About Karrak IronhandKarrak Ironhand
Spell Item Inventory:
Wand of Remove Fear (in spring-loaded wrist sheath) Wand of Entangle (in spring-loaded wrist sheath) Wand of Make Whole 1 potion of Remove Disease
1 Scroll of Remove Curse
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Skills (with ACP) Appraise +5, Craft Weapon +5, Climb +0, Diplomacy +5, Heal +7, Kn. Arcana +5, Kn. History +5, Kn. Planes +5, Kn. Religion +5, Linguistics +5, Perception +4, Sense Motive +7, Spellcraft +5, Stealth +0, Survival +4, Use Magic Device +2
Skill Calculations:
Skills (16): Appraise(C) (5=1 rank+3 class+1 INT) Craft: Weapon (5=1 rank+3 class +1 INT) Climb (0=1 rank+2 STR-3 ACP) Diplomacy (5=1 rank +3 class +1 CHA) Heal(C) (7=1 rank +3 class +3 WIS) Kn. Arcana(C) (5=1+3 class +1 INT) Kn. History(C) (5=1+3 class +1 INT) Kn. Planes(C)(5=1+3 class +1 INT) Kn. Religion(C) (5=1+3 class+1 INT) Linguistics(C) (6=2+3 class+1 INT) (+1 at 5th for auran) Perception (6=3+3 WIS) (+2 to notice unusual stonework and free checks within 10 feet) (+2 at 5th) Sense Motive(C) (8=2 rank+3 class+3 WIS) (+1 at 5th) Spellcraft(C) (5=1+3 class +1 INT) Stealth (0=1+2 DEX-3 ACP) Survival (4=1 rank+3 WIS) Use Magic Device(2=1+1 CHA) --------------------
Racial Traits, Feats, Traits:
Noted above but repeated here so they are all in one place. Dwarf Racial Traits Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype. 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. Lorekeeper: 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) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed. 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. Darkvision: Dwarves can see perfectly in the dark up to 60 feet. Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes. 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. Traits
Cleric Abilities:
Domain: Good 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. Domain: Protection (Defense subdomain) 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. [NOW +2] Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense. Domain spells:
Aura (Lawful Good)
Spells/day:
Equipment::
Arms and Armor
Dwarven Boulder Helmet (+2 AC vs crit confirmation rolls; +2 for bull rush but staggers you; 10 lbs, 20 gp; 1d4 attack (not proficient) 20 gp, 10 lbs) Mwk Light Crossbow (1d8, 19-20, 2x, 120', x lbs)
Dorn-Dergar, cold iron, mwk, consecrated (550 gp, 1d10, x2, 15 lbs, reach (convert reach/non-reach as move action))
On person
Odds and ends:
Backpack (PFK)
Pathfinder’s Kit: This kit consists of a backpack, (a bedroll), a belt pouch, a clay mug, a dagger, 2 fishhooks, flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, (a week’s worth of trail rations), and a whetstone. - 12gp Carrying capacity 58 lbs (light), 175 lbs. (heavy)
selling:
Breastplate (agile) (+6 AC, +3 max DEX, -2 ACP, 25 lbs, 750 gp) (200+150 mwk+400 gp agile) Background:
Karrak was a blacksmith's son, but he always enjoyed his Uncle Balak's tales of his travels as a merchant. When his mother was saved from an illness by a priest of Torag, Kailin pledged himself in the service of Torag, and volunteered as an acolyte in the temple. There, he learned much of the history of the dwarves. However he also had a natural wanderlust. When his Uncle Balak, a merchant, returned from Katapesh with tales of the legendary Tar-Urkatha, he has volunteered to go and learn more. Description:
(randomly generated) 4'1" (average) 171 lbs. (slim for a dwarf) age 72 short reddish hair and beard Calculations for cash and weight:
Worn/Carried +1 ghost touch breastplate 25? mwk lt xbow 50 ? dw boulder helmet 20 10 dorn-dergar 550 15 wand entangle 750 holy symbol 25 1 Holy Water x3 24 3 rock hammer 0.5 1 estimated earplugs 0 chalk 0 compass (10 gp) 0.5 63.5 lbs total...light load if I remove the helmet) in pack:
91.5 lbs on person, medium load 51gp remaining
Status Tracker:
See play thread HP=36/36 Channel Energy 6/6 remaining
Commonly Used Spells:
Level 1 (4/day + 1 domain):
Level 2 (3/day + domain):
Level 3 (1/day + domain): Change log:
At level 4: +1 DEX Took away healer's kit, 1 holy water, and 42 gp for two platinum rings for spell (9/6) added +1 mwk attack bonus for dorn-dergar 9/13 added back 50 gp to get rid of rings 2/20 9/16/13: added ghost touch breastplate 10/8/13: to level 5 |