About Kradel BlastforgeCurse of the Crimson Throne | Gold 6.7
LANGUAGES: Common, Dwarven, Terran, Gnome DEFENSE:
OFFENSE:
SPELLS:
CHANNELING:
TRAITS:
Birthmark: You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects. (Faith Trait)('Warhammer' on right cheek) Missing Son or Daughter: The missing child is your own son or daughter, a niece or nephew, or the son or daughter of your superior or employer and one you had been charged with protecting. The child was abducted during a trip to the market or some other daily event. Long hours spent searching for rumors and your stubborn will to continue grant you a +1 bonus on Will saves. (Scenario Trait) FEATS:
STATS:
RANKED SKILLS: (-2 ACP)(+2 Favored Class Bonus)
EQUIPMENT (Gold/Weight)
CONSUMABLES (Gold/Weight)
RACIALS:
DWARVEN RACIALS Dwarf Racial Traits +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff. Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size. 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 get a +4 dodge bonus to their AC against monsters of the giant subtype. 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. Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes. Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Mountaineer: Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces. This racial trait replaces stability. 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 deep earth bloodline or 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. Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
CLERIC CLASS ABILITIES:
CLASS ABILITIES STOCK CLERIC STUFF Weapon and Armor Proficiency: Herald Caller Clerics are proficient with all simple weapons and light armor, medium armor and shields (no tower shield). Clerics are also proficient with the favored weapon of their deity. Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). (Lawful Good) Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance. (Lawful Good) To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting). Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry. Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy). Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions. Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race. Ex-Clerics: A cleric who grossly violates the code of conduct required by her god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. She cannot thereafter gain levels as a cleric of that god until she atones for her deeds (see the atonement spell description). Alignment: A cleric's alignment must be within one step of her deity's, along either the law/chaos axis or the good/evil axis (see Additional Rules). Hit Die: d8. The Cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
HERALD CALLER:
HERALD CALLER
Skill Ranks per Level: 4 + Int modifier. This alters the cleric’s class skills. Dedicated Summoner: A herald caller depends on summoned allies to overcome her foes, which affords her little experience with the martial pursuits typical of other clerics and a narrower spiritual focus. A herald caller can choose only one domain from her deity’s list of domains, rather than the normal two domains, and she doesn’t gain proficiency with medium armor or shields. This ability alters the cleric’s domains and armor proficiencies. Earth Domain Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures. Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid. Domain Spells: 1st—magic stone, 2nd—soften earth and stone, 3rd—stone shape, 4th—spike stones, 5th—wall of stone, 6th—stoneskin, 7th—elemental body IV (earth only), 8th—earthquake, 9th—elemental swarm (earth spell only). Call Heralds (Su): A herald caller can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can lose a prepared spell in order to cast any summon monster spell of the same level or lower. She gains a +1 bonus on concentration checks to cast a summon monster spell defensively. This bonus increases to +2 at 5th level, and increases by 1 every 5 cleric levels thereafter. Divine Heralds (Su): A herald caller can use summon monster spells only to summon creatures particularly appropriate to her deity. This includes all creatures listed as summon monster options for priests of her deity (see Expanded Summoning for Priests on page 30), creatures whose alignment matches at least one aspect of her deity’s alignment, and creatures of an elemental subtype that matches a domain granted by the deity (if any). When summoning a creature that is normally summoned with the celestial or fiendish template, a herald caller of a chaotic deity can instead summon it with the entropic template, and a herald caller of a lawful deity can instead summon it with the resolute template (see pages 292–293 of Pathfinder RPG Bestiary 2 for more information on these simple templates).
Because of these summoned monsters’ strong ties to the herald caller’s deity, the herald caller also gains specific benefits with creatures she summons with summon monster spells gained from her cleric spell list. The herald caller and her summoned monsters can understand each other’s spoken words as if they shared a common language (though this doesn’t give summoned monsters the ability to speak if they normally lack it). Whenever the herald caller uses channel energy to heal, she can include all of her summoned monsters, even if they are out of her normal channel energy radius or of a creature type that would not normally be affected. If she channels energy to deal damage, she can exclude any of her summoned monsters that would normally be affected. Mighty Heralds: At 4th level, a herald caller receives Augment Summoning as a bonus feat, and is considered to have Spell Focus (conjuration) for the purposes of prerequisites for feats that have Augment Summoning as a prerequisite (such as Evolved Summoned Monster on page 146 of the Pathfinder RPG Advanced Class Guide). At 8th level, she gains Superior Summoning (Pathfinder RPG Ultimate Magic 157) as a bonus feat. Augment Summoning
Superior Summoning
TORAG:
Torag Father of Creation Source Inner Sea Gods pg. 148 Pathfinder Wiki Torag Details Alignment LG Pantheon Core Deities Other Pantheons Dwarven Deities, Dwarven Deities, Gnomish Deities, Order of the God Claw Pantheon Areas of Concern Forges, protection, strategy Domains Artifice, Earth, Good, Law, Protection Subdomains Archon (Good), Archon (Law), Caves, Construct, Defense, Fortifications, Industry, Metal, Toil Favored Weapon Warhammer Symbol Iron hammer Sacred Animal(s) Badger Sacred Color(s) Gold, gray Obedience After reciting a traditional prayer to Torag, either work at a forge or strike a small replica of an anvil or a sizable flat stone with a hammer for at least 10 minutes. If the sound of your hammer draws a creature near, encourage it to join in your worship of the Father of Creation. If hostilities become inevitable, leap into the fray with a battle shout in praise of Torag. Perform some small act toward maintaining your weapon, such as sharpening or polishing it, as you conclude your obedience with another prayer to Torag’s might and wisdom. Alternatively, if you have created something through this effort, grant it to the next person you meet who strikes you as fair and honorable. Gain a +1 sacred bonus on all attack rolls made with warhammers. Centers of Worship Druma, Five Kings Mountains, Lands of the Linnorm Kings, Mana Wastes Nationality dwarf SUMMON MONSTER I:
Badger: The squat, waddling badger trudges forth. Thrusting its flattened nose about the ground, it sniffs incessantly. Badger CR 1/2; Source Bestiary 2 pg. 40; XP 200; N Small animal Init +1; Senses low-light vision, scent; Perception +5 **Defenses** AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size) hp 9 (1d8+5) Fort +4, Ref +3, Will +1 **Offenses** Speed 30 ft., burrow 10 ft. Melee bite +1 (1d3), 2 claws +1 (1d2) Special Attacks blood rage **Statistics** Str 10, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Base Atk +0; CMB –1; CMD 10 (14 vs. trip) Feats Toughness Skills Escape Artist +5, Perception +5; Racial Modifiers +4 Escape Artist **Description** The squat, burrowing badger is plentiful in most temperate forests. Most species are carnivorous, though some eat a variety of meat, insects, and vegetables. The badger possesses a fierceness and natural tenacity, while its stubby legs and wide, seemingly portly stature belie the creature’s actual strength and speed. A typical badger has dark brownish-gray fur highlighted with white markings, such as bands or striped masks about the eyes. These markings are distinct and vary by species. While generally friendly, if threatened or otherwise provoked, badgers can become fierce combatants. Once engaged with an opponent, they typically fight until slain. In combat, they fight with their sharp, needle-like teeth and long, curved claws, which they otherwise use for digging.
SUMMON MONSTER II:
Small Earth Elemental CR 1 Source Pathfinder RPG Bestiary pg. 122; XP 400 N Small outsider (earth, elemental, extraplanar) Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4 **DefenseS** AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref –1, Will +3 Immune elemental traits ***Offense** Speed 20 ft., burrow 20 ft., earth glide Melee slam +6 (1d6+4) Special Attacks earth mastery **Statistics** Str 16, Dex 8, Con 13, Int 4, Wis 11, Cha 11 Base Atk +2; CMB +4; CMD 13 Feats Improved Bull RushB, Power Attack Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7 **Ecology** Environment any (Plane of Earth) Description: 4 ft. Tall; 80 lbs. Earth elementals are plodding, stubborn creatures made of living stone or earth. When utterly still, they resemble a heap of stone or a small hill. When an earth elemental lumbers into action, its actual appearance can vary, although its statistics remain identical to other elementals of its size. Most earth elementals look like terrestrial animals made out of rock, earth, or even crystal, with glowing gemstones for eyes. Larger earth elementals often have a stony humanoid appearance. Bits of vegetation frequently grow in the soil that makes up parts of an earth elemental’s body.
FEAT OPTIONS:
Versatile Summon Monster You’ve learned to summon a more diverse array of monsters. Prerequisites: Knowledge (arcana) 1 rank, Knowledge (planes) 1 rank. Benefit: Pick any two templates from the following list (see Simple Summoning Templates below for details): aerial, aqueous, chthonic, dark, fiery, or primordial. When you summon one or more creatures that would normally be available with the celestial, entropic, fiendish, or resolute template using a summon monster spell (or an effect that mimics such a spell), you can instead apply one of the chosen templates to each creature. You can apply a different template to each creature you summon. Special: You can select this feat more than once. Each time you do, you can choose an additional two templates. MONSTER TEMPLATES:
Celestial (CR +0 or +1) Pathfinder RPG Bestiary pg. 294 Acquired/Inherited Template Acquired Simple Template Yes Usable with Summons Yes Celestial creatures dwell in the higher planes, but can be summoned using spells such as summon monster and planar ally. A celestial creature’s CR increases by +1 only if the base creature has 5 or more HD. A celestial creature’s quick and rebuild rules are the same. Rebuild Rules: Senses gains darkvision 60 ft.; Defensive Abilities gains DR and energy resistance as noted on the table; SR gains SR equal to new CR +5; Special Attacks smite evil 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against evil foes; smite persists until target is dead or the celestial creature rests). Celestial Creature Defenses
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Creatures with the resolute template live in planes where law is paramount. They can be summoned using spells such as summon monster and planar ally. A resolute creature’s CR increases by +1 only if the base creature has 5 or more HD. A resolute creature’s quick and rebuild rules are the same. Rebuild Rules: Senses gains darkvision 60 ft.; Defensive Abilities gains DR and energy resistance as noted on the table; SR gains SR equal to new CR +5; Special Attacks smite chaos 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against chaotic foes; smite persists until target is dead or the resolute creature rests). Resolute Creature Defenses
--------------------------------------------------------------------------- ------- Chthonic Creature (CR +0 or +1) Chthonic creatures are native denizens of the Elemental Plane of Earth. They produce acid, which they use to help them burrow quickly through the dense rock of their homes. This template can be applied only to a non-outsider that has none of the following subtypes: air, cold, earth, fire, or water. A chthonic creature’s CR increases by 1 only if the base creature has 5 or more HD. Rebuild Rules: Type gains the earth subtype; Senses gains darkvision 60 ft.; Defensive Abilities gains DR and resistance to acid as noted on the table below; Speed gains a burrow speed equal to half its highest speed (its tunnels always collapse behind it, and never leave behind a usable passage); Attacks gains bonus acid damage as noted on the table below on attacks with natural weapons. Hit Dice DR Resist Acid Acid Damage
--------------------------------------------------------------------------- --------- Fiery Creature (CR +0 or +1) Fiery creatures are native denizens of the Elemental Plane of Fire, and act as conduits to the burning energies of their home plane. This template can be applied only to a non-outsider that has none of the following subtypes: air, cold, earth, fire, or water. Creatures with a swim speed can’t be fiery creatures. A fiery creature’s CR increases by 1 only if the base creature has 5 or more HD. Rebuild Rules: Type gains the fire subtype; Senses gains darkvision 60 ft.; Defensive Abilities gains DR as noted on the table below; Attacks gains bonus fire damage as noted on the table below on attacks with natural weapons and metal weapons. Hit Dice DR Fire Damage
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