Axe Lord

Granite Ward's page

169 posts. Alias of Anon A Mouse.


Full Name

Granite Ward

Race

Human

Spells:
1st: 3/3

Classes/Levels

Adept Godling 2 HP: 22/22; Sickened, 2 Wis damage | AC 18 T 14 FF 14 | Fort +5 Ref +6 Will +4 | Init +6 | Percep +5

Gender

Male

Size

Medium

Alignment

NG

Languages

Common, Dwarven, Celestial, Goblin

Occupation

Agent of Shield

Strength 10
Dexterity 18
Constitution 16
Intelligence 14
Wisdom 10
Charisma 10

About Granite Ward

Basic Crunch:
Human Adept Godling 1
NG Medium humanoid (human)
Speed 30ft
Init +6 [4 Dex + 2 trait]

Ability Scores:
Str: 10 [0 points]
Dex: 18 (16 [10 points] + 2 human)
Con: 16 [10 points]
Int: 14 [5 points]
Wis: 10 [0 points]
Cha: 10 [0 points]

Offense and Defense:
Offense
CMB 0
BAB +1
Melee [0 Str]
- Cestus +5 (1d4 B/P)
- Rapier +5 (1d6 P)

Ranged [4 Dex]
- Longbow +5 (1d8 P/B)

Defense
AC: 18 (+4 Dex + 3 armor + 1 shield)
Touch 14, Flat-footed 14
CMD: 14 [10 + 4 Dex]
Fort: +5 (0 base + 3 Con + 1 trait + 1 resistance [domain])
Reflex: +8 (3 base + 4 Dex + 1 resistance [domain])
Will: +4 (3 base + 0 Wis + 1 resistance [domain])
HP: 22 ((8 + 3 Con) * 2)
CL: 2

Class Abilities:
Minor Ascendancies
1) Swift casting: Cast spells with casting time of 1 round as 1 standard action. Spells with a longer casting time take half as long.

Divine Traits
1 - Divine Portfolio 1 (Lore Mystery; Lore Keeper (Dex) - Add Dex instead of Int to knowledge skills)

Used: 1

Points:
1) 0.5 (favored class)
2) 0.5 (favored class)
Total: 1

Lineage Domain
Protection (Defense)
Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your godling level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Spells:
1) Shield
2) Barkskin
3) Protection from energy
4) Spell immunity
5) Spell resistance
6) Antimagic field
7) Deflection
8) Mind Blank
9) Prismatic sphere

Feats and Traits:
Traits
- Reactionary (combat): +2 Init
- Life of toil (social): +1 fort

Drawbacks
- Overprotective: If an ally falls unconscious from HP damage, you take a -2 on attack rolls and skill checks as long as you're further than 10 feet from your fallen ally

Feats
1a) Weapon Finesse: Use Dex for to hit instead of Str
1b) Spell Focus(Conjuration)
1c) Augment Summoning: Summons gain +4 Con and +4 Str

Bonus Human
2) Defiant luck: Reroll nat 1 on a save throw or force an enemy that just confirmed a crit against you to reroll the critical confirmation roll.

Future Feats
- Combat reflexes/bodyguard
- Maybe Butterfly sting

Summoning Feats to consider
- Superior summoning (CL3): When summoning multiple creatures, summon +1 of them
- Summon good monster: Adds more monsters to list at level 2. And gives them diehard feat
- Harrowed Summoning: Required Harrowed Feat
- Evolved summoning: Give 1 point evolution to monster

Skills:
Adventuring (18 = 2 * [6 + 2 Int + 1 human])
*Acrobatics +8 [4 Dex + 1 rank + 3 class]
*Bluff +0 [0 Cha]
*Climb +4 [0 Str + 1 rank + 3 class]
*Diplomacy +0 [0 Cha]
Disable Device
*Disguise +0 [0 Cha]
*Escape Artist +4 [4 Dex]
*Fly +4 [4 Dex]
*Heal +1 [0 Wis + 1 trait]
Heal: As a reward, in this skill you had 0 ranks in until now, you get a +1 trait bonus, it becomes a class skill(if it is not already), and, if you reach 5 ranks in it in the future, the level 5 skill unlock(as if you had signature skill - but only valid for level 5, higher level unlocks do not happen)
*Intimidate +0 [0 Cha]
*K(Arcana) +9 [4 Dex + 2 ranks + 3 class]
*K(Dungeon)+9 [4 Dex + 2 ranks + 3 class]
*K(Local) +9 [4 Dex + 2 ranks + 3 class]
*K(Nature) +8 [4 Dex + 1 rank + 3 class]
*K(Planes) +8 [4 Dex + 1 rank + 3 class]
*K(Religion) +8 [4 Dex + 1 rank + 3 class]
*Perception +5 [0 Wis + 2 ranks + 3 class]
*Ride +4 [4 Dex]
*Sense Motive +4 [0 Wis + 1 rank + 3 class]
*Spellcraft +7 [2 Int + 2 ranks + 3 class]
*Stealth +8 [4 Dex + 1 rank + 3 class]
Survival +0 [0 Wis]
Swim +0 [0 Str]
*UMD +4 [0 Cha + 1 rank + 3 class]

Background (4 = 2 * 2)
*Appraise +2 [2 Int]
Artistry
*Craft
Handle Animal
*K(Eng) +8 [4 Dex + 1 rank + 3 class]
*K(Geo) +8 [4 Dex + 1 rank + 3 class]
*K(History) +8 [4 Dex + 1 rank + 3 class]
*K(Nobility)
*Linguistics +6 [2 Int + 1 rank + 3 class]
Lore
*Sleight of Hand

Spells:
Spell list: Summoner
Spell casting ability: Dex
Dispell Resistance: 11 (10 + godling level) [SR that applies only to dispell or antimagic effects]

Known
0th
- Detect Magic
- Light
- Read Magic
- Guidance
- Mage Hand

1st (2 + 1 ability score)
- Feather fall
- Enlarge person
- Summon Monster 1
Domain: Shield

(+1 spell slot for 2nd-4th level spells)

Gear:
Magic
None

Weapons/Armor
- Mwk Buckler
- Mwk Studded Leather
- Cestus
- Rapier
- Longbow
- Arrows (20)
- Blunt Arrows (20)
- Whistling arrow (20)

Other
- mwk backpack
- bedroll
- bell
- chalk (2)
- charcoal stick (2)
- crowbar
- drill[APG]
- earplugs[APG]
- fishhook
- flint and steel
- grappling arrow[UE]
- powder[APG] (3)
- rice paper[APG] (5)
- saw[APG]
- shovel
- signal whistle (2)
- silk rope (50 ft.)
- soap
- string or twine[APG]
- trail rations (5)
- waterskin (2)
- winter blanket

- Air bladder
- Mwk Backpack
- Bell tripwire trap
- Holy water
- Keros oil
- Magnet
- Marbles
- Tindertwig x2
- Vermin repellent
- Weapon blanch (silver)
- Weapon cord x3
- Spring loaded wrist sheath

Current Load: 96.5 lbs; Heavy (Light when backpack is dropped)
Carrying Capacity: 38/76/115
17 gp, 3 sp, 1 cp

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Memories:
Since the character's background is meant to be hazy/not completely decided upon, I've come up with a few memories for Granite to have. Each includes the actual memory, his interpretation of the event/how it relates to now, and then what was actually going on.

Memory: Preparing to smite down an undead horde, shield and sword glowing with divine power as he prepares to lay down his life for a small group of dwarves. On his shield is the emblem of an eagle, wings spread as if to protect those behind it with its body.
Granite's interpretation: He's a LG paladin and protector of the people. Unfortunately, he can't remember which god he's a paladin of, so making sure not to offend his god might be a bit tricky. The eagle emblem might be a clue. For some reason it makes him think of the paladin Order of the Shield. Perhaps he's an agent of that?
What was actually going on: He was acting in a play, retelling a tale of how his clan of dwarves were rescued by a great paladin. The only reason why he was chosen for the part is because he was the tallest member of the clan.

Memory: Two dwarf parents and a large brood of dwarven brothers and sisters. Also, getting head butted a lot by his siblings.
Granite's interpretation: He might (?) be a very large dwarf? Or maybe he was a dwarf and then got turned in to a human? Or was he always human, and if so, why are his parents dwarves? Did they ever tell him he was adopted? All the head butts must be why he can't remember anything now.
What was actually going on: He was taken in by a dwarven family when he was too young to remember. Unless a reason for this is desired, I'll leave the why up in the air, so it can be hooked into the adventure if appropriate. Also, the head butting was a combination of showing off how tough you were and how his family said "hi" to each other. It probably (?) has nothing to do with his current memory loss.

Memory: Working in a mine with his clan. One day they were starting on a new branch, which they believed would provide a better yield of ore when there was a small cave in and one of his friends was pinned under a large rock. He said a prayer and then strained with all his might, finally pushing the rock aside to free his friend.
Granite's interpretation: Basically more evidence that he's a heroic person. And that his god granted him great strength.
What was actually going on: This was actually a good luck ritual before starting a new mine shaft. The idea was to create a small, controlled cave in, thus in the future, there would be a smaller chance of a real, possibly deadly cave-in occurring. While in this case there was actually a minor mishap and his friend did get pinned, his friend was never in real danger as the rock had been artificially lightened (it had been meant to "trap" the group in a small tunnel for a few hours, but it missed its mark, hitting the friend instead of blocking the tunnel). The prayer was part of the ritual, essentially saying "Oh hey spirits of luck. Look at this terrible thing that happened. Sure you are satiated, so you don't need to do anything bad in the future, right?"