![]()
About Gunnar HammersmithCharacter Sheet:
Size Medium Init +1; Senses darkvision 60'; Perception +9 DEFENSE AC 19, touch 12, flat-footed 17 (+6 armor, +2 dex, +1 shield)
OFFENSE
Statistics Str 14, Dex 13, Con 14, Int 14, Wis 16, Cha 8
Skills
Favored Class: Cleric +1 skill point per level. Forgemaster (Cleric) Abilities:
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity. Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Steel Spells: A forgemaster adds the following spells to her spell list: 1st—crafter's curse, crafter's fortune, lead blades; 2nd—chill metal, heat metal, shatter; 3rd—keen edge, versatile weapon; 8th—iron body, repel metal or stone. Divine Smith (Su): Whenever a forgemaster casts a spell that targets a weapon, shield, or armor, the spell takes effect at +1 caster level. If the spell has one or more metamagic feats applied, she reduces the total level adjustment to the spell by 1 (minimum 0). Runeforger (Su): A forgemaster may inscribe mystical runes upon a suit of armor, shield, or weapon as full-round action, using this ability a number of times per day equal to 3 + her Intelligence modifier. These runes last 1 round per cleric level, but inscribing the same rune twice on an item increases this duration to 1 minute per level, three times to 10 minutes per level, and four times to 1 hour per level. Erase affects runes as magical writing. A forgemaster learns forgemaster's blessing at 1st level and may learn one additional rune at 2nd level and every 2 levels thereafter. Only one type of rune marked with an asterisk () may be placed on an item at any given time. This ability replaces channel energy. Forgemaster's Blessing: The inscribed nonmagical item functions as a masterwork item. Tracer: For as long as the rune lasts, the cleric may sense its location at will as a standard action, as if using locate object. Artificer: A forgemaster gains only one domain, which must be the Artifice domain (not including subdomains). If she worships a deity, it must grant the Artifice domain. Artifice Domain Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing. Artificer's Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Dancing Weapons (Su): At 8th level, you can give a weapon touched the dancing special weapon quality for 4 rounds. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. Domain Spells: 1st—animate rope, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—wall of iron, 8th—statue, 9th—prismatic sphere. Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy). Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions. Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race. Craft Magic Arms and Armor: The forgemaster gains this as a bonus feat at 3rd level. Master Smith (Ex): At 5th level, a forgemaster can craft mundane metal items quickly, using half their gp value to determine progress, and can craft magical metal items in half the normal amount of time.
Feats and Traits:
FEATS 1-Toughness RACIAL TRAITS Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size. Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Darkvision: Dwarves can see in the dark up to 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. Weapon 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. Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. TRAITS
Benefit: Whenever you use the Craft skill or a crafting feat to make a stone or metal item, you reduce the cost of making the item by 5%. This includes metal-headed weapons with nonmetal parts, such as axes and spears. Propitiation (any dwarven deity): Your knowledge of the dwarven pantheon tells you precisely which gods have jurisdiction over which aspects of your life, and you can call upon the appropriate deity for help even if that deity is not your patron. At the start of each day, pick one of the following skills: Appraise, Bluff, Craft (pick one craft skill), Diplomacy, Intimidate, or Knowledge (local). You gain a +2 trait bonus on that skill until the start of the next day. Diplomacy.
Gear:
Mwk. Warhammer 104gp (5#), Mwk. Battleaxe 10gp (6#), Mwk. Dagger 2gp (1#), Sling, 10 bullets 0.1gp (5#), Mwk. Breastplate 116.67gp (25#), Mwk. Buckler 101.67gp (5#), Backpack 2gp (2#), Blanket .5gp (3#), 5 Trail Rations 2.5gp (5#), Waterskin 1gp (4#), Belt Pouch 1gp (.5#), 10 Candle 0.1gp, 10 Chalk 0.1gp, Flint and Steel 1gp, Silver Holy Symbol of Torag 25gp (1#) Magic:
Coins: 63 gp, 3 sp, 6cp Total: 57.5# (59#/117#)
Backstory:
Gunnar grew up the child of blacksmiths and learned the crafts of arms and armor making as his parents and grandparents and ancestors before him. He studied hard and worked and became one of the best apprentices in the clan. When he got older he felt the calling of Torag and presented himself for training as a cleric. Due to his skill he became a forgemaster of Torag. When his training was finished he had a vision of heading to this out of the way valley and using his skills there to repair the garrison and bring a stronger community to the area. Daily Resources:
Artificer's Touch: 6/day Used: Spells: Orisons (4)
1st Level (3+1)
Dice:
[dice=Mwk. Warhammer]1d20+3[/dice] [dice=Damage]1d8+2[/dice] [dice=Battleaxe]1d20+2[/dice] [dice=Damage]1d8+2[/dice] [dice=Dagger]1d20+2[/dice] [dice=Damage]1d4+2[/dice] [dice=Unarmed Strike]1d20+2[/dice] [dice=Damage]1d6+2[/dice] [dice=Flurry 1]1d20+1[/dice] [dice=Damage]1d6+2[/dice] [dice=Flurry 2]1d20+1[/dice] [dice=Damage]1d6+2[/dice] [dice=Sling]1d20+2[/dice] [dice=Damage]1d4+2[/dice] [dice=Perception]1d20+9[/dice] [dice=Acrobatics]1d20+6[/dice] [dice=Craft:Armor]1d20+9[/dice] [dice=Craft:Weapons]1d20+9[/dice] [dice=Diplomacy]1d20+3[/dice] [dice=Kn: Planes]1d20+6[/dice] [dice=Kn: Religion]1d20+6[/dice] [dice=Stealth]1d20+6[/dice] [dice=Fort Save]1d20+5[/dice] [dice=Reflex Save]1d20+4[/dice] [dice=Will Save]1d20+8[/dice] |