Earthfather

Jer Rockshout's page

2 posts. Alias of KoolKobold.


Full Name

Jer Rockshout

Classes/Levels

male dwarf cleric of the Green Faith 1

Strength 14
Dexterity 12
Constitution 15
Intelligence 10
Wisdom 16
Charisma 11

About Jer Rockshout

male dwarf cleric of the Green Faith
NG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 shield); +4 dodge vs giants
hp 11 (1d8 (8) + 2 + 1)
Fort +4, Ref +1, Will +5; +2 vs poisons, spells and spell-like abilities
Defensive Abilities hardy
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Offense
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Speed 20 ft, slow and steady
Weapon warhammer +3 (1d8 + 2/x3)
Domain Abilities (Animal, Growth subdomain)
-Animal: speak with animals (4/day)
-Growth subdomain: under effects of enlarge person for 1 round (
Cleric Spells Known (CL 1st; concentration +4); D-Domain spell
1st (2/day)—cure light wounds, enlarge person (D), magic weapon
0 (at will)—create water, guidance, resistance, stabilize
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Statistics
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Str 14, Dex 12, Con 15, Int 10, Wis 16, Cha 11
Base Atk +0; CMB +2; CMD 13 (17 vs bull rush and trip)
Feats Weapon Focus (warhammer)
Skills (2 ranks per level)
Knowledge (nature) +5 (1 [rank] + 4 [class skill bonus])
Perception +8 (1 [rank] + 3 [Wis] + 4 [class skill bonus])
Craft (weapons) +2 (2 [racial bonus]) when crafting metal or stone weapons
Languages Common, Dwarven
SQ craftsman, fey thoughts, weapon familiarity
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Special Abilities
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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.
Defensive Training-Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Fey Thoughts-Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces hatred. (Selected-Knowledge (nature) and Perception)
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.
Slow and Steady-Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
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.
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.
GEAR
140 gp
warhammer (12 gp)
hide armor (15 gp)
cleric's kit (16 gp)
light wooden shield (3 gp)
-backpack
-bedroll
-belt pouch
-candles (10)
-cheap holy text of the Green Faith
-flint & steel
-iron pot
-mess kit
-rope
-soap
-spell component pouch
-torches (10)
-trail rations (5 days)
-waterskin
-wooden holy symbol of the Green Faith

TRAITS
Reactionary-Jer lived much of his life within nature, causing him to be sharp on his reactions. (Effect: +2 Initiative)

Backstory:

Personality: