Paladin

Njial Coalraker's page

53 posts. Alias of Ghost1776.


Full Name

Njail Coalraker

Race

Dwarf

Classes/Levels

Cleric 2 HP 19/20 | AC 17 T 10 FF 17| CMD 12| F+5 R+2 W+6 | Init +0 | Perc +3 | SM +7

Gender

Male

Size

M

Alignment

Neutral Good

Deity

Desna

Languages

Common, Dwarf, Orc

Strength 14
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 16
Charisma 11

About Njial Coalraker

Njail Coalraker
Male Dwarf Cleric 1
NG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +3
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Defense:

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AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 13 (1d8+5)
Fort +4, Ref +2, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training

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Offense:

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Speed 30 ft.
Melee heavy shield bash -2 (1d4+2) and
battleaxe +2 (1d8+2/x3) and
dagger +2 (1d4+2/19-20)
Ranged heavy crossbow +0 (1d10/19-20)
Special Attacks agile feet, channel energy, hatred
Spell-Like Abilities
6/day—bit of luck
Cleric Spells Prepared (CL 1st; concentration +4):
1st (2/day)—bless, longstrider, magic weapon
0 (at will)—stabilize, guidance, light

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Statistics:

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Str 14, Dex 10, Con 14, Int 10, Wis 16, Cha 11
Base Atk +0; CMB +2; CMD 12 (12 vs. bull rush, 12 vs. trip)

Feats

Lighting Reflexes,
Toughness

Skills
Acrobatics -6,
Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones),
Climb -4,
Escape Artist -6,
Fly -6,
Heal +7,
Knowledge (religion) +4,
Linguistics +4,
Perception +3 (+5 to notice unusual stonework, such as traps and hidden doors in stone walls or floors),
Ride -6,
Stealth -6,
Swim -4

Languages Common, Dwarven, Orc

SQ aura, domains (luck, travel), greed, hardy, slow and steady, spontaneous casting, stability, stonecunning

Other Gear Scale mail, Heavy wooden shield, Battleaxe, Crossbow bolts (10), Dagger (2), Heavy crossbow, Backpack (11 @ 18.5 lbs), Flint and steel, Grappling hook, Holy symbol, wooden (Desna), Silk rope, Trail rations (3), Wandermeal (3), Waterskin, Whetstone, 10 GP, 4 SP, 5 CP
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Special Abilities:

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Agile Feet (6/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 1d6 (3/day) (DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
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Background:
Njail was raised in a family of preists, and as such he was he expected to become one himself. When he heard the voice of Desna whispering in soul instead one of one the traditional dwarven deities his family did not apporve Not quite disowned he travel form the Land of Five Kings to the great city of Abasolm where he studied for a while at the Pathfinder Acadamy until he realized that even the loose structure of the Pathfinder Soceity was too strict for him.

Njail has now spent a few years wandering the roads of the world offering his service as priest, mercenary, healer, or teacher as Desna will takes him.

Second Level Stats:
Njail Coalraker
Male Dwarf Cleric 2
NG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 20 (2d8+7)
Fort +5, Ref +2, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 30 ft.
Melee heavy shield bash -1 (1d4+2/×2) and
. . battleaxe +3 (1d8+2/×3) and
. . dagger +3 (1d4+2/19-20/×2)
Ranged heavy crossbow +1 (1d10/19-20/×2)
Special Attacks agile feet, Channel Energy 1d6, hatred
Spell-Like Abilities
. . 6/day—bit of luck
Cleric Spells Prepared (CL 2nd; concentration +5):
1st (3/day)—protection from evil, bless, longstrider, magic weapon
0 (at will)—stabilize, detect magic, guidance, light
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Statistics
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Str 14, Dex 10, Con 14, Int 10, Wis 16, Cha 11
Base Atk +1; CMB +3; CMD 13
Feats Lightning Reflexes, Toughness
Skills Diplomacy +4, Heal +7, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +4, Sense Motive +7
Languages Common, Dwarven, Orc
SQ aura, domains (luck, travel), greed, hardy, slow and steady, spontaneous casting, stability, stonecunning
Other Gear Scale mail, Heavy wooden shield, Battleaxe, Crossbow bolts (10), Dagger (2), Heavy crossbow, Backpack (11 @ 18.5 lbs), Flint and steel, Grappling hook, Holy symbol, wooden (Desna), Silk rope, Trail rations (3), Wandermeal (3), Waterskin, Whetstone, 10 GP, 4 SP, 5 CP
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Special Abilities
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Agile Feet (6/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 1d6 (3/day) (DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
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Njail was raised in a family of preists, and as such he was he expected to become one himself. When he heard the voice of Desna whispering in soul instead one of one the traditional dwarven deities his family did not apporve Not quite disowned he travel form the Land of Five Kings to the great city of Abasolm where he studied for a while at the Pathfinder Acadamy until he realized that even the loose structure of the Pathfinder Soceity was too strict for him.

Njail has now spent a few years wandering the roads of the world offering his service as priest, mercenary, healer, or teacher as Desna will takes him.