Harsk

Karrak Ironhand's page

495 posts. Alias of Wolfwaker (RPG Superstar 2013 Top 8).


Full Name

Karrak Ironhand

Race

Dwarf

Classes/Levels

Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Age

72

Alignment

Lawful Good

Deity

Torag

Location

Zolurket

Languages

Dwarven, Common, Gnomish, Terran, Auran

Occupation

Priest

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

About Karrak Ironhand

Karrak Ironhand
Male Dwarf Cleric 5
LG Medium humanoid (dwarf)
Init +2 (+2 more underground) (Never flat-footed in surprise round)
Senses Darkvision; Perception +4 (+2 more for unusual stonework, free check within 10')

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 Potion of Resist Energy

1 Scroll of Remove Curse
2 Scrolls of Remove Paralysis (was 3)
2 Scrolls of Ghostbane Dirge (50)

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Defense
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AC 19 (+2 Dex, +7 armor) (+4 more vs giants)
touch 12
flat footed 17 (never in surprise round)
hp 35 (5d8+5)
CMD 17 (+4 vs. trip/bull-rush when on ground)
[b]Fort
+7, Ref +5, Will+9; +2 vs. poison, spells, and spell-like abilities
(includes +1 from Protection domain)
--------------------
Offense
--------------------
Speed 20 ft. (never slowed by encumbrance or armor)
Melee Masterwork consecrated cold iron dorn-dergar +6 (1d10+2/x2) and
. . Dwarven boulder helmet +2 (1d4+2/x2) and
Ranged Mwk Light Crossbow +7 (1d8+1/x2 (19+)) with +1 bolts
BAB: +3
CMB: 5 (+2 more bull rush from helmet, but staggers me)
Special +1 attack vs orcs and goblinoids; +1 to crit confirmation when underground
--------------------
Statistics
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Str 14, Dex 14, Con 12, Int 12, Wis 16, Cha 12
Languages: Common, Dwarven, Terran, Gnome, Auran
Combat Gear Breastplate (agile), Dorn-dergar (mwk, cold iron, consecrated), Mwk Light crossbow, 20 +1 bolts, 20 regular bolts, Dwarven boulder helmet, wand of entangle, holy water (3), earplugs

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
Special: +2 on Knowledge checks related to dwarves and can do untrained

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)

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Daily Abilities
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Touch of good (6/day) touch: +2 (half level) sacred bonus to attack, skill/ability check, or save for 1 round
Deflection aura (1/day) 20' +2 deflection to allies for AC and CMD
Channel Energy (6/day): 3d6 30' radius, or turn undead, or use consecrated weapon
Spells/day:
5 orisons (0 level, reusable)
4 level 1 +1 domain (shield or protection from evil)
3 level 2 + 1 domain (barkskin or align weapon)
1 level 3 +1 domain (protection from energy or magic circle against evil)
--------------------
Miscellaneous
--------------------
Aura: Moderate LG
Cleric domains: Good, Protection (Defense subdomain)

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
Defensive Strategist (Torag) not flat-footed in surprise round
Tunnel Fighter (Dwarf) +2 initiative and +1 dmg to criticals underground
Feats
(starting): Turn Undead
(3rd level): Weapon Prof: Dorn-Dergar
(5th level): Extra Channel (+2x/day)

Cleric Abilities:

Cleric Spell List

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:
1st level: shield, prot. from evil
2nd level: barkskin, align weapon
3rd: protection from energy or magic circle against evil

Aura (Lawful Good)
Channel Energy 2d6: (4x/day) (3+CHA)
Turn Undead feat: may use Channel Energy to cause undead to flee (Will save negates) as panicked

Spells/day:
5 at level 0 (orisons)
4+1 at level 1
3+1 at level 2
1+1 at level 3

Equipment::

Arms and Armor
+1 Ghost Touch Breastplate (AC +7, ACP -3)
Sleeping armor is Studded Leather (AC +3, ACP -)

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)
20 +1 bolts

Dorn-Dergar, cold iron, mwk, consecrated (550 gp, 1d10, x2, 15 lbs, reach (convert reach/non-reach as move action))
(50 gp x2 cold iron +300 mwk)
(consecrated: can spend a channel energy before attack as a move action to add 1/2 channel bonus to melee damage vs undead)

On person
Wand of Entangle (750 gp)
Holy Symbol (silver hammer, worn on belt, 25 gp)
Holy Water (1)
waterskin (from Pathfinder Kit (PFK))

Odds and ends:
rock hammer
signal horn
earplugs
chalk
compass (10 gp)

Backpack (PFK)
In pack
Hammer and Tongs (book of Torag)
Pathfinder's Kit (12 gp, 22 lbs)
paper, pen, and ink
silk rope 50 feet (5 gp, 10 lbs)
grappling hook (cost and weight?)
Studded Leather armor (from the gnolls)

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:
(book of Torag) 10 3
journal 10 1
silk rope 50 feet (5 gp, 10 lbs)
grappling hook 1 4
Pathfinder's Kit (12 gp, 10 lbs) rest on mule
(28 lbs total)

91.5 lbs on person, medium load

51gp remaining

Status Tracker:

See play thread
HP=36/36

Channel Energy 6/6 remaining
Deflection Aura 1/1
Touch of Good 6/6

Commonly Used Spells:
Level 0 (5/day):
Create Water
Resistance
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic

Level 1 (4/day + 1 domain):
Prot. from Evil (Domain slot) (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Know the Enemy
Sanctuary
Remove Sickness
Magic Weapon?

Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Spiritual Weapon
Summon Monster II

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