Staunton Vhane

Magnar of Highhelm's page

52 posts. Alias of Aldizog.


Full Name

Magnar

Race

Dwarf

Classes/Levels

Cleric 1 | AC 17 T 12 FF 15 CMD 14 | HP 10/10 | F +5 R +4 W +6 (+3 vs spells, SLA, poison) | Init +2 | Per +4 | Channel 3/3 | Touch of Law 6/6

Gender

M

Size

M

Age

60

Special Abilities

Channel 1d6 3/day, Aura, Spells, Touch of Law 6/day, Deflection Aura 1/day (1 rd, 20’, +2), +1 Resistance Bonus, Darkvision, Defensive Training, Hatred, Stability, Lorekeeper, Weapon Familiarity

Alignment

LG

Deity

Torag

Location

Trunau

Languages

Common, Dwarven, Orc, Giant

Strength 15
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 17
Charisma 10

About Magnar of Highhelm

Background:
Magnar has struck out on his own to push back the orcish threat wherever they may be found. It is a long way from Highhelm to Truneau, but he heard tell of this town that was resisting the Orc onslaught. That was all he needed to hear. He ventured to the town to learn more about the Orcs of Belkzen and their potential areas of weakness.

Appearance and Personality:

Magnar is of average height for a dwarf, with dark tan skin and black hair. He strongly dislikes orcs and orc culture; although he has some pity for half-orcs, he isn’t as fond of them as the residents of Trunau seem to be.

Role and Development:

In melee, Magnar can use Touch of Law plus his reach weapon to down foes with his AOOs, while having a good AC due to Shield. Touch of Law would be great on a dedicated full-BAB melee type, but Magnar isn’t bad if he has to use it on himself. At higher levels, he may retrain Combat Reflexes for something else and more often stick to warhammer and shield rather than using the longspear. He'll eventually have a very good AC, and be willing to help other PCs improve their AC with his spells and domain abilities.

Character Sheet:

Magnar
Dwarven Cleric
LG Medium Humanoid
Deity: Torag (Domains: Defense, Archon)
Alternate Racial Traits: Craftsman
Init +2; Perception +3 (Darkvision)
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DEFENSE
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AC 17, touch 12, flatfooted 15 (+5 Armor, +2 Dex); 21 with Shield
HP 10 (1d8+2)
Fort +5, Ref +4, Will +6; +3 vs spells, SLA, poison
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OFFENSE
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Speed 20 ft.
Melee Longspear +2 (1d8+3/x3) or Cold Iron Warhammer +2 (1d8+3); +1 to hit orcs and goblinoids
Ranged Javelin +2 (1d6+2)
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STATISTICS
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Str 15, Dex 14, Con 14, Int 12, Wis 17, Cha 10
BAB +0; CMB +2; CMD 14
Feats Combat Reflexes
Traits Roll With It (2/day), Fate's Favored, Glory of Old
FCB Cleric +1 Skill Point
Skills (4 per level) Sense Motive +7, Knowledge (Religion) +5, Heal +7, Diplomacy +4
Background Skills Linguistics +5, Craft (Armor) +7
Languages Common, Dwarven, Orc
Equipment Scale Mail (50), Heavy Wooden Shield (7), Longspear (5), Warhammer (12), 6 javelins (6), Backpack (2), Waterskin (1), Bedroll (0.1), Wooden Holy Symbol (1), Explorer’s Outfit
Spells (3/3) Stabilize, Guidance, Virtue, Magic Weapon, Bless, Shield (D)
Special Channel 1d6 3/day (DC 10), Aura, Spells, Touch of Law 6/day, Deflection Aura 1/day (1 rd, 20’, +2), +1 Resistance Bonus, Darkvision, Defensive Training, Hatred, Stability, Craftsman (+2 metal or stone), Weapon Familiarity
Money 55.9 gp