Gravin Goldhammer

Lars Boulderstep's page

199 posts. Organized Play character for nightdeath.


Full Name

Lars Boulderstep

Race

| HP:30/30| AC: 17/10/17|Init: +0| Perc: +9| Fort: +8| Ref: +4| Will: +6| H.Pick: +6;1d6+3| L.Bow: +2;1d8| CMB: +5| CMD: 15|

Classes/Levels

Skills:
Acrobatics:-6| Appraise:+2| Bluff:-3| Climb:-3| Diplo:+1| Intimidate: -3| Kn.(Arc/Dun): +2| Kn.(Nat/Nob/Pla/Reli): +6| Kn.(Geo/His): +8|Linguistics:+6| Sense Motive: +3| Stealth: -6| Survival:+9| Swim: -3|

Gender

#76925-9 Male Dwarf Ranger 2 / Cleric (Forgemaster 1)

Size

Medium

Age

114

Special Abilities

Orisions, Domain, Spells, Favored Enemy, Track

Alignment

Neutral Good

Deity

Soralyon

Location

Born in Five Mountains, Resides in Absolom

Languages

Common, Dwarven, Celestial, Terran, Ignan

Occupation

Crafter

Strength 16
Dexterity 11
Constitution 15
Intelligence 14
Wisdom 16
Charisma 5

About Lars Boulderstep

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76925-9 Lars Boulderstep

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Character Crunch:

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Male Dwarf Ranger () 2 / Cleric (Forgemaster) 1
Lawful Neutral Medium Humanoid
Init +0; Senses Darkvision Perception +9

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Defense
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AC 18, touch 10, flat-footed 18 (+6 armor, +2 Shield, +0 Dex, +0 natural, +0 Dodge)
hp 30 (1d8+2d10) (+6 Con Bonus) (+1 Favored)) (+3 Toughness)
Fort +8, Ref +4, Will +6
Resist

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Offense
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Offenses
Speed 20 ft.
Ranged Longbow +2 (1d8 20/x3) 100ft
Melee Heavy Pick +6 (1d6+3 20/x4)
Special Attacks
Spell-Like Abilities

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Statistics
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Str 16, Dex 11, Con 15, Int 14, Wis 16, Cha 5
Base Atk +2; CMB +5; CMD 15
Languages Common, Dwarven, Celestial, Terran, Ignan
SQ

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Feats
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Toughness(Level 1 Feat)
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Shield Focus (Combat Style)
Increase the AC bonus granted by any shield you are using by 1.

Weapon Focus (Heavy Pick) (Level 3 Feat)
You gain a +1 bonus on all attack rolls you make using the selected weapon.

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Traits
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Glory of Old (Region)
In your veins flows the blood of dwarven heroes from Tar Taargadth. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Empyreal Focus (Religion)
The empyreal lord you worship rewards your devotion by granting you an occasional boon. Once per day, before you attempt a skill check, you can use this boon to gain a +2 trait bonus on that skill check.

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Class Features
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Weapon and Armor Proficiency:
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Favored Enemy (Ex): (Orc)
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy.

In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Track (Ex):
A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex):
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions.

Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Combat Style Feat (Ex): (Weapon and Shield)
At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Weapon and Armor Proficiency:
Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). 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).

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.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: (Artifice)
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.

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.

Artificer:
A forgemaster gains only one domain, which must be the Artifice domain (not including subdomains). If she worships a deity, it must grant the Artifice domain.

Steel Spells:
A forgemaster adds the following spells to her spell list: 1st—crafter’s curse, crafter’s fortune, lead blades; 2nd—chill metal, heat metal, shatter; 3rd—keen edge, versatile weapon; 8th—iron body, repel metal or stone.

Divine Smith (Su):
Whenever a forgemaster casts a spell that targets a weapon, shield, or armor, the spell takes effect at +1 caster level. If the spell has one or more metamagic feats applied, she reduces the total level adjustment to the spell by 1 (minimum 0).

Runeforger (Su):
A forgemaster may inscribe mystical runes upon a suit of armor, shield, or weapon as full-round action, using this ability a number of times per day equal to 3 + her Intelligence modifier. These runes last 1 round per cleric level, but inscribing the same rune twice on an item increases this duration to 1 minute per level, three times to 10 minutes per level, and four times to 1 hour per level. Erase affects runes as magical writing. A forgemaster learns forgemaster’s blessing at 1st level and may learn one additional rune at 2nd level and every 2 levels thereafter. Only one type of rune marked with an asterisk (*) may be placed on an item at any given time. This ability replaces channel energy.

Ancient Splendor: The inscribed weapon, armor, or shield grants a +2 circumstance bonus on Diplomacy and Intimidate checks (+4 when interacting with dwarves).

Bloodthirst*: The inscribed piercing or slashing weapon functions as if it had the wounding special ability, even if nonmagical. The forgemaster must be at least 4th level before learning this rune.

Deathstrike: The inscribed weapon stores a death knell spell that triggers immediately if a blow from the weapon reduces a target to negative hit points. This expends all deathstrike runes on the weapon. The forgemaster must be at least 4th level before learning this rune.

Durability: The inscribed item’s hardness increases by an amount equal to the forgemaster’s Wisdom modifier, and its hit points increase by an amount equal to twice her level.

Featherlight: The inscribed item’s weight is halved; a metal item’s weight is reduced to 1/4 normal. If inscribed on a suit of armor, its armor check penalty for Acrobatics, Climb, and Jump checks is halved.

Forgemaster’s Blessing: The inscribed nonmagical item functions as a masterwork item.

Ghostglyph*: The inscribed weapon, shield, or armor gains the ghost touch special ability. The forgemaster must be at least 4th level before learning this rune.

Glowglyph: The inscribed item sheds light as a torch. As a standard action, the bearer can command the rune to erupt in a burst of light as a shield with the blinding special ability with a burst radius of 5 feet per glowglyph rune inscribed on the item. This expends all glowglyph runes on the item.

Invulnerability*: The inscribed armor grants its wearer DR/magic equal to 1/2 her cleric level. The forgemaster must be at least 8th level before learning this rune.

Powerstrike*: The inscribed weapon’s critical threat range doubles. This does not stack with keen edge, Improved Critical, or similar effects. The forgemaster must be at least 6th level before learning this rune.

Return*: The inscribed weapon gains the returning weapon special ability. The forgemaster must be at least 4th level before learning this rune.

Spellguard: The inscribed item gains spell resistance equal to 11 + her cleric level. This applies only to effects targeting the item itself.

Spellglyph*: The inscribed weapon gains the spell storing special ability. The forgemaster must be at least 4th level before learning this rune.

Thief-Curse: The forgemaster designates one creature as the rightful owner of an item. Any other creature that intentionally grasps the item is cursed (as bestow curse) for the duration of the rune. The forgemaster must be at least 6th level before learning this rune.

Tracer: For as long as the rune lasts, the cleric may sense its location at will as a standard action, as if using locate object.

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Skills
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Acrobatics -6 (+0 Rank, +0 trained, +0 Ability, -6 Armor)
Appraise +2 (+0 Rank, +0 trained, +2 Ability)
Bluff -3 (+0 Rank, +0 trained, -3 Ability)
Climb -3 (+0 Rank, +0 trained, +3 Ability, -6 Armor)
Craft (Weapon) +8 (+3 Rank, +3 trained, +2 Ability)
Diplomacy +1 (+1 Rank, +3 trained, -3 Ability)
Disable Device -6 (+0 Rank, +0 trained, +0 Ability, -6 Armor)
Disguise -3 (+0 Rank, +0 trained, -3 Ability)
Escape Artist -6 (+0 Rank, +0 trained, +0 Ability, -6 Armor)
Fly -6 (+0 Rank, +0 trained, +0 Ability, -6 Armor)
Handle Animal -3 (+0 Rank, +0 trained, -3 Ability)
Heal +3 (+0 Rank, +0 trained, +3 Ability)
Intimidate -3 (+0 Rank, +0 trained, -3 Ability)
Knowledge (Arcana) +2 (+0 Rank, +0 trained, +2 Ability)
Knowledge (Dungeoneering) +2 (+0 Rank, +0 trained, +2 Ability)
Knowledge (Nature) +6 (+1 Rank, +3 trained, +2 Ability)
Knowledge (Nobility) +6 (+1 Rank, +3 trained, +2 Ability)
Knowledge (Planes) +6 (+1 Rank, +3 trained, +2 Ability)
Knowledge (Religion) +6 (+1 Rank, +3 trained, +2 Ability)
Knowledge (History) +8 (+3 Rank, +3 trained, +2 Ability)
Knowledge (Geography) +8 (+3 Rank, +3 trained, +2 Ability)
Linguistics +6 (+1 Rank, +3 trained, +2 Ability)
Perception +9 (+3 Rank, +3 trained, +3 Ability)
Profession () +3 (+0 Rank, +0 trained, +3 Ability)
Ride -6 (+0 Rank, +0 trained, +0 Ability, -6 Armor)
Sense Motive +3 (+0 Rank, +0 trained, +3 Ability)
Sleight of Hand -6 (+0 Rank, +0 trained, +0 Ability, -6 Armor)
Spellcraft +2 (+0 Rank, +0 trained, +2 Ability)
Stealth -6 (+0 Rank, +0 trained, +0 Ability, -6 Armor)
Survival +9 (+3 Rank, +3 trained, +3 Ability)
Swim -3 (+0 Rank, +0 trained, +3 Ability, -6 Armor)
Use Magic Device -3 (+0 Rank, +0 trained, -3 Ability)

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Magic
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Bonus Spells (1st: 2, 2nd: 1, 3rd: 1, 4th: 1, 5th: 1)
Caster Level: 1
Spells Prepared (3) Level 0 DC 13
Detect Magic: Detects spells and magic items within 60 ft.
Create Water: Creates 2 gallons/level of pure water.
Guidance: +1 on one attack roll, saving throw, or skill check.

Spells Prepared (3) Level 1 DC 14
Bless: Allies gain +1 on attack rolls and saves against fear.
Lead Blades: Melee weapons damage as if one size bigger.
Crafter's Fortune: Subject gains +5 on next Craft check..
Animate Rope: Makes a rope move at your command. (Domain)

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Special Abilities
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1st Favored Enemy: Orc
Gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type.

Likewise, he gets a +2 bonus on weapon attack and damage rolls against them.

Runes
Featherlight: The inscribed item’s weight is halved; a metal item’s weight is reduced to 1/4 normal. If inscribed on a suit of armor, its armor check penalty for Acrobatics, Climb, and Jump checks is halved.

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Equipment
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Equipment list]
Melee Weapons Heavy Pick, Longbow
Ranged Weapons 40 Arrows
Armor Four Mirror, Light Wooden Shield
Other Gear Cleric’s kit : This kit backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
waterskin
Smelling salts
Explorer's Clothes
Magic Item
Wand of Cure Light Wounds (43/50)
Traveler's Any-Tool
Wealth gp

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Racial Traits
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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 gain a +4 dodge bonus to 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 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.
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.
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.
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.

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Background Story
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Lars Boulderstep:

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Appearance
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Lars Boulderstep Appearance:

Simple explorer's gear marks this unassuming dwarf. Quiet and not prone to outbursts like his fellow more vocal clan members,

Lars is a scholar yet he enjoys crafting weapons. Small, large, useless or deadly it doesn't matter to him. The joy of crafting such an item is what appeals to him.

His greatest wish is however to find lost dwarven cities and re-discover their ancient arts of weapon crafting.