Full Name |
Haltak |
Race |
Dwarf Cleric (forgemaster) |
Classes/Levels |
3 def 12 ff 10 dr 9/magic fort 6 re 1 will 6 perc 3 HP 25/36 |
Gender |
M |
Size |
M |
Age |
110 |
Special Abilities |
Runes 5/day |
Alignment |
Lg |
Deity |
Torag |
Languages |
Dwarven, common, terran, giant |
Occupation |
Smith |
Strength |
14 |
Dexterity |
10 |
Constitution |
16 |
Intelligence |
14 |
Wisdom |
16 |
Charisma |
8 |
About Haltak
Family members:
Haltak is a proud father of two, who he has left with his wife in Highhelm.
Day-to-Day Activities:
The forge is Torag's alter, the metal and toil his sacrifice, and the workshop his temple.
Haltak spent most of his time there working, or participating in the guild at Highhelm. While a religious leader, his services were mostly as a master craftsman, and he had many apprentices who brought devotion to the hammering of the iron.
Haltak's best friend in highhelm was study in contrasts, somewhat of a drunkard and hardly industrious, he was good for a boisterous time. When Haltak's duties became more martial - on rare occasion against the restless dead or part of every dwarf's duties, his friend was always willing to lend a hand. By the name of Ingvar Slagson, he earned his keep and was tolerated through odd jobs and his willingness to be first into battle against all manner of vermin, even the hated drow deep and far from the Sky Citadels. In fact, this wide ranging habit led to some mutterings about bringing back bad luck or curses, and he was the first to die.
Ingvar was the first to delve the dark, and he paid for it. If'n we're all to end in this age, I'll not be waitin' around fer it. If I can do somethin' to help me family - I will - if not, I'd rather die like a dwarf. Ingvar deserved better.
Haltak Forgemaster
Dwarven Cleric (Forgemaster)
LG M Humanoid (dwarf)
Initiative +1; Perception +3, darkvision
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Defense
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Defense AC 12, flat-footed AC 10. (shield 2)
Armor DR: 9/magic (full plate)
Critical Defense: +11 (9 armor 2 shield)
hp 36 (3d8 + con bonus 9 + 3 FC)
Fort save +6, Ref save +1, Will save +6 (+3 vs spells, spell like abilities, +3 vs poison)
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Offense
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Speed 20ft
Melee +1 adamantine warhammer +5 1d8+3 x3 divine favor: +2 to hit/damage, lead blades: 2d6 weapon damage
Ranged Javelin +2 1d6+2
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Statistics
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Str 14, Dex 10, Con 16, Int 14, Wis 16, Cha 8
Base Atk 2; CMB 4; CMD 15 (+4 vs trip/bullrush)
Feats Breadth of Experience, Heavy Armor Proficiency, Craft magic arms and armor (bonus) [feats to be taken later: extend spell, power attack]
Traits Glory of Old, Fate’s Favored
Skills (6/12 ranks)
Appraise +6, Craft: blacksmithing +12, Nobility 8, Linguistics (Necril) +6
Heal +7 (9 w/ kit), Sense Motive 9, Diplomacy 6, Knowledge: Religion,Arcana,+8, Spellcraft +8,
Profession: All +5 (2 stone / metal), Knowledge: Other +4,
Languages Dwarven, Common, Giant, Terran
Special Qualities Darkvision, Stonecunning, Stability, Hardy
Other Gear: +1 Adamantine Warhammer (2k cost), full plate (550 cost), masterwork heavy pick, masterwork battleaxe, masterwork heavy steel shield misc gear 300gp
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Racial Features:
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.
Barrow Warden: Dwarves with this racial trait gain a +1 bonus on attack rolls and a +1 dodge bonus to their AC against undead. This racial trait replaces defensive training and hatred. Source PRG:HA
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
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.
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.
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Class Features:
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.
Known Runes:
Ancient Splendor: The inscribed weapon, armor, or shield grants a +2 circumstance bonus on Diplomacy and Intimidate checks (+4 when interacting with dwarves).
Featherlight: The inscribed item’s weight is halved; a metal item’s weight is reduced to 1/4 normal. If inscribed on a suit of armor, its armor check penalty for Acrobatics and Climb checks is halved.
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Spells:
1 (4/day): Animate Rope (domain), divine favor, lead blades, protection from evil
2 (3/day): wood shape (domain), heat metal, ironskin