Initiate of Flame

Gudbjörn's page

66 posts. Alias of Gudbjörn son of Veigar.


Full Name

Gudbjörn son of Veigar

Race

Dwarf

Classes/Levels

Cleric of Angradd, the Forge-Fire, Guardian of War, Decider of Destiny (4)

Stats:
| LN | HP: 52/52 | AC 16 T 10 FF 16 | Init +0 | Fort +7 Ref +1 Will +8 | Percep +4 |

Gender

Male

Size

Medium

Age

73

Alignment

Lawful Neutral

Deity

Angradd

Languages

Common, Dwarven, Draconic

Strength 14
Dexterity 11
Constitution 16
Intelligence 13
Wisdom 18
Charisma 14

About Gudbjörn

Domains: Fire
Crusader Archetype
Energy: Positive [Healing / Damages Undead]

XP:
9000

Total Hit Points: 52

Speed: 20 feet

Armor Class: 16 = 10 + 6 [+1 scale]
-+1 Scale mail [medium; + 6 AC; max dex + 3; check penalty -3 30 lb.]
Touch AC: 10
Flat-footed: 16

Initiative modifier: + 0 = + 0 [dexterity]

Fortitude save: + 7 = 4 [base] + 3 [constitution]
Reflex save: + 1 = 1 [base]
Will save: + 8 = 5 [base] + 3 [wisdom]

Attack (handheld): + 5 = 3 [base] + 2 [strength]
- +1 Greataxe [1d12, crit x3, 12 lb, two-handed, slashing]: +8 = 3 [base] + 3 [1.5 x strength] + 1 [MW] + 1 [Weapon Focus]
Attack (missile): + 3 = 3 [base]
Combat Maneuver Bonus: + 5 = 3 [base] + 2 [strength]
Combat Maneuver Defense:+ 15 = 10 + 3 [base] + 2 [strength]

Light load: 58 lb.
Medium load: 59-116 lb.
Heavy load: 117-175 lb.
Lift over head: 175 lb.
Lift off ground: 350 lb.
Push or drag: 875

Skill Name/Key Ability/Skill Modifier/Ability Modifier/Ranks/Misc. Modifier

Acrobatics Dex* -3 = +0 -3 [armor]
Appraise Int 1 = +1
Bluff Cha 2 = +2
Climb Str* -1 = +2 -3 [armor]
Craft Axes Int 2 = +1 +1
Craft Armor/b] Int [b]1 = +1 +1
Craft_3 Int 1 = +1
Diplomacy Cha 2 = +2
Disguise Cha 2 = +2
Escape Artist Dex* -3 = +0 -3 [armor]
Fly Dex* -3 = +0 -3 [armor]
Heal Wis 4 = +4
Intimidate Cha 2 = + 2
Knwl (arcana) Int 6 = + 1 + 2 + 3 [class skill]
Knwl (history) Int 6 = + 1 + 2 + 3 [class skill]
Knwl (planes) Int 6 = + 1 + 2 + 3 [class skill]
Knwl (religion) Int 6 = +1 + 2 + 3 [class skill]
Perception Wis 4 = +4
Perform_1 Cha 2 = +2
Perform_2 Cha 2 = +2
Perform_3 Cha 2 = +2
Perform_4 Cha 2 = +2
Perform_5 Cha 2 = +2
Ride Dex* -2 = +1 -3 [armor]
Sense Motive Wis 4 = +4
Stealth Dex* -3 = +0 -3 [armor]
Survival Wis 4 = +4
Swim Str** -1 = +2 -3 [armor]

* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers
Zero-level Cleric spells: 3 can be selected per day, unlimited casting

Feats:
Extra Channel x1 Channel energy two additional times per day per feat
Toughness +3 HP; +1 HP/level after 3 HD
Bonus Feats [Crusader]:
Weapon Focus (Greataxe) You gain a +1 bonus on all attack rolls you make using the selected weapon.

Traits:
Called:
Your deity or a powerful spirit spoke to you when you were young, dropping cryptic hints about the important destiny that lay before you and how you must win your fights if you are to achieve your predetermined greatness.

Benefits: Once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead.

Dragonslayer:
You're greatly skilled in hunting and slaying those who resemble your lord's favored prey.

Benefits: You gain a +1 trait bonus on attack rolls against creatures of the dragon type.

Languages: Common, Dwarven, Draconic

First-level Cleric spells: 3 (3 - 1[Crusader] + 1) per day + 1 from a domain:
Prepared Spells:
Level 1

Bless
Detect Evil
Divine Favor

-Domain Spell (Fire Domain)
Burning Hands
Second-level Cleric spells: 2 (2 - 1[Crusader] + 1) per day + 1 from a domain:
Prepared Spells:
Level 2

Restoration, lesser
Shield Other

-Domain Spell (Fire Domain)
Produce Flame

Favored class points: Hit points +4; Skill points +0
Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.
Dwarf
• + 2 constitution, +2 wisdom, -2 charisma (already included)
• Can move 20 feet even if in heavy armor
• Darkvision (see 60 feet in pitch-dark)
• All dwarves are proficient with battleaxes, heavy picks, and warhammers.
• + 4 to avoid being bullrushed / tripped while standing on ground
• + 2 racial bonus on saves vs. poison
• + 2 racial bonus on saves vs. spells / spell-like abilities
• Wyrmscourged: Dwarves with this racial trait gain a +1 bonus on attack rolls and a +2 dodge bonus to AC and on saving throws against the extraordinary, supernatural, and spell-like abilities of dragons. They also gain a +2 racial bonus on Knowledge (arcana) checks to identify dragons and can make such checks untrained. This racial trait replaces defensive training, hatred, and stonecunning.
• + 2 racial bonus on appraise checks if stone/metal

Cleric
• Alignment Aura
• Spontaneous casting -- trade prepared spells for curative spells
• Channels positive energy (7x/day) 2d6
• High wisdom gains bonus spells daily
• Domain choices give additional abilities. See the rulebook for details.
Fire Domain
-Fire clergy can shoot flames, and at 6th level develop fire resistance.
Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.

Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).

Crusader (Archetype)
Crusaders serve the militant arm of a church, ready to stand guard over the religion's holy places and to be its swift, avenging arm against those who resist its truth.

Diminished Spellcasting: A crusader chooses only one domain and gains one fewer spell of each level than normal. If this reduces the number to 0, she may cast spells of that level only if they are domain spells or if her Wisdom allows bonus spells of that level.

Bonus Feat: A crusader gains a bonus feat at 1st level, then again at 5th level and every five levels thereafter (to a maximum of six at 20th level). These bonus feats must be chosen from the following list: Heavy Armor Proficiency, Improved Shield Bash, Martial Weapon Proficiency, Saving Shield, Shield Focus, Tower Shield Proficiency, and Weapon Focus*. At 10th level, a crusader may also choose from the following feats: Exotic Weapon Proficiency, Greater Shield Focus, Greater Weapon Focus*, Improved Critical*, Shield Slam, Shield Specialization, and Weapon Specialization*. At 20th level, a crusader may also choose from the following feats: Greater Shield Specialization and Greater Weapon Specialization*. Bonus feats marked with an asterisk (*) must be applied to the favored weapon of the crusader's deity. A crusader need not meet the normal class- or level-based prerequisites for these bonus feats.

Legion's Blessing (Su): At 8th level, a crusader gains the ability to confer beneficial spells quickly to a large group of allies. As a full-round action, the crusader may confer the effects of a single harmless spell with a range of touch to a number of creatures equal to half her cleric level. The spell's range remains touch, so all intended recipients must be within the crusader's reach when the spell is cast. Using the legion's blessing expends the prepared spell, but it also requires the crusader to sacrifice another prepared spell three levels higher, as when spontaneously using a cure or inflict spell. The higher-level spell is not cast but is simply lost, its magical energy used to power the legion's blessing.

• Concentration check: d20 + cleric level + wisdom modifier vs. DC

Class HP rolled
Level 1: Cleric 8 [MAX]
Level 2: Cleric 8 [MAX]
Level 3: Cleric 8 [MAX]
Level 4: Cleric 8 [MAX]

Gudbjörn son of Veigar's Equipment:

Woolly war rhinoceros
- +1 Scale mail barding - AC 6, 60lbs, -10ft movement (40ft normal) (AC 22, T 9, FF 22)
-Exotic military saddle, 40 lbs
-Saddle bags, 16 lbs
-Bit and bridle, 1 lb
-Feed, 250 lbs

42 lb Weapons / Armor / Shield (from above)
2 lb Backpack
5 lb Bedroll
Flint and steel
4 lb Grappling hook
5 lb Rope (50', silk) x1
1 lb Holy symbol (silver)
2 lb Spell component pouch
_____
61 lb Total

614 gp and some change.