Initiate of Flame

Fror Stonehammer's page

40 posts. Alias of Wilhelm Shieldbreaker.


Full Name

Fror Stonehammer

Race

Dwarf

Classes/Levels

Cleric of Desna 1

Gender

Male

Size

Medium, 4'2'', 241lbs

Age

47

Alignment

NG

Deity

Desna

Languages

Common and Dwarven

Strength 14
Dexterity 12
Constitution 14
Intelligence 11
Wisdom 16
Charisma 12

About Fror Stonehammer

Fror Stonehammer
Male Dwarf Cleric of Desna 1
NG Medium Humanoid
Init +1; Senses darkvision 60 ft; Perception +3 (+2 Unusual Stonework)
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Defense
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AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 Dex)
hp 10 (1d8+2)
Fort +4, Ref +1, Will +5
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Offense
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Speed 20 ft.
Melee Warhammer +2 (1d8+2/x3)
Melee Starknife +2 (1D4+2/x3)
Ranged Starknife +1 (1d4+2/x3)
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Statistics
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Str 14, Dex 12, Con 14, Int 11, Wis 16, Cha 12
Base Atk 0; CMB +2; CMD 13
Feats: Extra Channel
Traits:
Inspired:-Once per day as a free action, roll twice and take the better result on a skill check or ability check.
Warsmith:-You gain a +1 trait bonus to damage rolls against creatures and objects made primarily of clay, crystal, earth, metal, or stone. Knowledge (engineering) is a class skill for you.

Skills: (Armour Pen -6)
Profession Engineer +7 (+2 Stone and Metal)
Knowledge(Engineering) +4
Knowledge (Religion) +4

Languages:- Common, Dwarven
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Special Abilities
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Darkvision:- (60 feet)
Defensive Training:- Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Craftsman:- Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Hatred:- Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hardy:- Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability:- Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning:- Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Wpn Familiarity:-Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Aura :- Good Aura
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Spells
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Spells:- 3x 0lvl; 2+1 1st lvl
Orisons :- 0 lvl spells not used up.
Channel Energy:- Positive, heal living or hurt undead, 1d6HP, 6/day, will save for half DC 12
Spontaneous casting:- Can change any unused spell into equivalent cure spell.
Domains:- Luck and Liberation
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Liberation:-You have the ability to ignore impediments to your mobility. For a 1 round per day, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
Luck:-Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. 6/day.

0 lvl:- Mending, Spark and Resistance
1 lvl:- Bless and Shield of Faith
Domain:- Remove fear.
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Equipment
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Person:- Warhammer, Hvy Steel Shield, Scale Mail, Starknife, Scroll case, Scroll of CLW, Belt Pouch, Iron Holy Symbol, Flint and Steel.
Wght:- 62lbs Medium
Backpack:- Bedroll, Trail Rations x5, Waterskin, Holy Text, Rope.
Wght:- 87lbs Medium
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Background:

"Don't worry Auntie I will be back soon, you know me I can't stay in one place too long. I will be back for the Everflame ceremony."
His pack on his shoulder, Fror set off down the road to anywhere knowing that his feet would find their own way. Ever since finding the small little roadside shrine, Fror had never since been able to sit still. His engineering apprenticeship had never really gotten started, but that no longer mattered, he had realised that life was about the journey and a sense of calm had descended upon him.
Fror's parents had fought hard during Nirmathas' war of independence and had served defending the borders since. However it had gone badly wrong for Fror on the 15th of Calistril 4690, when a Molthune company had attacked the border fort where he lived. As the overwhelming force had descended on the fort under the cover of the winter mists, most of the inhabitants were still asleep in their beds. The images of his father falling, buying time for Fror and his mother to escape still wake him up at night, and yet they have not scarred as deep as the loss of his mother, who badly wounded by a stray arrow, died only after seeing Fror safely to the next fort and bringing word of the attack.
Following this traumatic time Fror was sent to recover and live with his aunt in Kessen. The troubled young dwarf had struggled with his night terrors and the horrendous events, unable to concentrate on his apprenticeship to his uncle. Until one day whilst wandering the edge of the forest, Fror had come across a small shrine at the beginning of an overgrown path. Here Fror had found peace and a sense of purpose. The itchy feet of wanderlust and the desire to continue the ideals of his parents, so that others would be safe in the country they had died to defend. From here his goals had become obvious, he set to work learning to wield the same types of weapons and armour as his father and learnt much of the goddess Desna from Father Prast, he had even spent time learning his Uncle's profession if only the basics. Now, come of age Fror is ready to aid the folk of Kessen and Nirmanathas as his parents did before him.
" Auntie, I'm back. Did I miss it? Did I? Damn, I just had to climb that last hill."