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About Oleg TorgunOleg Torgun NG Middle-Aged Dwarf Cleric (Forgemaster) Stats:
Stats (Focus—Int, Foible—Cha): Str 14 (7 pts—15 starting, -1 age)
Languages: Common, Dwarven, Celestial, Terran, Giant, Gnome
Offense:
Offense: ___________________________________________________________ +0 Initiative (+0 Dex) You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle—Defensive Strategist Trait +0 BAB (+0 Cleric)
Special Abilities Available:
Special Abilities:
Artificer's Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 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. Forgemaster's Blessing : The inscribed non-magical item functions as a masterwork item.
Spells Memorized:
Oth level
1st level
* - Domain Spell
Defense:
Defense: ____________________________________________________________ Current hp: 10 Max hp: 10 (+8) (+0 for Favored Class, +2 Con) AC 17 [+5 Scale Mail, +2 Heavy Wooden Shield, +10] Flatfoot AC 17 [+5 Scale Mail, +2 Heavy Wooden Shield, +10] Touch AC 10 [+0 Dex] Defensive Training: +4 dodge to AC vs giants +4 Fort (+2 base, +2 Con) (+2 Cleric) +0 Ref (+0 base, +0 Dex) (+0 Cleric) +5 Will (+2 base, +3 Wis) (+2 Cleric) +2 trait bonus on all saving throws against charm and compulsion effects—Birthmark Trait (not included above) Hardy: +2 racial bonus on saves vs poison, spells, and spell-like abilities (not included above) Skills:
+12 Craft, Armor (Int +4, Ranks 1, +3 Class Skill, +2 masterwork tools, +2 racial) +12 Craft, Weapons (Int +4, Ranks 1, +3 Class Skill, +2 masterwork tools, +2 racial) +7 Heal (Wis +3, Ranks 1, Class Skill +3) +8 Knowledge, Arcana (Int +4, Ranks 1, Class Skill +3) +8 Knowledge, History (Int +4, Ranks 1, Class Skill +3) +8 Knowledge, Religion (Int +4, Ranks 1, Class Skill +3) +8 Spellcraft (Int +4, Ranks 1, Class Skill +3) Traits:
• Birthmark: This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects.
•Defensive Strategist: You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle. Feats:
•Extend Spell: You can make your spells last twice as long.
•Simple Weapon Proficiency •Weapon Proficiency (warhammer- Torag) •Weapon Proficiency (Battleaxe, Heavy Pick, Warhammer- Dwarf) • Armor Proficiency, Light • Armor Proficiency, Medium • Shield Proficiency (all but tower) Racial:
Medium Speed - 20 feet (never modified by armor or encumbrance) Senses: darkvision (60 feet.) Craftsman: +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed. Defensive Training: +4 dodge to AC vs giants Hardy: +2 racial bonus on saves vs poison, spells, and spell-like abilities Stability: +4 racial bonus to CMD vs bull rush or trip while standing on the ground Stonecunning: +2 Perception to notice unusual stonework. Automatic check when passing within 10ft. Hatred: +1 racial bonus to attack rolls vs orcs and goblinoids Favored Class:
Favored Class: Cleric Lvl 1 (Skill +1) Cleric:
Torag Domain: Artifice Artifice Domain
Artificer's Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Dancing Weapons (Su): At 8th level, you can give a weapon touched the dancing special weapon quality for 4 rounds. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. Craft Magic Arms and Armor: The forgemaster gains the Craft Magic Arms and Armor item creation feat as a bonus feat at 3rd level. Master Smith (Ex): At 5th level, a forgemaster can craft mundane metal items quickly, using half their gp value to determine progress, and can craft magical metal items in half the normal amount of time. Domain Spells: 1st—animate rope, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—wall of iron, 8th—instant summons, 9th—prismatic sphere. Steel Spells A forgemaster adds the following spells to her spell list:
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.
Forgemaster's Blessing : The inscribed non-magical item functions as a masterwork item.
Spells:
Orisons - 0 level --> 3/day 1st Level --> 2+1 Equipment:
Arms, Armor, and Clothing (free) Cleric’s Vestment’s (smith’s apron with holy symbol of Torag) 6 lbs. (1) Traveler’s Outfit 5 lbs. (50) Scale Mail 30 lbs. (7) Heavy Wooden Shield 10 lbs. (12) Warhammer 5 lbs.
(2) Backpack 2lbs.
(1) Belt Pouch 0.5 lbs.
Carrying Capacity Current Weight: 83.5 Light Load: x < 58 lbs.
(Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance
Appearance and Personality:
A strong and sturdy dwarf, with his right arm noticeably larger than his left—the right arm bears a recent burn-mark that is in the shape of a warhammer—Torag’s holy symbol. His skin is leathery and tanned from many years at the forge. His hair is reddish-turning-gray, and his eyes are blue. He stands upright and moves slowly and methodically, watching others with a discerning, mistrustful gaze.
Oleg has been a loner for a long time and, because of this, finds it very hard to relate to others, particularly humans. As a man of knowledge and experience, he finds the prattling of humans to be tiresome and annoying. His saving grace is that he is both meticulous and patient, which helps him to plan for and adapt to many difficult situations, combat, social, or otherwise. Background/Personality:
Oleg is from Highhelm in the Five Kings Mountains. At a young age he swore service to the temple of Torag, first as an apprentice and ultimately becoming a priest and weapon/armor smith. For over 80 years Oleg toiled at the forge—he was not one for talking or spreading the faith through travels or working great deeds. He was long content to hammer away at the forge patiently, monotonously, day after day. It was Oleg’s belief that metalworking was the best form of prayer to honor Torag—armor to protect his chosen people, and weapons to smite their enemies.
Some of the recent weather anomalies reached as far as the Five Kings Mountains, but they didn’t much concern Oleg at the time—he had seen much worse in his lifetime, and what could he do about the weather, if Torag willed it so? But one day, while forging a suit of mail, the dwarf inadvertently burned his arm. Accidents happened occasionally and he could bear the pain easily, but he started when he noticed the mark on his arm—a warhammer, and not just any hammer, but THE Hammer of Torag. An image flashed before his eyes of the elements thrown into chaos—storms and seas, earthquakes and wildfires. He knew then that the happenings in Taldor could not be ignored, that he was called to bring the strength of his arm, his faith, and Torag’s might to the embattled region. Oleg finished the armor and approached his superiors, requesting permission to travel to Taldor on a holy pilgrimage. They scoffed at the idea of losing a master smith to boredom, wandering around with delusions of grandeur in his head. He showed them the sign on his arm and they relented, realizing it was Torag’s will. Now here he stands in Yanmass, at the door of the Inn of the Spider Queen, with nothing more than the armor on his back and the weapons on his belt. He strides forward boldly, and opens the door.
GM questions:
1) Before you is a huge web. In it are a priest of Iomedae and a beautiful maiden. You have time to rescue one of them, which one and why? The maiden. Then stand and fight the creature that spun the web and, at the very least, take some of the priest’s hair back to his temple to get him resurrected. 2) You are traveling through the forest and you suddenly see three goblins poking at a bound prisoner on the ground. What do you do? [/b
[b] 3) You just returned from successfully defeating a dragon which had been terrorizing the local villages. An orphanage requested that the brave heroes come so that the children can meet them. You accept, but then receive an invitation from the King to join him at a banquet in your honor. You cannot do both, what do you do? Meet the children first. If the banquet is held in my honor, the king won’t mind waiting a bit. 4) How do you expect your character to develop by level 5? Level 10? Build bonds with the other characters—he’s lived a long life but has sheltered himself from the world and others for a long time. I’d like him to get to the point where he can trust the others with his life, and where they can trust him. Crunch-wise, I want to use my spells primarily to buff my allies and myself. I want to be a buffer/healer that has a lot of front-line survivability. 5) Who is your favorite villain and your favorite hero from a medieval story and why? Can be historic, from a book, or from a movie Hmm, probably either Ned Stark from Game of Thrones (book) or maybe Roland of Gilead from the Dark Tower series. Not strictly medieval, but certainly has elements of a fantasy/medieval setting. William Wallace was pretty cool too. I like when people who are up against all odds keep fighting anyway—it’s not important to me whether they are successful or not. They have honor and integrity and keep fighting the good fight, whatever the odds. For villain I’d have to pick Redcloak the Goblin Priest from the Order of the Stick webcomic. He’s not the overt, face of the “bad guys”, he’s the second-in-command. But really, he’s the power behind the “big bad”. I like that he can minimize harm/attention to himself while still getting his goals met. 6) Let me know if/how much you have played/read the ToEE - any version including AD&D, 3rd Ed., Return to ToEE, or any video games or novels I briefly played some of Return to the Temple of Elemental Evil, approximately 10 years ago. We stopped playing before we got very far into the temple itself, IIRC. 7) You are sitting in a tavern when a distraught father runs in and announces that his daughter has been kidnapped by brigands and now they are demanding a ransom or will kill her. He says he has no money to reward the party but hears that the brigands have had much success. What do you do? Gather up a group of like-minded individuals, learn as much as I can about the brigands—motivations, whereabouts, tactics, etc. Then ride out to save her.
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