Harsk

Kelgar Ironhand's page

2 posts. Alias of MundinIronHand.


Full Name

Kelgar Ironhand

Race

Dwarf

Classes/Levels

Cleric 1

Gender

Male

Alignment

CG

Deity

Gorum

Languages

Dwarven, Common

Strength 14
Dexterity 13
Constitution 16
Intelligence 8
Wisdom 17
Charisma 10

About Kelgar Ironhand

Background:

Kelgar wanted to be a warrior, like his legendary great uncle Mundin. he traiend fiercly hoping to gain a post with the guard when he came of age. He was strong, hardy, and no ones fool, but not the greatest with hammer or axe, prefering the large greatsword to more traditional weapons. Bold and rash, he once snuck off after a patrol, hoping to see combat for the first time. Untrained as he was, he inadvertently alerted some wanderign drow to their presence. It was a fierce battle, but the larger dwarf patrol won the day with only minimal injuries, except for Kelgar. He had been struck by a drow from behind and knocked unconcious. As the healer worked on him, Kelgar's spirit was swept to another plane where he stood before the throne of Gorum. He was given a choice, serve gorum and become a great warrior or return to his mediocre life. Being called upon by the god of battle himself, Kelgar could not refuse and soon awakened back in his home, almost a day later. From then on, he devoted himself to Gorum and battle. He trained even harder with his sword, all the while elarning what he could fo Gorum's will. At one point he even made the journey to another dwarven stronghold to learn from an elder cleric of Gorum. It was on the return journey that he encountered the professor. Calling upon Gorum's holy wrath, kelgar sent forth a wave of Holy energy causing the creature to reel in pain. It fleed into the night, clearly unwilling to battle a holy servant. It's been years since that night, and Kelgar is now traveling to Ustalav, summoned by the late proffessor.

Appearance:

Fiery red hair, like all Ironhands. Kelgar's hair and beard are long and unkept. He is usually in armor and armed, always prepared for a fight.

Senses:

initiative 3= 1 dex +2 trait
Darkvision

Offense:

BAB 0
Melee +2
Range +1

CMB

Defense:

HP: 12
Current: 12

AC =10+1 dex + armor
FF
Touch

CMD

Fort 5=2+3
Reflex 1=0+1
Will 5=2+3

Feats:

Combat Casting

Traits:

Chance Savior = +2 initiative
Focused Mind = +2 concentration checks

Skills:

Diplomacy
Perception 3=0+3+0
Knowledge Religion
Sense Motive 7=1+3+3
Spellcraft

Spells per day:

Channel energy 1d6 3/day
0th:3
1st: 2 + 1(d)
2nd:

0 level Spells:

Detect Magic
Read Magic
Create Water

1st level Spells:

Bless
Shield of Faith
(d) Enlarge Person

Gear: