Duergar

Proizvoditel' "Maker"'s page

3 posts. Alias of Benny Aren't.


Full Name

Proizvoditel' "Maker"

Race

Duergar

Classes/Levels

Cleric Forgemaster 1

Gender

Male

Size

Medium

Alignment

Lawful Neutral

Deity

Ender

Strength 16
Dexterity 16
Constitution 17
Intelligence 18
Wisdom 19
Charisma 6

About Proizvoditel' "Maker"

STATISTICS

HP: 12

Speed: 20ft

Initiative +3

BAB +0

Senses:
Perception +5
Darkvision: 60ft

DEFENSE
AC: 19 (touch 13, flatfooted 16)
CMD: 16
Fort +5
Ref +3
Will +6

OFFENSE
CMB +3
Melee +3
Range +3

Lucerne Hammer (MW): Att +5, Dmg 1d12 x2, B & P, Reach
Light Crossbow (MW): Att +4, Dmg 1d8 19-20x2, P, Rng 80ft

SPECIAL ABILITIES

Feats
Extend Spell

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

Duergar Immunities: Duergar are immune to paralysis, phantasms, and poison. They gain a +2 racial bonus on saves against spells and spell-like abilities.

Stability: Duergar receive a +4 racial bonus to their CMD against bull rush or trip attempts while on solid ground.

Spell-Like Abilities: A duergar can use enlarge person and invisibility once each per day, using its character level as its caster level and affecting itself only.

Darkvision & Daysighted: Can see in the dark up to 60 feet and lacks the light sensitivity racial trait.

Divine Smith:
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:
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.

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.

Ability Name:
Ability description here

Spell Name:
Spell description

Traits:

Hedge Magician: Whenever you craft a magic item, you reduce the required gp cost to make the item by 5%.

Birthmark: This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Heirloom Weapon: This heirloom weapon is of masterwork quality (but you pay only the standard cost at character creation). You gain a +1 trait bonus on attack rolls with this specific weapon and are considered proficient with that specific weapon (but not other weapons of that type) even if you do not have the required proficiencies.

SKILLS:

Craft (weapons) +8
Craft (armor) +8
Knowledge (arcana) +8
Knowledge (religion) +8
Perception +5
Spellcraft +8

Incomplete Background:
From an early age Proizvoditel' (Maker) toiled along with the other Duergar. It was a hard life of work without relief, but when he came of age and joined his father in the forge, everything changed....Theirs is a world lived in darkness, light was always a blinding lie, at best bordering the peripheral. But in the light of the forge fire his father saw that his son was somehow different, marked became the chosen word. The firelight flickered and Maker's shadow formed larger than life upon the far wall. A beast formed of darkness stood there mimicking the movements of his son and Maker's father knew his clan had borne a dark herald of horrors to come. Twice in a single day Maker's life had changed severely, and the second turn had set him upon a path of pain, perserverance, and something altogether new, hope. A clan council was called and the Elders decided Maker's fate. His shadow bore the mark of The Ender, the god of gods and bringer of the birth of cataclysm. Far beneath the earth, in the untapped channels of paths never walked, sleeps The Ender, the deity to bring the end of all. It dreams the whole of creation and should it ever awaken that dream will begin to unravel, unmaking existence. The realization that Maker was a born portent of the inevitable that Ender offers, was the beginning of his cruel preparation. The Elders decided his fate was training. A cruel conditioning, the likes of which were previously unheard of. They marked him chosen to go out into the world above, into the dreaded light to seek the Device that would maintain Ender's slumber indefinitely. The first step was that of the rite of the Sun-Blooded. Every day he was strapped to a platform in a shaft that lead to daylight. The sun would pass over the tunnel while a mechanism held his eyes open. And each time the platform was raised higher to prolong his exposure to the sun's passing. Eventually, he was forced to spend the whole of every other day with body chained and eyes pried resolving to outlast the hated sun. But slowly his eyes adjusted, the light filtered into him and his eyes glowed golden. Every day not spent becoming sun-blooded was spent at the forge with his father, a master crafter. Here he learned the ins and out of the construction of armor and weaponry. The fires burned and his muscles did too. The sun-blooding was thought of as a time of recovery, but it was the pain and lessons of the forge that he loved. Once the sun-blooding was considered complete he received a single, bold line tatooed under each eye, marking him further as one who would walk above and weapons training filled his new spare time. Sweat and blood was wringed and spilled from his forge hardened body. When his martial prowess was deemed worthy his bestowed upon Zhyuri "Jury," a hammer polearm of great worth and clan history. Zhyuri would measure his worth and that of his foes. Those who fell before it's might would be claimed unworthy of life and only in death would find value by increasing Maker's combat experience.