Paladin

Harsk McLarson's page

170 posts. Alias of Signboy77.


Full Name

Harsk McLarson

Classes/Levels

Level 7 Male Dwarf Cleric HP 80/80 [0]| AC 21 | T 10 | FF 22 | CMD 18 | Fort +11 | Ref +4 | Will +10 | Init +4 | Perc +3 | Sense Motive +11

Strength 16
Dexterity 10
Constitution 19
Intelligence 10
Wisdom 16
Charisma 8

About Harsk McLarson

Harsk

Male Dwarf Cleric of Torag 7
CN Medium Humanoid (Dwarf)
Initiative+4; Senses Darkvision 60 ft.;

Defense:

AC 21, touch 10, flat-footed 21 (+9 armor, +2 Shield)
HP 80 (7d8+42)
Fort+11, Ref+4, Will +10; +2 vs. poisons, spells, and spell-like abilities
Defensive Abilities +4 Dodge bonus vs. Giants

Offense:

Speed 20 ft.
Melee mwk. warhammer +9 (1d8+3/x3)
Ranged heavy crossbow +5 (1d10/19-20/x2)
Special Attacks

Spells:

CL 7

4th (2/day) spell immunity*, protection from energy - communal
3rd (4/day) protection from energy*, daylight, searing light, blessing of fervor
2nd (5/day) - shield other*, shield other, Bull's Strength, cure moderate wounds, spiritual weapon
1st (6/day) - protection from evil*, magic weapon, shield of faith, sanctuary, shield of faith, ray of sickening
Orisons: guidance, detect magic, create water, stabilize

* = Domain Spell

Statistics:

Str 16, Dex 10, Con 19, Int 10, Wis 16, Cha 8
Base Attack +5; CMB +8; CMD 18 (22 vs. bull rush, 21 vs. trip)
Feats: Toughness, Improved Initiative, Extra Channel, Spell Penetration
Bonus Feat: Skill Focus: Sense Motive
Skills
Acrobatics -3
Appraise +0
Bluff +0
Climb -2
Craft +0
Diplomacy +0
Disguise +0
Escape Artist -3
Fly -3
Heal +8 [2]
Intimidate +0
Knowledge (History) +5 [2]
Knowledge (Religion) +9 [6]
Perception +8 [2]
Perform +0
Ride -3
Sense Motive +11 [2]
Stealth -3
Survival +3
Swim -2
Languages Common, Dwarven
SQ
Combat Gear
Other Gearmwk. cold-iron warhammer, mwk. heavy steel shield, mwk. breastplate, heavy crossbow, mwk. backpack, belt of constitution +2[/dice] cleric's kit, wand of [I]clw (40/50), 20 bolts, 2 scrolls of lesser restoration, 2 vials of holy water 129 gp

Special Abilities:

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 get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially 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.

Channel Energy: 3d6 HP restored. Can be used 3 times a day.

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).

Domains: Good and Protection

Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Protection Domain Granted Power: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.

Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.