Golem-Breaker

Helgar Runetamer's page

183 posts. Alias of Grumbaki.


Race

Wounds (0) HP (19) AC (18/11/17, +2 vs Undead) Saves (5/1/6, +2 Hardy, +2 vs Undead Spells/SLAs) CMD (13, +4 Stability) Initiative (+1)

Classes/Levels

RF (0/4) AT (6/6)

Gender

Forgemaster Cleric (2)

Alignment

LN

Deity

Abarin

Strength 14
Dexterity 12
Constitution 15
Intelligence 12
Wisdom 16
Charisma 6

About Helgar Runetamer

To Hit: +0 (BaB) + 1 (Trait) + 2 (Str) = +3
Damage: 1d8 (Base) + 1 (Trait) + 2 (Str) = 1d8+3

[dice=Hit]1d20+3[/dice]
[dice=Silver Damage]1d8+3[/dice]

Dwarf, Traits:

Race: Dwarf
* Stats: +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
* 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.
* Craftsman: +2 craft for metal and stone
* Hardy: Dwarves gain 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 any such features that they pass within 10 feet of, whether or not they are actively looking.
* Death's End: +2 AC vs undead and +2 saves vs Undead Spells and SLAs
* Shadow Hunter: Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day)..

Traits
* Ancestral Weapon (Free masterwork silver warhammer, +1 hit with silver weapons)
* Seeker (+1 perception and class skill)
* Attached to her warhammer
* Weapon Training (+1 damage warhammer)

Feats, Skills, Equipment:

Feats
Lvl 1: Extend Spell
Lvl 3: Craft magic arms and armor, Valet Ioun Wyrd Familiar
Lvl 5: Divine Obedience Abarin (Torag)
Lvl 7: VMC Wood or Transmutation School
Lvl 9: Prestigious Caster
Lvl 11: VMC Prestidigitation
Lvl 13: Heavy Armor Focus
Lvl 15: VMC Arcane Builder (25% faster crafting)
Lvl 17: Power Attack
Lvl 19: VMC Wood or Transmutation School

Level Plan
Lvls 1-5: Cleric
Lvls 6-15: Evangelist
Lvls 16-20: Cleric

Skills
* Craft Weapons: +10
* Perception: +8
* Knowledge Religion: +6
* Diplomacy: +3

Equipment
* Cleric's Kit
* Scale Mail
* Heavy Wooden Shield
* Masterwork Silver Warhammer with weapon cord
* Masterwork Smith Tools
* 122 GP 11 SP 1 CP

Spells:

Lvl 0: Detect Magic, Create Water, Stabilize, Mending, Guidance
Lvl 1: Lead Blades, Lead Blades, Bless, Animate Rope

Forgemaster Cleric:

* Aura, spontaneous casting

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
* Lvl 1: Forgemaster’s Blessing: The inscribed non-magical item functions as a masterwork item.
* Lvl 2: Ancient Splendor: The inscribed weapon, armor, or shield grants a +2 circumstance bonus on Diplomacy and Intimidate checks (+4 when interacting with dwarves).
* Lvl 4: Bloodthirst: The inscribed piercing or slashing weapon functions as if it had the wounding special ability, even if non-magical. The forgemaster must be at least 4th level before learning this rune.
* Lvl 6: Ghostglyph: The inscribed weapon, shield, or armor gains the ghost touch special ability. The forgemaster must be at least 4th level before learning this rune.
* Lvl 8: Invulnerability: The inscribed armor grants its wearer DR/magic equal to 1/2 her cleric level. The forgemaster must be at least 8th level before learning this rune.
* Lvl 10: Powerstrike: The inscribed weapon’s critical threat range doubles. This does not stack with keen edge, Improved Critical, or similar effects. The forgemaster must be at least 6th level before learning this rune.

Master Smith
* 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.

Artifice -Domain:

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.

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.