14
Chr: 13

XP: TBD

HD: 4d10 + 2(Con) = 36 HP
Current Hit Points: 36; Current Non-Lethal: 0; Ability Damage: None

Init: +0
Movement: 20'

Fortitude: 7 = + 4 (Base), + 2 (Con), +1 (Divine Grace)
Reflex: 2 = + 1 (Base) +0 (Dex), +1 (Divine Grace)
Will: 8 = + 4 (Base), + 3 (Will), +1 (Divine Grace)

Armor Class: 18 = 10 (Base) + 8 (Banded Mail)
Touch: 10; Flat Footed: 18; With Shield: 21

CMB: +7 = + 4 (BAB) + 3 (Str)

CMD: 17 = + 10 (Base) + 4 (BAB) + 3 (Str) +0 (Dex)

BAB: +4

+1 Banded Mail Armor (+8 AC, MD +1, ACP -5 with Trait, 35 lbs.)
+1 Heavy Wooden Shield (+3 AC, ACP -1, 10 lbs.)

Attacks

Dagger: +8 Melee, +5 Ranged (1d4+3, 19-20 x2, 10 ft, 1 lb, P/S)
Dwarven Waraxe: +8 (1d10+3, x3, 8 lbs, S)
+1 Magic Warhammer: +9 (1d8+4, x3, 5 lbs, B)
MW Heavy Crossbow: +6 (1d10, 19-20 x2, 120 ft range, 8 lbs, P)

Lay on Hands: 5/Day 2d6 + Sickened Mercy

Skills and Feats:

Skills
Diplomacy: +8 = +1 (Chr), +4 (Ranks), +3 (Class)
Heal: +9 = + 2 (Wis), +4 (Ranks), +3 (Class)
Knowledge Religion: +8 = +1 (Int), +4 (Ranks), +3 (Class)
Sense Motive: +9 = +2 (Wis), +4 (Ranks), +3 (Class)

Feats
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Extra Lay On Hands
Benefit: You can use your lay on hands ability two additional times per day.

Languages
Common, Dwarven, Giant

Encumbrance & Carrying Capacity
Carrying: 83 lbs. (19 lbs. for backpack) -- Medium Encumbrance
Light: 66 lbs; Medium: 133 lbs; Heavy: 200 lbs

Equipment:

Worn:
Traveler's Clothes, +1 Banded Mail armor, +1 Heavy Shield (Backpack) +1 War Hammer (Belt), Dwarven Waraxe (Belt), MW Heavy Crossbow (Belt), Crossbow Bolts x46 (shoulder quiver), Dagger (Belt), Backpack (Back).

Inside backpack:
Traveler's Clothes, Scale Mail Armor, Common blanket, trail rations x3, waterskin, silk rope, sack x2, flint & steel.

Remaining Coin to Spend: 3gp, 0sp, 9cp

Background Traits:

Birthmark:
This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Armor Expert:
When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Racial Traits:

Slow and Steady: Base speed of 20 ft, never modified by armor or encumbrance.

Darkvision: 60 ft vision in dark.

Defensive Training:+4 dodge bonus to AC vs giant (subtype)

Greed:+2 racial bonus on Appraise skill for nonmagical gods containing precious metals/ gemstones.

Hatred:+1 bonus on att rolls vs. orc and goblinoid (subtypes).

Hardy:+2 racial bonus on saving throws vs. Poison, Spells, and spell-like abilities.

Stability:+4 racial bonus to CMD when resisting bull rush or trip attempt on ground.

Stonecunning+2 bonus on Perception checks to potentially notice unusual stonework, such as traps or hidden doors located in stone walls or floors. A check to notice such features whenever they pass within 10 feet.

Favored Class: Paladin - 1st, 2nd, 3rd and 4th lvl (+1 Skill Rank)

Class Traits:

Aura of Good: (Ex)The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su): Twice per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay on Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch, 2/day. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Aura of Courage (Su)
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex)
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases.

Mercy (Su)
At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

Sickened: The target is no longer Sickened.

Channel Energy:
When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability. (2d6 per channel)

Character Background:

From his birth it was clear that Feldspar was destined to serve Torag, for his forehead was marked by the red lines of a warhammer, the shape of the hammer's haft following the slope of his nose. (As per the Birthmark trait)

The youngest son of a wealthy merchant of Janderhoff, Feldspar's fortuitous birth proved a boon for his father and in gratitude he offered his newborn son to the church of Torag so that the church could raise him as they saw fit.

The rather obvious result was that Feldspar received the best education a dwarf could get while enduring an utterly sheltered life. The worship of Torag was his world and he was never given an opportunity to consider anything else.

For the first several decades, he was more than content with his lot. Intelligent, wise for his years and committed to his service, he seriously considered joining the church as a cleric to the God of the forge but was driven to a different calling. Though he was not the strongest of his race and certainly not the most agile, he was nevertheless quite skilled with Torag's chosen weapon and the waraxe of his ancestors and experienced a curious euphoria in the heat of battle as he practiced at destroying evil and punishing the wicked.

And then there were the dreams. All his life, Feldspar dreamt of light, a thundering voice speaking words he could not quite understand, and of a small town on the edge of the sea. Since he’d never gone anywhere at all, he had no idea where this town could be, but he felt drawn to it. There was something important about it, a vital urgency that called to him.

Recently, as he completed his training as a Paladin in Torag’s service and began to prepare to leave the quiet solitude of the church grounds for the harsh world beyond it’s walls, he devoted his studies to the geography of Varisia, outwardly desiring to know something about the country he was born to but inwardly hoping to find the place of his dreams.

As he poured over old tomes and faded maps, his eyes fell on a name. “Sandpoint.” Without even realizing it, he said the world aloud, feeling the shape of the letters on his tongue and remembering the roaring voice in his dreams.

Scrabbling quickly through the pile of maps before him, Feldspar found the one he was looking for. Sandpoint, a small fishing town on the edge of the sea. He thought of the dream, the thundering roll of a voice that he could not quite understand, the quiet town with its docks, the ships at the harbor, the black marks where a church had once stood.

Straightening, Feldspar stood and began to gather the maps and books together. He knew where he must go: Sandpoint.

Appearance:

Feldspar is a 4'2" with warm, dark eyes and a ready smile. He is best known for his striking red hair and beard, earning him the name of Flamebeard by his brethren in the monastery where he grew up.

'Messages':

"Feldsparrr, note well the words from this vessels mouth. When the angel toucccccccched corrupted spawns forth the hungry green, only thooooooosssse of pure heart shall withstand the sins of old and save the pointed sannnnnnddds".

"Man of stone and woman of iron, hear well myyyyyyy worrds. The sins of the past rise through glyphs of pain, e'en whiiiiiiiile you both dally in pointed sands. Beware the firstborn new returned and the angel’s daughter broken. They together plot the rise of sinspawn through the token."

Maree Info:

Feldspar - The man in front of the dwarf looks shocked to spoken to so by one of the cloth. His face flushes red and he turns to leave, muttering about father Zantus and repercssions. As he walks off, the young Varisian girl giggles. "I don't think he liked your tone Sir Feldspaaaaaaaarrrrgh". The girls voice strains on the last words, her vocal chords seeming to thicken and deepen. The Paladin turns to face her again, his puzzled expression turning to one of surprise as he sees a change come over the girl. Her features seem to have sharpened, becoming more angular and dark. The skin of cheeks pulls tight across her beautiful cheekbones, seeming to writhe with the presence of bone trying push itself into some other form.

"Feldsparrr, note well the words from this vessels mouth. When the angel toucccccccched corrupted spawns forth the hungry green, only thooooooosssse of pure heart shall withstand the sins of old and save the pointed sannnnnnddds". Her voice breaks again on the last words, and the girls face seems to return to normal, going slack as she drops into a dead faint.

Behind the dwarf, a gasp of horror comes from the accolyte who had confronted them earlier, and he turns to flee into the church building.

True and Feldspar - The girl introduced herself as Maree, and gladly took their escort home. While she took True's arm out of courtesy, it quickly became evident that she could navigate fairly well despite her blindness. While they walked she cheerfully told them of her arrival in town earlier in the year following her dreams and the visions they provided her. When they arrive, her house is obviously well cared for, and tehy are met at teh door by a very firendly cat, which purrs deeply and wraps itself in ownership around the two holy warriors as they help its mistress into the house.

"Thankyou" she states with her strange half smile. "Now for your message. I will pass it quickly so you can return for teh opening ceremony.". She closes her eyes, although this is more instincitive than required and recites words as if reading tehm from inside her eyelids. "One born of stone will come, marked with the hammer of the Delver. Warn him to beware the runes of sin, for they mark the coming of ancient power." She opens her eyes again, only to reveal teh milky orbs beneath them and smiles "Yes that is it. Now, I have taken so much of your time already, please return to the temple so you can see the opening ceremeony. I hear it will be beautiful". The last is said with a hint of sadness, but is quickly covered by her warm smile again.

Feldspar and True - Maree smiles beautifully at True's offer. "That would be delightful, just let me get some breakfast and tea. Would you care for some?". She moves confidently through her home, and again it is very apparent just how tidy she maintains the place. Eveerything is in its place, and when she finishes using an item, she carefully puts it back where it came from.

As she moves around the room, she answers Feldspars question. "I get my messages in my dreams sir Knight. They are vivid, like writing in flames across a sky of darkness. Always I remember those ones. No one seems to give them to me, I never hear a voice or see a face, just the writing. It seems to have upset some of the church folk in town, but Father Zanthus has been kind to me, and visits occasionally to check on me."

Again, she gives the impression that she is completely unaware of the posession she experienced earlier today.

True and Feldspar - The walk back through town is pleasent and filled with Maree's friendly chatter. She happily tells the two holy warriors about her life, and the visions she had recieved since losing her vision. "My eyes began to cloud when I was very young." she states simply "One day I found that when I awooke, the light of day had faded completely and I was forever in the darkness." she smiles then, remembering some part of her past before continuing. "I still remember colours and items, but those are the memories of one much younger than I am now. The visions started within a year of me going totally blind. At first I didn't know what to make of them, and my parents tried to have me looked at by the local druids. They could do nothing for me however. One old sorceror eventually told my parents to listen to the messages I told them and act on them. It is what I have been doing ever since. Sometimes the dreams let me know things that are useful, and other times I have no idea why I am saying them."

She turns to face the young woman holding her arm, her eyes not quite meeting True's, as is the way of those who are blind. "The fainting only started some two years back though, after my parents both died in an accident on the road. I have no explanation for it, though Father Zanthus has said he would try to help me with them if he could."

As they leave Jo'No's home and make their way towards the rusty dragon, they see a familiar figure moving with an unsteady gait towards them.

The young oracle they helped on their first day of arrival seems to sense their presence and turns her face towards them. A small smile creeps across her face as she turns towards them, but then a trickle of blood seems to weep from her left eye.

Feldspar is almost stunned by the sudden aura of evil that comes over the girl. It is almost as if her true self is torn assunder as some other presence forces its way out of her heart and takes full hold of the girl. A voice reminiscent of grinding stone rumbles from her throat, clearly in contrast to the petit beuaty of teh Varisian woman.

"Man of stone and woman of iron, hear well myyyyyyy worrds. The sins of the past rise through glyphs of pain, e'en whiiiiiiiile you both dally in pointed sands. Beware the firstborn new returned and the angel’s daughter broken. They together plot the rise of sinspawn through the token." As the last words leave her mouth, her eyes roll further back in her head and the trickle of blood grows stronger. With no warning, her legs give way and she falls heavily to the ground.

Between True and Feldspar, they finally manage to get Maree off the ground and sitting upright. The young womn groans a little and clutches at her head. "Desna's grace, that one was hard" Her words are thick, as if she was in desperate need of a drink to ease her throat.

Feldspar could find no trace of serious injury, but his experience with human women was certainly limited. Nor could he recall any references to what she had mentioned in the telling. The words Angel's Daughter tickled at his mind, though he couldn't quite get himself to remember where he had heard it from.

"Please, could you get me back to my house. I have no recollection of even coming here and I fear I may have left breakfast cooking when the telling came upon me". Maree's voice sounds quietly desperate, though there is not much strength in her words.

While Feldspar tends to his charge, her little cat winds itself annoyingly about his legs and Trues legs, miaowing loudly and generally demanding attention from the Paladin and holy warrior.

Maree smiles at her companion animal, before responding to Feldspar's question. "I am aware that I have had a vision, though for me they always occur in a shadowy realm, near a tower of immense height that shoots beams of fire. As the fire shoots through the sky, the words form like an after image on the eye, burnt into the ash grey clouds like a message from the heaens themselves."

She takes a sip from her tea, her hands shaking with fatigue, before continuing. "Most often they come when I am asleep. However, recently I have found myself in places I have no recollection of going to. The new church, the graveyard, the glassworks and most recently with you two this morning. I have no recollection of any visions on such occasions, just a dull headache and pain throughout my chest. On two of those occasions I have upset folk who claim I am some sort of witch or evil hag come to steal their children." Her face appears worried for but a moment, before she reaches out in her uncanny way, and touches the dwarf gently on the arm. "I am no such thing at all, let me assure you both now."

After Book 1:

"I had another vision last night. A true vision this time, without the twisting perceptions of the demon to taint it. The words were written through sky of dark clouds, marred by crows of evil nature. "Ware the grave danger of hungers gnawing. The fallen maid weeps in bones of liche's falling"

Level 2 Updates:

HP increase: 1d10 + 2 = 7
BAB: +1
Fort: +1
Will: +1
Divine Grace
Lay on Hands
Skills: + 4
Diplomacy
Heal
Knowledge Religion
Sense Motive

Level 3 Updates:

HP increase: 1d10 + 2 = 10
BAB: +1
Reflex: +1
Aura of Courage
Divine Health
Mercy: Sickened
Feat: Extra Lay on Hands
Skills: + 4
Diplomacy
Heal
Knowledge Religion
Sense Motive

Level 4 Updates:

Hit Points: 1d10 (5) + 2 = 7
BAB: +1
Fort: +1
Will: +1
Str: +1 (4th level attribute bonus)
Channel Positive Energy
Smite = 2/day
1 first level spell
Skills: +4
Diplomacy
Heal
Knowledge Religion
Sense Motive

Character Build:

Str: 15
Dex: 10
Con: 14 = 12 (Base) + 2 (Dwarf)
Int: 12
Wis: 14 = 12 (Base) + 2 (Dwarf)
Chr: 13 = 15 (Base) - 2 (Dwarf)