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About Jalnara Steelhand.
Jalnara Steelhand
==============STATS=============
Base Stats (20 point buy):
Str 14 (5 pts) Dex 11 (1 pts) Con 12 (2 pts) Int 10 (0 pts) Wis 16 (10 pts) Cha 12 (2 pt) +2 Con, +2 Wis, -2 Cha (racial) Combat Info
AC: 17 (10 T / 17 FF) (+5 armor, +2 shield)
Equipment
starting gear:
lamellar (horn) ... 100gp battleaxe ... 10gp heavy pick ... 8gp heavy wooden shield ... 7gp traveler's outfit ... 1gp furs ... 12gp backpack ... 2gp holy symbol, wooden ... 1gp signal horn ... 1gp belt pouch ... 1gp flint and steel ... 1gp hammock ... 1sp tankard ... 2cp torches (5) ... 5cp Starting Gold: 150gp
Class Abilities
Granted Powers (Mountain Domain)
Thin Air (Su): At 8th level, as a free action, you can surround yourself with a 5-foot aura of supernaturally thin air that draws the breath from creatures adjacent to you. Creatures beginning their turn in the aura are fatigued (Fortitude negates). A fatigued creature that begins its turn in the aura must save or suffer from altitude sickness, taking 1 point of ability damage to all ability scores. At 16th level, the aura increases to 10 feet. Creatures that do not breathe are immune to this aura. You can use this ability for a number of rounds per day equal to your druid level; the rounds need not be consecutive. Domain Spells: 1st—stonefist, 2nd—stone call, 3rd—cloak of winds, 4th—stoneskin, 5th—geyser, 6th—suffocation, 7th—flesh to stone, 8th—reverse gravity, 9th—clashing rocks Nature Sense (Ex): +2 to Know (nature) & Survival Wild Empathy (Ex): like a Diplomacy check made to improve the attitude of a person (see Using Skills). 1d20 + druid level + Cha modifier to determine result. Typical domestic animal has a starting attitude of indifferent, wild animals are usually unfriendly. Traits, Feats, and Skills
Detailed Racial Traits:
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. Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait. 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. Stonesinger: Some dwarves' affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. This racial trait replaces stonecunning. 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. Detailed Traits:
Giantslayer Scion: You grew up listening to tales of a famed ancestor’s mighty battles against giant foes. Just the mention of your ancestor’s name is enough to strike fear into the heart of the most stalwart giant warrior, and you’ve resolved to follow in your forebear’s footsteps. You take no penalty on Intimidate checks against creatures with the giant subtype that are larger than you, and you gain a +1 trait bonus to the DC of any fear-based effect you use against a creature with the giant subtype. Beacon of Faith: You wield the might of your faith with power and clarity. Once per day as a free action, you may treat your caster level as if it were 2 levels higher when using one of the granted powers of your domain or inquisition, or when casting one of your domain spells.
Detailed Feats:
Lightning Reflexes: (Prereqs: none) Benefit: +2 bonus to reflex saves Detailed Skills:
Skill Points/level: 5 = 4(class) + 1(fc) class skill // Armor Check Penalty = 4 // Total Ranks: 5 Acrobatics: -4 = +0(ranks) +0(dex) -4(ACP)
Background:
News of giants mustering in the mountains and ominous rumors of their kind travelling abroad in great numbers have sparked something within the dwarven woman though. Feeling the call of Torag and hoping to find a closer connection with her forebear Nargrym, Jalnara makes ready to leave her home and clan behind and to stamp out whatever trouble the giants might be brewing before it spills out into the world at large. Personality/Mannerisms:
She is aging in years and the grey hairs threaded in with her fiery red testify to the winters she's put behind her plain enough. She's not ashamed of her greying crown nor of the extra bit of weight she carries around her middle now and she's quick to laugh or spin a yarn. It's in those moments of laughter and tale-spinning around a fire with kin that warm Jalnara's heart the most, and her contentment is easy to see shining in her sapphire eyes. For all the warmth she brings to her clan though, Jalnara is an angry, furious opponent of giants, especially those devoted servants of Minderhal. Everything the giants' twisted god stands for is in opposition to Torag and while she's preached against Minderhal before, Jalnara looks forward to finally being able to put word to deed if the path before her allows. The only other thing that incenses her as much as talk of Minderhal is the act of betrayal. Knowing the truth behind what happened to Nargrym in the past and how a greedy, jealous kinsman betrayed him with a murderous knife, Jalnara has no tolerance for treachery or betrayal now. Most sins she would be willing to forgive, but in her mind, to betray one's kin is unforgivable and worthy of a meeting with Pharasma. Progression:
Macros:
[spoiler=Status] HP: 10/10 AC: 17 (10 T / 17 FF) CMD: 12 F/R/W: +4/+2/+6 Footholds used: 0/7 Beacon of Faith (+2 CL to domain power or spell) used: 0/1 Spells Prepared:
Ongoing Effects [/spoiler] [dice=Thunderstomp]1d20+6[/dice] [ooc]vs target's CMD[/ooc]
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