Harsk

Rannock Deepdelver's page

131 posts. Alias of Edeldhur.


Full Name

Rannock Deepdelver

Race

Dwarf Cleric 1 :: HP: 11 | AC:15 (with Shield) | Str: +1 ; Dex: - ; Con: +2P ; Int: - ; Wis: +2P ; Cha: - | Darkvision 120' | Deity: Grunnundergön

About Rannock Deepdelver

Rolls: 14, 11, 16, 10, 12, 14

Male Dwarf Cleric
Neutral Good
Follower of Grunnundergön, the Hammerer (Dwarven God of Creation, Mining & Smithing)
Lvl: 1

Str 14
Dex 10-1 = 9
Con 14+1+1 = 16
Int 11-2 = 9
Wis 16
Cha 12

Prime Attributes: Wisdom and Charisma

Equipment (ER=14):

Scale Mail
Large Wooden Shield
Dagger x2
Morningstar
Leather Coif

Feed 7 days

Backpack
Bandages x10
Bedroll
Large Belt Pouch
Small Belt Pouch x2
Winter Blanket
Canteen
Case, Map or Scroll (10 sheets)
Chalk
Crowbar
Flint and Steel
Hammer
Holy Symbol, Silver
Ink (1 ounce)
Mug and Tankard
Iron Nails x50
Oil Flask x2
Parchment x10
Pitons/Spikes x5
Quill
Rope (Hemp)
Large Sack
Small Sack x2
Tinder Box x10
Torch x5
Waterskin
Whistle
Rations (1week)

Abilities:

WEAPONS: Special, club, crowbill hammer, dagger, light or heavy
flail, light hammer, light or heavy mace, morningstar, quarterstaff,
war hammer

ARMOR: Any
SPELLS: A cleric casts divine spells.

BONUS SPELLS: High wisdom indicates a greater divine connection. Clerics with a high wisdom gain bonus spells. If they have a wisdom of 13-15 or higher, they receive an extra 1st level spell. If the wisdom score is 16-17 or higher, they receive an extra 2nd level spell and if 18-19 or higher, an extra 3rd level spell. Bonus spells can only be acquired if the cleric is at a high enough level to cast them. Bonus spells are cumulative.

Spells per day
Level 0: 3
Create Water
Light
Endure Elements
Level 1: 1+1
Cure Light Wounds
Bless

TURN UNDEAD (WISDOM): A cleric has the ability to turn, or even destroy, undead monsters. To turn undead, a cleric must declare the attempt as an attack and then make a successful wisdom attribute check. The character must display a holy symbol toward the undead and utter a prayer, chant or other invocation of the character’s deity. Turn undead is considered a special attack and takes one round. Turn undead has a maximum range of 60 feet.
Turning undead consists of channelling divine power. The ability to channel divine power is measured by the cleric’s own willpower. Accordingly, charisma, not wisdom, affects the number of undead creatures that are turned with a successful turn undead check. In most cases, the number of undead turned will be 1d12 plus the cleric’s charisma modifier. When a cleric is five or more levels higher than the undead being turned, the undead are instead destroyed.
Evil clerics may, instead of turning undead, control them. An evil cleric must be at least five levels higher than the hit dice of the undead sought to be controlled. Evil clerics can also turn paladins.

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Racial Traits and Abilities:
ANIMOSITY (ELVES): The disparate personalities of dwarves and elves have resulted in eons of misunderstandings, squabbles and even wars between the two races. Dwarves consider elves to be disloyal and untrustworthy partners in war or trade. As a result, dwarves suffer a -2 penalty to charisma checks when dealing with elves to whom they are not closely associated.

DEEPVISION: Ages spent beneath the earth in the dark and quiet places of the world have imbued dwarves with the ability to see in darkness where a human would find it impenetrable. This vision extends up to 120 feet in even the darkest of nights and deepest of tunnels. Colors tend to erode with deepvision, and objects appear in many shades of gray. It is otherwise like normal sight, and dwarves can function well with no light at all. Bright lights, such as from a lantern or other light source, spoil deepvision. A dwarf requires one minute to adjust his or her eyes when a light source is extinguished before gaining full use of deepvision.

DETERMINE DEPTH AND DIRECTION: The world beneath mountains and in the deeps of the earth is the natural home of the dwarf. Dwarves can sense their approximate depth underground as naturally as a human can sense which way is up. The dwarf can determine direction underground just as easily.

ENMITY (GOBLINS/ORCS): Eternal wars against goblins and orcs have created an undying crucible of hatred for these vile creatures. When in combat against goblins or orcs, this fury and hatred allows dwarves a +1 bonus to hit these creatures. Dwarves have a similar distrust of half-orcs. Dwarves find inter-breeding with goblinoids to be the worst of
all sins, and their powerful antipathy towards pure goblinoids negatively affects dwarven relations with half-orcs. Dwarves suffer a -4 to charisma checks when interacting with half-orcs, goblins and orcs.

DEFENSIVE EXPERTISE (GIANTS/OGRES): Long regarded as a food source by many giants, dwarves have developed considerable expertise in fighting them. Combined with their small size, this tactical expertise allows dwarves to offer resistance to the powerful giants. When fighting giants or ogres, dwarves receive a +4 bonus to armor class.

RESISTANT TO ARCANE MAGIC: As unshakeable as granite or iron, dwarves are particularly resistant to arcane magic. They receive a +3 bonus to all saving throws against arcane spells and spell-like effects.

RESISTANT TO FEAR: Dwarven loyalty, duty, stubbornness and honor lend them courage where other races might falter. Dwarves receive a +2 bonus to all saving throws against fear.

RESISTANT TO POISONS (CONSTITUTION): Dwarves are imbued with great constitutional fortitude. Poisons that might fell a normal human are less likely to affect a dwarf. Dwarves receive a +2 bonus to all poison saving throws.

STONECRAFT (WISDOM): Dwarves spend much of their lives carving halls, castles and underground fortresses out of solid rock, so they possess an extensive knowledge of stoneworking and construction. They possess almost a sixth sense in this regard which gives them various bonuses and abilities. Dwarves are capable of spotting unusual or unique construction or stonework features including new construction, unfamiliar architecture, sliding walls, stonework traps, unsafe stone surfaces, unstable ceilings and secret or concealed doorways constructed or disguised as stone. A dwarf passing within 10 feet of one of these features is entitled to a wisdom check at +2 to recognize the feature, as if actively looking for it. Should a dwarf actively search for these features, the bonus to the wisdom check is +4. When examining a feature, a successful wisdom check reveals other bits of knowledge, such as which race created the feature, its approximate age, and if applicable, the approximate value of a stone or metal object.

LANGUAGES: Common, Dwarven (Gnome, Goblinoid,Halfling, Elven, Ogrish, Giant, Troll)

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Background:
Rannock most likely you'd have at least one of these (possibly combo of 2?)

Appraisal/Bartering (Charisma): A character with this skill is well versed in determining the general worth of non-magical items as well as the discrete techniques for haggling without giving offence. The successful use of this skill allows a modification of 10% of an item’s cost per bonus point of charisma the skilled appraiser has.

Blacksmith (Strength): The skill of blacksmithing provides the character with the ability to forge simple tools or make small repairs to simple metal items. Weapons cannot be forged or significantly repaired with this skill, as such falls under the Weaponcraft skill. However, armours can be repaired and simple (i.e. non-articulated) pieces can be forged or repaired.

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Rannock's Notes:

Under-Dungeon Master Black Dow wrote:
"Very well. 250 gold when the job is done... 100 silver apiece upfront... And a mule to carry the goods, which you can keep. Now that is my final offer... You wish further charity seek out the kirk of Säith!"

Milborne

- Mined from the nearby Blanryde Hills and worked by my brother Severen… Such a pretty thing made by one so… roughshod
- W-we do have one of Master Deepdelver’s people… Old Grizzler he is known to us all. My Da says Grizzler was once a miner, one of the first in the region. Nowadays he just fishes… and drinks… alot. He does however have a beard!
- Plenty of shoppes, a kirk, the inn and a tavern… We even have a Folly! Master Carmen’s miners work the hills, others work the land for him as tenant farmers. My family run the mill and bakery. There’s the Exchange too where folk do business or moots are held. Plenty going on…
- I do like your soup Master Deepdelve. Not the usual fare for us Milborners. With the Eelhold so close, there’s lots of dishes with those wrigglers as the centrepiece… Its an acquired taste but you’ll get decent fare at the Baron. Andren’s twin Barthelew cooks and he does it well.

+140 gold
+100 silver
+1 Mule