Harsk

Orin Arkhein's page

209 posts. Organized Play character for JAF0.


Full Name

Orin Arkhein

Race

oread cleric forgemaster / 3 | -18

Classes/Levels

skills:
acro 1/3, craft weapons 6, diplo 6, heal 7, know religion 6, know arcane 6, intim 1, perc 11, profession: jeweller 8, sm 5, spellcraft 6 surv 3

Gender

HP 23/23; AC 17/15ff/11t; f 5, r 4, w 7; bab 2, melee +3, ranged +3; cmb 3, cmd 14; init +1; rune 5/5; dmg constructs/objects 1d6+1 6/6; wand clw 43 |

Size

cleric of Yuelral, elven goddess of divine and arcane magic

Alignment

NG

Location

pfs # 52335-18

Languages

common, terran, dwarven, undercommon

Strength 12
Dexterity 12
Constitution 12
Intelligence 15
Wisdom 16
Charisma 12

About Orin Arkhein

Oread racial traits:

Ability Score Oreads are strong, solid, stable, and stoic. They gain +2 Strength, +2 Wisdom, and –2 Charisma.
Mostly Human: A few oreads have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.
Size: Oreads are Medium creatures and thus have no bonuses or penalties due to their size.
Speed (Slow): Oreads have a base speed of 20 feet.
Languages: Oreads begin play speaking Common and Terran. Oreads with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Undercommon.
Energy Resistance: Oreads have acid resistance 5.
Magic: Oread can use magic stone 1/day (caster level equals the oread‘s total level; DC 11 + Charisma modifier).
Darkvision: Oreads can see perfectly in the dark up to 60 feet.
Oread Gem Magic (1 RP) Oreads’ proclivity for long spans of study and concentration makes them natural wizards, witches, and oracles. Oreads with this racial trait can augment their earth-related spells and spell-like abilities through the use of precious and semiprecious gemstones as additional material components (see Table: Oread Gem Magic below). The gems are destroyed in the process, granting the spell the listed effects in addition to its normal effects unless otherwise noted. Only one instance of oread gem magic can be applied to a spell at a time; excess expended gems do not stack. This racial trait replaces the earth affinity racial trait.

spells:

mending at will

0 lvl dc 13, 3+magic stone: detect magic, guidance, stabilize, magic stone

1 lvl dc 14 3+1: lead blades, stone shield, bless, animate rope

2 lvl dc 15 2+1: heat metal, align weapon, wood shape

oread gem magic:

Binding Earth +1 damage; +1 to DC of Strength checks Garnet worth 50 gp.
Binding Earth, Mass As binding earth augmentation, affecting all targets of the augmented spell Garnets worth 250 gp.
Calcific Touch +1 Dexterity damage Aquamarine worth 250 gp.
Clashing Rocks +1 damage per damage die Emeralds worth 1,500 gp.
Earthquake +2 Reflex save DC in whatever application the spell is used; area increases to 100-foot-radius shapeable spread Jet worth 500 gp.
Elemental Body Duration increases to 10 minutes/level. Amber worth 250 gp for elemental body I, +100 gp per spell level for greater versions.
Elemental Swarm Earth elementals summoned gain the advanced simple template (this does not stack with the Augment Summoning feat) Rubies worth 1,200 gp.
Magic Stone Range increment increases by 10 feet. Moonstone worth 25 gp.
Meld into Stone Can bring up to 200 pounds of equipment with you; you can see as normal out of the stone Peridots worth 150 gp.
Mighty Fist of Earth Increase unarmed strike damage by one step (to 1d4 in most instances) Sard or sardonyx worth 25 gp.
Raging Rubble Rubble deals +1 damage; distraction DC increases by 1 Tourmaline worth 80 gp.
Shifting Sand Move area of sands up to 15 feet as a move action Turquoise worth 125 gp.
Soften Earth and Stone Creatures can move only at a quarter their normal speed (minimum 5 feet) in areas of mud and loose dirt Fluorite worth 100 gp.
Spike Stones +1 piercing damage; spikes deal 1 point of bleed damage Topaz worth 300 gp.
Stone Shape Shapes that include moving parts have only 5% chance of not working Opal worth 250 gp.
Stone Shield If your opponent’s attack strikes the stone shield, its full damage roll is also applied to its weapon. Unarmed strikes and natural attacks are not affected Jade worth 75 gp.
Stoneskin The cost of this spell’s expensive material component can be reduced or increased to affect the spell’s power accordingly. With reduced components, the spell grants DR 10/silver (instead of adamantine); with increased components, the spell absorbs 15 points of damage per caster level before it’s discharged Diamonds worth 150 gp (reduced); diamonds worth 500 gp (increased).
Wall of Stone Wall is 1 inch thick per 3 caster levels. Sapphire worth 400 gp.

traits:

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

Blade of Mercy Benefit: When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.

feats:

Racial Heritage (dwarf) The blood of a non-human ancestor flows in your veins.
Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on.

Armor Proficiency, Heavy (Combat) You are skilled at wearing heavy armor. Prerequisites: Light Armor Proficiency, Medium Armor Proficiency. Benefit: When you wear heavy armor, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks. Normal: A character who is wearing armor with which he is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving.

Alertness You often notice things that others might miss. Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

cleric class features:

Class Skills The cleric’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks Per Level: 2 + Int modifier.

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 deities.

Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).

spells: A cleric casts divine spells which are drawn from the cleric spell list. 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 at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare 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.

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.

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 treated like any other spell, but they are not expended when cast and may be used again.

Domains 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, activating a domain power is a standard action.

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 of 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).

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.

dwarven forgemaster features:

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 (5). 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 non-magical. 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 and Climb checks is halved.

Forgemaster’s Blessing: The inscribed non-magical 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.

Runes Known

Forgemaster’s Blessing: The inscribed non-magical item functions as a masterwork item.

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.

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.

Artifice Domain:

Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.

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.

Domain Spells: 1st—animate rope, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—wall of iron, 8th—statue, 9th—prismatic sphere.

equipment:

FOR THIS ADVENTURE ONLY:

*******

MW cold iron sickle +2 1d6+1 20/x2 trip
silver dagger x2 +2 1d4+1 19-20/x2
lite xbow +2 1d8 19-20/x2

20 bolts
10 cold iron bolts
10 ghost salt blanched bolts
scale mail ac bonus +5
lite steel shield +1
signal whistle
50' silk rope
trail rations x6
bedroll
clothing
backpack
wayfinder
alchemist fire x 4
tanglefoot bag x 2
waterskin x2 (water, ale)
spell component pouch
pouch full of small stones
wand clw
holy water x3
potion of clw
sap
antiplague
antivenom
2x moonstone val 25gp ea for magic stone spell
2x jade val 75 gp ea for stone shield spell
cloak of resistance +1
lesser talisman of beneficial winds 1x auto feather fall over 5'

1gp 1sp