Hazmag's page

1 post. Organized Play character for Harmitage.


Full Name

Hazmag

Race

Dwarf

Classes/Levels

Cleric 1 Monk/Paladin 1

Gender

Male

Size

Medium

Age

40

Alignment

LG

Deity

Irori

Location

Thornkeep

Languages

Common, Dwarven, Gnome

Strength 8
Dexterity 10
Constitution 10
Intelligence 12
Wisdom 20
Charisma 12

About Hazmag

Stats:
Hit Points: 13 / 13
Init: +0
Attack:
Unarmed +0 1d6-1 20/x2
Quarterstaff +0 1d6-1 20/x2

Melee: -1 = 0(base) - 1(STR);
Range: 0 = 0(base) + 0(DEX);
CMB: -1 = 0(base) - 1(STR);
CMD: 14 = 10 + 0(base) - 1(STR) + 5(Wis);

AC:
AC: 15 = 15 + 5(Wis);
Touch: 15 = 10 + 5(Wis);
Flat: 15 = 10 + 5(Wis);
Saves:
Fort: 4 = 4(base);
Ref: 2 = 2(base);
Will: 9 = 4(base) + 5(WIS);


Class features, racial traits:
Class Features:
Weapon and Armor Proficiency:
You are trained in the use of basic weapons.
You make attack rolls with simple weapons without penalty.
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.

Domain:
A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action.

Ancient Enmity (Ex)
Dwarves have long been in conflict with elves, especially the hated drow. Dwarves with this racial trait receive a +1 bonus on attack rolls against humanoid creatures of the elf subtype.

Channel Positive Energy (Su)
You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 11 Will save to halve the damage. You can use this ability 4 times per day.

Flurry of Blows (Ex)
You can make a flurry of blows as a full-attack action. You can make a flurry of blows as a full-attack action. When doing so, you may make one additional attack, taking a -2 penalty on all of your attacks, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk speciak weapon (you do not need to use two weapons to utlilize this ability). For the purpose of these attacks, your base attack bonus is equal to your monk level. For all other purposes, such as qualifying for a feat or a prestige class, you use your normal base attack bonus.

Lore Keeper (Sp)
You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 21.

Stunning Fist (Ex)
You gain Stunning Fist as a bonus feat.

AC Bonus (Ex)
When unarmored and unencumbered, you add +5 to your AC and your CMD. These bonuses apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.

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).

Aura of Law (Ex)
You project a faint lawful aura.

Awaken Divinity (Su)
At lst level, as a standard action, an Ouat can touch a creature to grant it a temporary ki point until the beginning of the Ouat's next turn. In addition to any other ways in which the target can use ki, it can expend the ki point as a swift action in order to either gain a +2 dodge bonus to AC for 1 round or increase its base speed by 20 feet for 1 round. The Ouat can target himself with this ability as a swift action, but doing so costs 2 uses of the ability. At 4th level, the dodge bonus to AC increases to +4. At 8th level, an affected creature can spend the ki point to ignore all Strength, Dexterity, and Constitution penalties it would otherwise take for 1 round. At 12th level, an Ouat can target two adjacent creatures with this ability as a standard action, but must expend one use of the ability The ascetic, desert-dwelling dwarves known as the Ouat have eschewed dwarven traditions, whose unchanging rigidity, they believe, shackles their people to the past and inhibits self-improvement. Shaving their heads, living under the open sky, and practicing arts unfamiliar to the typical dwarf, the Ouat follow in the footsteps of Irori and Nethys by aspiring to awaken the divine essence that lives within each creature.

Darkvision (Ex)
Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Elder Dwarf
Traditionalist dwarves of ancient lineage have the ancient enmity, lorekeeper, and either the magic resistant or stubborn racial traits.

Forbidden Rites
You select one domain from your deity's domain list, and a second domain that is not on your deity's domain list. This second domain cannot be an alignment domain that doesn't match your or your deity's alignment. For example, a lawful good separatist cleric of a neutral good deity cannot choose the Chaos or Evil domain with this ability, but can select the Lawful domain even though her deity isn't lawful. Granted powers from your second domain function as if your level, Wisdom, and Charisma were 2 lower than normal (minimum level 1) in terms of effect, DC, and uses per day. This also means you don't gain the domain's higher-level ability until 2 levels later than normal. If the second domain grants additional class skills, you gain these as normal.

Liberation (Su)
You have the ability to ignore impediments to your mobility. For -1 rounds per day, you can move normally regardless of magical effects that impede movement, as if you were affected by Freedom of Movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Lorekeeper (Ex)
Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) skill checks that pertain to dwarves or their enemies. They can make such skill checks untrained.

Magic Resistant (Ex)
Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a -2 penalty on all concentration checks made in relation to arcane spells.

Orisons
You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Spontaneous Casting
You can channel stored spell energy into healing spells that you did not prepare ahead of time. You 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).

Spurn Tradition (Ex)
Ouat dwarves strive to separate themselves from the rest of their race and the traditions that bind them. The bonuses for nonmagical effects that target or specifically affect dwarf subtype creatures (such as a ranger's favored enemy class feature) are all reduced by half. In addition, an Ouat becomes proficient in one martial weapon with the monk property. This ability replaces the dwarf 's defensive training, stonecunning, and weapon familiarity racial traits.

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

Steady (Ex)
Dwarves never have their speed reduced by armor or encumbrance.

Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table 3-10. The unarmed damage values listed on Table 3-10 is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Small or Large Monk Unarmed Damage on the table given below.

Variant Channeling - Knowledge
Heal - Creatures gain a + channel bonus on Knowledge and Perception checks until the end of your next turn. Harm - Sentient creatures (Intelligence 3+) who fail their saves take 1d2 points of Intelligence damage. A successful save negates this Intelligence damage.

Feats, Traits, Skills:

Feats:
Channel Smite
You can channel your divine energy through your weapon.
Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.

Improved Unarmed Strike
You are skilled while fighting unarmed.
You are considered to be armed even when unarmed-you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Deflect Arrows
You can know arrows and other projectiles off course, preventing them from hitting you.
You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.

Simple Weapon Proficiency
You are trained in the use of basic weapons.
You make attack rolls with simple weapons without penalty.

Stunning Fist
You know just where to strike to temporarily stun a foe. 1/day (DC 16)
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 16), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned

Traits
Principled
You hold yourself to a strict code of behavior that guides all of your decisions and actions. You take a -2 penalty on Bluff checks and gain a +2 trait bonus on saving throws against charm, compulsion, and emotion effects.

Wisdom in the Flesh (Irori) - Strength (Climb)
Your hours of meditation on inner perfection and the nature of strength and speed allows you to focus your thoughts to achieve things your body might not normally be able to do on its own. Select any Strength-based skill. You make checks with that skill using your Wisdom modifier instead of the skill's normal ability score. That skill is always a class skill for you.

Skills
Acrobatics: 0
Appraise: 1
Bluff: 1
Climb: 5
Craft: 1
Diplomacy: 1
Disguise: 1
Escape Artist: 0
Fly: 0
Heal: 5
Intimidate: 1
Know(History): 6
Know(Religion): 6
Perception: 10
Perform(Oratory): 6
Ride: 0
Sense Motive: 5
Stealth: 0
Survival: 5
Swim: -1


Spells:

DC=10+Wis+Level
Cleric:
Level-0: Unlimited use
Level-1: 1 + 3(Wis)
Spells Known:
Level-0: (3)
Known: Detect Magic, Enhanced Diplomacy, Resistance
Level-1: (4)
Known: Bless, Comprehend Languages [Knowledge], Cure Light Wounds, Divine Favor