Joran Vhane

Finngarth's page

77 posts. Alias of DM DoctorEvil.


Full Name

Finngarth

Race

Cleric (Abadar) 1 | AC 18 T 11 FF 17 | HP 10/10 | F +4 R +1 W +6; (+2 vs Poison or Spells) | Init +1 | Perc +4

About Finngarth

Finngarth
Dwarf cleric of Abadar 1
LN Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +4 (+6 to notice unusual stonework, +6 on checks related to metals, jewels, and gemstones)
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Defense
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AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
hp 10 (1d8+2)
Fort +4, Ref +1, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 30 ft.
Melee silver dagger +2 (1d4+1/19-20) or
warhammer +2 (1d8+2/×3)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks channel positive energy 6/day (DC 11, 1d6), hatred
Domain Spell-Like Abilities (CL 1st; concentration +5)
7/day—acid dart (1d6 acid)
Cleric Spells Prepared (CL 1st; concentration +5)
1st—bless, magic stone[D], shield of faith
0 (at will)—detect magic, guidance, read magic
D Domain spell; Domains Earth, Travel
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Statistics
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Str 14, Dex 12, Con 15, Int 10, Wis 18, Cha 12
Base Atk +0; CMB +2; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats Extra Channel
Traits ease of faith, goldsniffer
Skills Appraise +4 (+6 to assess nonmagical metals or gemstones), Craft (gemcutting) +6, Diplomacy +6, Heal +8, Knowledge (religion) +4, Perception +4 (+6 to notice unusual stonework, +6 on checks related to metals, jewels, and gemstones); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ agile feet (7/day)
Other Gear scale mail, heavy steel shield, crossbow bolts (20), light crossbow, silver dagger, warhammer, backpack, bedroll, masterwork tool, silver holy symbol of Abadar, trail rations (4), 7 gp, 9 sp
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Special Abilities
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Acid Dart 1d6 acid (7/day) (Sp) As a standard action, ranged touch attack deals acid dam to foe in 30 ft.
Agile Feet (7/day) (Su) For 1 rd, you ignore difficult terrain.
Cleric Channel Positive Energy 1d6 (6/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Earth) Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
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.