Cheiton

Ordrik Stonehelm's page

63 posts. Alias of Mokshai.


Full Name

Ordrik Stonehelm

Race

Dwarf

Classes/Levels

Warpriest 1(HP10/10), (AC17, T11, FF16), (Saves F5, R2, W4)+2 Vs Poison, Spell, SLA, (CMB 2, CMD 13), Init 1, Percep 2 +2 vs Stone

Gender

Male

Size

M

Age

42

Special Abilities

Darkvision, Stonecunning, Hardy

Alignment

LN

Deity

Torag

Languages

Common, Dwarf, Giant, Celestial

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

About Ordrik Stonehelm

basic info:

Ordrik Stonehelm
Male Dwarf Warpriest 1
LN medium humanoid
Senses Darkvision (60)

Offence, and Defence:

OFFENSE
Speed 20 ft
Space 5 Reach 5
BAB 0, CMB 2, CMD 13

Melee
Warhammer +3 (1d8+2/x3)
Dagger +2 (1d4+2/19-20/x2)
Battleaxe +2 (1d8+2/x3)
Ranged
Sling +1 (1d4+2/x2)

DEFENSE
AC 17, t 11, ff 16
hp 10
F 5, R 2, W 4


Feats:

Additional Traits
Weapon Focus (Warhammer)

Skills:

Acrobatics -3, Appraise 2, Bluff 0, Climb -3, Diplomacy 0, Disguise 0, Escape Artist -4, Fly -4, Heal 2, Intimidate 0, Knowledge (religion) 6, Perception 2, Ride -4, Sense Motive 2, Spellcraft 6, Stealth -4, Survival 6, Swim -3, Use Magic Device 1

Languages:

Dwarven, Common, Giant, Celestial

gear:

Armour
Scale Mail, Buckler
Weapons
Warhammer, Sling, Dagger, Bullets - Sling (20), Battleaxe
Adventuring Gear
Backpack, Bedroll, Belt Pouch, Cheap Holy Text, Flint and Steel, Iron Pot, Mess Kit, 50' Hemp Rope (2), Soap, Torches (12), Trail Rations (5), Waterskin, Wooden Holy Symbol, Explorers Cloths, Cooking Kit (AA), Fishing Kit, Candles (2), Chalk, Hammer, Pitons (4), Hooded Lantern, Oil Flasks (5), Sack (2), Tindertwigs (4), Gear Maintenance Kit, Grooming Kit, Blanket (2), Grappling Hook, Cold weather clothing

Money:

PP
GP 27
SP 9
CP

Racial Traits:

Racial Traits
Slow and Steady: You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially 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: You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.


Campaign Traits:

Northern Ancestry (APRW 6): You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2.

Glory of Old (DoG 11): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Fate's Favored (UCa 55): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Grounded (DoG 10): You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.


Class Features:

Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are proficient with shields (except Tower Shields).

Weapon Proficiency: You are proficient with all Simple and Martial weapons. Additionally you are proficient with the following weapons: Battleaxe, Pick, heavy; Warhammer

Aura (Core 39): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment

Favored Weapon (Core 39): You gain proficiency with the favored weapon of your deity (warhammer)

Spontaneous Casting (Core 41): You can channel stored spell energy into cure spells.

Blessings (Su): Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.
If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.

Sacred Weapon (Su): At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them.
Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before
the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage.


Blessings:

Earth Blessing
Acid Strike (minor): At 1st level, you can touch one weapon and enhance it with acidic potency. For 1 minute, this weapon emits acrid fumes that deal an additional 1d4 points of acid damage with each strike. This additional damage doesn’t stack with the additional damage from the corrosive weapon special ability.

Law Blessing
Axiomatic Strike (minor): At 1st level, you can touch one weapon and enhance it with the essence of law. For 1 minute, this weapon glows blue, pale yellow, or white and deals an additional 1d6 points of damage against chaotic creatures. During this time, it’s treated as lawful for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the axiomatic
weapon special ability.


Spells Prepared:

0 Level
Guidance
Detect Magic
Read Magic

1st Level
Divine Favour
Divine Favour

Background:

Ordrik, was born of a merchant family in the five kings mountains where he spent a large amount of his time listening to stories of old and glory, and playing in the snow of the mountain peaks. When his family enrolled him into the school system, he started paying more attention to the armed aspect of his teachings. When he reached his twenties, after the schooling that he received, he entered the church of Torag, where he found a job as a temple guard in Highhelm. For a number of years, he did this job, without ever leaving the area of Highhelm. Due to an increasing amount of banditry on the caravans going to and from the different countries around the five kings mountains, the church was asked to provide some divine guidance to one of the caravans going to Taldor. As the church was reluctant, unless there were guards available, so he was tasked to act as a bodyguard for one of the priests who accompanied the caravan.
This arrangement went well for a couple of years then he asked if on the next caravan, he could take some time to look around on his own, and that he would make is own way back to the five kings mountains after he had a chance to look around on his own, and see how others were treated when he wasn’t guarding someone.
Soon after leaving the caravan at the Taldor capital of Oppara, he made his way south, and eventually found himself in the small village of Heldrin