Dragonslayer Dwarf

Orlog BrightShield's page

351 posts. Alias of Patrick Levasseur.


Full Name

Orlog BrightShield, Son of Rhyfel

Race

Dwarf Forgepriest 7 | hp 68 | AC25 T11 FF 24 | CMD 16 | F +9 R +3 W +9 | Spd 20' | Init +5 | Perception +14

Classes/Levels

Spoiler:
Blessing: 6/6, Fervor 2d6 6/7, Sacred Weapon +1 7/7, Sacred Armor +1 7/7

Gender

Male

Size

Medium

Age

86

Alignment

Neutral Good

Deity

Torag

Languages

Dwarven, Common, Hallit

Strength 13
Dexterity 12
Constitution 16
Intelligence 12
Wisdom 18
Charisma 9

About Orlog BrightShield

Orlog BrightShield, Son of Rhyfel
Male Dwarf Forgepriest of Torag 7
NG Medium humanoid (Dwarf)
Init +5; Senses Darkvison 60 ft; Perception +14
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Defense
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AC 25, touch 11, flat-footed 23 ; +4 dodge vs giants (+10 armor, +4 Shield, +1 Dex)
hp 68 (7d8+21)
Fort +9, Ref +3, Will +9; +2 vs. Poison, +4 vs spells, spell-like abilities
Fire Resistance 5
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Offense
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Speed 20 ft.
Melee +8 Cold-Iron +1 Warhammer (1d8+2/x3)
Ranged +6 None for now
Prepared Spells
Cleric (CL 6th; concentration +10)
Level 0 (5): Create Water, Detect Magic, Light, Mending, Stabilize
Level 1 (5): Divine Favor, Shield of Faith, Shield of Faith, Weapons Against Evil
Level 2 (4): Bull Strength, Ironskin,
Level 3 (2): Invisibility Purge.
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Statistics
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Str 13, Dex 12, Con 16, Int 12, Wis 18, Cha 9
Base Atk +5; CMB +6; CMD 17, +4 racial bonus vs bull rush and trips while standing on the ground.

Feats:

Weapon Focus Warhammer: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Craft Magical Arms and Armors: You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price. See the magic item creation rules in Magic Items for more information.

The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.

You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.

Steel Soul: You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf’s hardy racial trait.

Weapon Versatility: When wielding a weapon with which you have Weapon Focus, you can shift your grip as a swift action so that your weapon deals bludgeoning, piercing, or slashing damage instead of the damage type normally dealt by that weapon. You may switch back to the weapon’s normal damage type or another damage type as a swift action. If your base attack bonus is +5 or higher, using this feat is a free action instead.

Improved Initiative: You get a +4 bonus on initiative checks.

Shield Focus: Increase the AC bonus granted by any shield you are using by 1.

Traits:

Artisan: You spent time working under artisans, or your parents were artisans who were particularly skilled at their trade. You gain a +2 trait bonus on a single Craft skill (your choice).

Rostlander: You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. As you are thoroughly Brevic, the call for champions willing to expand your land’s influence into the Stolen Lands has inflamed your sense of patriotism and honor, and so you have joined an expedition to quest southward. Your hardy nature grants you a +1 trait bonus on all Fortitude saves.

Skills:

Skills: (2+Int mod(1)/level = 3 Ranks (+7 Fav Class bonus)
Acrobatics -4 (+0 Rank, +1 Dex, -5 ACP, +0 Trained, +0 Misc)
Bluff -1 (+0 Rank, -1 Cha, +0 Trained, +0 Misc)
Climb -4 (+0 Rank, +1 Str, -5 ACP, +0 Trained, +0 Misc)
Diplomacy +4 (+2 Rank, -1 Cha, +3 Trained, +0 Misc)
Disable Device -4 (+0 Rank, +1 Dex, +0 ACP, +0 Trained, +0 Misc)
Disguise -1 (+0 Rank, -1 Cha, +0 Trained, +0 Misc)
Escape Artist -4 (+0 Rank, +1 Dex, -5 ACP, +0 Trained, +0 Misc)
Fly -4 (+0 Rank, +1 Dex, -5 ACP, +0 Trained, +0 Misc)
Heal +9 (+2 Rank, +4 Wis, +3 Trained, +0 Misc)
Intimidate -1 (+0 Rank, -1 Cha, +0 Trained, +0 Misc)
Knowledge Arcana +1 (+0 Rank, +1 Int, +0 Trained, +0 Misc)
Knowledge Dungeon +1 (+0 Rank, +1 Int, +0 Trained, +0 Misc)
Knowledge Local +1 (+0 Rank, +1 Int, +0 Trained, +0 Misc)
Knowledge Nature +1 (+0 Rank, +1 Int, +0 Trained, +0 Misc)
Knowledge Planes +5 (+1 Rank, +1 Int, +3 Trained, +0 Misc)
Knowledge Religion +6 (+2 Rank, +1 Int, +3 Trained, +0 Misc)
Perception +14 (+7 Rank, +4 Wis, +3 Trained, + Misc)
Ride +0 (+1 Rank, +1 Dex, -5 ACP, +3 Trained, +0 Misc)
Sense Motive +10 (+3 Rank, +4 Wis, +3 Trained, +0 Misc)
Spellcraft +9 (+5 Rank, +1 Int, +3 Trained, +0 Misc)
Stealth -4 (+0 Rank, +1 Dex, -5 ACP, +0 Trained, +0 Misc)
Survival +9 (+2 Rank, +4 Wis, +3 Trained, +0 Misc)
Swim +0 (+1 Rank, +1 Str, -5 ACP, +3 Trained, +0 Misc)
Use Magic Device -1 (+0 Rank, -1 Cha, +0 Trained, +0 Misc)

Background Skills: (2/level)

Appraise +1 (+0 Rank, +1 Int, +0 Trained, +0 Misc)
Artistry +1 (+0 Rank, +1 Int, +0 Trained, +0 Misc)
Craft Weapons +19 (+6 Rank, +1 Int, +3 Trained, +8 Misc)(+2 Racial, +2 Traits, +3 Class, +2 Mk tools)
Craft Armors +18 (+7 Rank, +1 Int, +3 Trained, +6 Misc)(+2 Racial, +3 Class, +2 Mk tools)
Handle Animal -1 (+0 Rank, -1 Cha, +0 Trained, +0 Misc)
Knowledge Engineering +7 (+3 Rank, +1 Int, +3 Trained, +0 Misc)
Knowledge Geography +1 (+0 Rank, +1 Int, +0 Trained, +0 Misc)
Knowledge History +1 (+0 Rank, +1 Int, +0 Trained, +0 Misc)
Knowledge Nobility +1 (+0 Rank, +1 Int, +0 Trained, +0 Misc)
Linguistics +1 (+0 Rank, +1 Int, +0 Trained, +0 Misc)
Lore +1 (+0 Rank, +1 Int, +0 Trained, +0 Misc)
Perform -1 (+0 Rank, -1 Cha, +0 Trained, +0 Misc)
Profession +4 (+0 Rank, +4 Wis, +0 Trained, +0 Misc)
Sleight of Hands -4 (+0 Rank, +1 Dex, -5 ACP, +0 Trained, +0 Misc)

Languages Common, Dwarven, Hallit
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Class Features
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Aura:
A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity's alignment (see detect evil).

Blessing: 6/day
Protection:
Increased Defense (minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.

Bonus Feat:

A forgepriest can select item creation feats in addition to combat feats when he gains a bonus feat. This ability alters bonus feats.
Weapon Focus: At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity’s favored weapon).
Craft Magic Arms and Armors: At 3rd level, a forgepriest gains Craft Magic Arms and Armor as a bonus feat. This ability replaces the bonus feat gained at 3rd level.

Orisons:
Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on the table above. These spells are cast as any other spell, but aren't expended when cast and can be used again.

Sacred Weapon:
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 given on the table above; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon's base damage instead of the sacred weapon damage—this decision 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 deal only energy damage.

At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This ability grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds don't need to be consecutive.

These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon to have any of the following special abilities: brilliant energy, defending, disruption, flaming, frost, keen, or shock. In addition, if the warpriest is chaotic, he can also add anarchic or vicious. If he is evil, he can also add mighty cleaving or unholy. If he is good, he can also add ghost touch or holy. If he is lawful, he can also add axiomatic or merciful. If he is neutral (with no other alignment components), he can also add spell storing or thundering. Adding any of these special abilities consumes an amount of enhancement bonus equal to the special ability's base price modifier (see Table 15–9 on page 469 of the Core Rulebook). Duplicate special abilities don't stack. The weapon must have at least a +1 enhancement bonus before any special abilities can be added.

If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These benefits do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest's possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest's turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon

Smith’s Spells:

A forgepriest adds the following spells to his spell list: 1st—jury rigUC, shield; 2nd—heat metal, shatter; 3rd—keen edge, quench, versatile weapon; 4th—wreath of bladesUC; 5th—fabricate, major creation; 6th—mage’s sword.

Fervor 2d6 7/day:

At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier.

By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.

An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy.

A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells.

As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

Forge Mastery (Ex):

A 2nd level, the forgepriest adds a bonus equal to half his level to all Craft checks to make metal items, armor, and weapons. (This benefit is gained from the altered version of blessings, above.)

Creator’s Bond (Su):

At 4th level, when a forgepriest uses his sacred weapon ability with an item he created personally, he can expend two uses of his fervor ability to increase the bonus granted by 1. Once the forgepriest has the sacred armor ability, he can also use this ability in conjunction with that. This ability replaces channel energy.

Heat of the Forge (Su):
At 6th level, a forgepriest gains fire resistance 5. At 13th level, this resistance increases to 10. This ability replaces the bonus feat gained at 6th level.

Sacred Armor +1 (Su) 7 min/day:

At 7th level, the warpriest gains the ability to enhance his armor with divine power as a swift action. This power grants the armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level). The warpriest can use this ability a number of minutes per day equal to his warpriest level. This duration must be used in 1-minute increments, but they don’t need to be consecutive.

These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The warpriest can enhance armor any of the following armor special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19). Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The armor must have at least a +1 enhancement bonus before any other special abilities can be added.

The enhancement bonus and armor special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These bonuses apply only while the warpriest is wearing the armor, and end immediately if the armor is removed or leaves the warpriest’s possession. This ability can be ended as a free action at the start of the warpriest’s turn. This ability cannot be applied to a shield.

When the warpriest uses this ability, he can also use his sacred weapon ability as a free action by expending one use of his fervor.

Favored Class Bonus: +7 Skill point
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Racial Traits
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+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.
Hardy: Dwarves 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 any such features that they pass within 10 feet of, whether or not they are actively looking.
Weapon Familiarity: Dwarves are prof icient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
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Warpriest Spells
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Level 0 (5): Create Water, Detect Magic, Light, Mending, Stabilize
Level 1 (5): Divine Favor, Divine Favor, Shield of Faith, Shield of Faith, Weapons Against Evil
Level 2 (4): Bull Strength, Bull Strength, Ironskin, Weapon of Awe
Level 3 (2): Channel Vigor, Invisibility Purge.
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Gear
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Cold Iron +1 Warhammer(4312 gp), Spiked Full Plate +1 (2650gp), +1 Large Mithral Shield (2020 gp), Muleback Cords (1000 gp), Warpriest Kit (16gp)(This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol., Mk Artisan Tools (55 gp), Wand of Cure Light Wounds (46) (750gp)
Full Plate +1 (2650gp)

Mount : Boar

966.99 gp +433gp

Description:

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Description: Orlog is exactly what you would picture a dwarf to be: Short, wide and covered in steel. He keeps his long mustache clean and properly braided, his beard, however is more a mess of hair which is quite the contrast. His armor is always well maintained and decorated with multiple dwarvish runes.

Personality: Loyal to a fault, Orlog will never leave someone behind. In recent years, Orlog was part of an expedition to establish a village south of Restov for the Church of Torag. The mission went horribly wrong when a large group of bandit overan their defense and killed most of the settlers. Orlog was one of the few survivors, since then, he has been living of his old Weaponsmith master, waiting for something to give him purpose again.

Sample:

Orlog suddenly woke up. Drenched in sweat and shortness of breath, he can still see images of the nightmare he just had. I was the same one that he keeps seeing for the past few years now. Too shaken to fall back asleep, he got up and walked over to the window. He opens it and take a deep breath of the cool night air, letting the breeze dry the sweat off of him. He then grabs some clothes and walk to the workshop. It is too early to start the shop, but he can always do some prep work as he waits for the sun to rise.

A few hours later, his master walks into the shop. ”You could sleep again?” He asks Orlog even though he already knew the answer. ”No” The dwarf look at his mentor. ”I keep seeing their faces. Screaming for their lives has the bandits are raiding the village.” The old smith lay his hand on Orlog’s shoulder. ”You have to let the past go, or it will eat at you.” The younger dwarf turns away, tears starting to pool under his eyes. ”How can I? Even though I came back here, I can still see their faces everywhere. The few of us who managed to survive can still feel the guilt of having let down the one of didn’t. And every day, their family reminds us of that just by walking about the town.”

The old dwarf shook his head. ”No one is blaming you for what happened. Everyone knows that outside these borders is a country filled with bandits and monster.” Orlog turn back to face the other dwarf. ”But we still failed them. We were supposed to keep them safe, and we didn’t. We were supposed to build this great place for all dwarves and others who have a passion for metal working. We were so sure it was going to work that we never prepare for what happened. Now many of how people are dead, while I am here crafting safely back in Restov.”

”I see. You feel like you should have died back there?” His mentor’s shoulder dropped and seem to be resigned to the situation. ”Look, I didn’t want to tell you at first, but seeing how you are not getting better here, maybe you should hear this out.” He takes a parchment out of his leather apron and give it to Orlog. While the younger dwarf reads it, he continues talking. ”It would seem that another group managed to accomplish what the church couldn’t some years back. Maybe you should head out there. See if you can help them out. And every day that you help them keep what they have going, it would be one soul of our failure that you have avenged.”

”From what I can read, even if they don’t need my Warhammer, they could still more craftsmen to help build their community.” Orlog think for a moment and then looks at his mentor. ”What about you? I can’t leave you alone here. Who is going to help you with the forge?” The older dwarf smiles. ”I’m not that old. And besides, with you gone, I could take on another apprentice. One that actually sleep at night!” Orlog smiles at his mentor. ”Then it is decided. I get a second chance at this, and this time, it might actually work”

Apperance:

Age: 86
Height: 4'3"
Weight: 196 lbs
Eye Color: Black
Hair Color: Black
Identifying Marks: Long braided mustache.