Cave Wizard

Seadreamer_Stonebeard's page

63 posts. Alias of Mokshai.


Full Name

Seadreamer_Stonebeard

Race

Dwarf

Classes/Levels

Warpriest 2

Daily Use:
Sacred Weapon 0/2 (d6 dmg) Rounds used; Fervor 0/4 used per day (d6 heal/harm); Blessings 0/4 used per day, Acid D4, Protect +1 AC, Save

Gender

Male

general Stuff:
HP18/18-AC16/15 T10/10 FF16/15-Save F5 R0 W6 - +4 vs Spell/SLA +2 vs Poison +2 at vs Aquatic Perception +6

Size

Medium

Age

50

Special Abilities

Darkvision 60'

Alignment

LN

Deity

Torag

Languages

Dwarven, Common, Undercommon, Orc

Occupation

Sailor

Strength 15
Dexterity 11
Constitution 14
Intelligence 14
Wisdom 16
Charisma 8

About Seadreamer_Stonebeard

Seadreamer Stonebeard
Male Dwarf Warpriest 2
NG medium humanoid
Senses Darkvision (60)

STATISTICS:
STR 15 DEX 11 CON 14 INT 14 WIS 16 CHA 8

DEFENSE:

Without Gear / With Armour / With Armour and Shield
AC 10 / 15 / 16, touch 10 / 10 / 10, flat-footed 10 / 15 / 16, CMD 13
hp 18
Fort 5, Reflex 0, Will 6

OFFENSE:

BAB 1, CMB 3

Ranged
Light Crossbow +1 (1d8 - 19-20/x2)(p)
Sling +1 (1d4+3 - x2)(b)

Melee
2 Handed Melee
Dwarven Waraxe +4 (1d10+3 - x3)(s)
Dwarven Waraxe +3 (1d10+6 - x3)(s) Power Attack

1 Handed Melee
Dwarven Waraxe +4 (1d8+2 - x3)(s)
Dwarven Waraxe +3 (1d8+4 - x3)(s) Power Attack
Maulaxe +4 (1d6+2 – x3)(s/b)
Maulaxe +3 (1d6+4 – x3)(s/b) Power Attack
Cold Iron Boarding Axe +4 (1d6+2 – x3) (s/p)
Cold Iron Boarding Axe +3 (1d6+4 – x3) (s/p) Power Attack
Dagger +4 (1d4+2 – 19-20/x2) (s)
Dagger +3 (1d4+4 – 19-20/x2) (s) Power Attack

FEATS:

Steel Soul (APG 170): 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.

Power Attack (Core 131): You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased to +3 with two-handed weapons, a one handed weapon using two hands, or a primary natural weapon that deals 1.5 strength damage. This bonus to damage is decreased to +1 if you are making an attack with an off-hand weapon or secondary natural weapon. These effects last until your next turn.

Combat Expertise (Core 119): You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 to your Armor Class.

Skills No Armour / Armour / Armour and Shield:

Acrobatics -3/-4/-6
Appraise 3/3/3
Bluff -1/-1/-1
Climb -1/-2/-4
Diplomacy -1/-1/-1
Disguise -1/-1/-1
Escape Artist -3/-4/-6
Fly -3/-4/-6
Handle Animal -1/-1/-1
Heal 8/8/8
Intimidate -1/-1/-1
Knowledge (Engineering) 7/7/7
Knowledge (Religion) 7/7/7
Perception 6/6/6
Profession (Sailor) 10/10/10
Ride -3/-4/-6
Sense Motive 3/3/3
Spellcraft 7/7/7
Stealth -3/-4/-6
Survival 3/3/3
Swim -1/-2/-4
Use Magic Device 1/1/1

Languages:

Dwarven, Common, Giant, Orc

Money:

PP = 0
GP = 439
SP = 7
CP = 4
Gems / Jewels
None

Misc Wealth
Assorted Trade Goods = 50 Gp

Weapons and Armour:

Armour
Scale Mail
Shield
Quickdraw Light Steel Shield

Weapons
Light Crossbow
Dwarven Waraxe
Cold Iron Boarding Axe
Dwarven Maulaxe
Dagger
Sling
Crossbow Bolts (60)
Sling Bullets (10)

Adventuring Gear:

Carried in General
Canteen x 2
Adventurers Sash
Scroll Case
Spell Component Pouch
Silver Holy Symbol with Flask and Compartment
Explorers Outfit

Masterwork Backpack containing
Bedroll
2 Blankets
Winter Blanket
Candle Lamp
Waterskin
2 Sacks
Bullseye Lantern
4 Flasks oil
Grooming Kit
Gear Maintenance Kit
Fishing Kit
Scriveners Kit
Clerics Vestiments
Ink
Inkpen
Journal

Belt Pouch Containing (On Adventurers Sash)
Flint and Steel
Candles x 8
Chalk
Charcoal x 4
Tindertwigs x 4
Flint and Steel
Healers Kit
Veterinarian Kit
Surgeons Tools

Sack 1 Containing
100' Silk Rope
Hammer
4 Pitons
8 Iron Spikes
2 Torches
Grappling Hook

Sack 2 Containing
Cooking Kit(AA)
Coffee Pot
Iron Pot
7 Days Trail Rations
Mess Kit
Tent (Small Sized, Medium Creature)
Bar Soap

Traits:

Type (CRB 21): You are a humanoid with the dwarf subtype.

Slow and Steady (CRB 21): You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.

Darkvision (CRB 21): You have darkvision with a range of 60ft.

Greed (CRB 21): You receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hardy (CRB 21): You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability (CRB 21): You receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Weapon Familiarity (CRB 21): You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Saltbeard (ARG 12): You gain a +2 bonus on Profession (sailor) and Survival checks while at sea. You gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones

Eye for Plunder (APSkS 6): You gain a +1 trait bonus on Appraise* and Perception checks to find concealed or secret objects. In addition, you begin the campaign with a selectionvmundane trade goods worth 50 gp

Hurricane Savvy (PIS 15): You treat wind effects as one wind force category less than they actually are, both for any personal checks you must make and for any you make to captain or steer a ship.

Class Features:

Armor and Shield Proficiency: You are proficient in Light, Medium, and Heavy Armour. You are proficient with shields (excluding tower shields.)

Weapon Proficiency: You are proficient with all Simple and Martial Weapons.

Aura (Ex) (ACG 60): You have a particularly powerful aura corresponding to your deity's alignment.

Blessings (Su) (ACG 60): 4 times per day, you can call upon one of the following blessings to aid yourself or your allies. (DC: 14)

-Increased Defense (ACG 67): You can gain a +1 sacred bonus on saving throws and AC for one minute.

-Acid Strike (ACG 65): You can touch one weapon and enhance it with acidic potency for one minute. It emits acrid fumes that deal 1d4 acid damage with each strike. This damage doesn't stack with the corrosive weapon special ability.

Focus Weapon (Ex) (ACG 60): You gain Weapon Focus as a bonus feat.

Sacred Weapon (Su) (ACG 60): Weapons you wield are charged with the power of your faith. When you wield a Medium version of a Sacred Weapon - your deity's favored weapon or one in which you have Weapon Focus - you may deal 1d6 damage instead of the weapon's normal amount.*

Spontaneous Casting (ACG 61): You may convert the stored energy of a prepared spell into a cure spell of the same level or lower.

Fervor (Su) (ACG 61): 4 times per day, you can draw on your faith to heal wounds, harm foes or quickly cast spells.
-By touching a creature and expending one use of fervor, you can heal a living creature or harm an undead creature for 1d6 damage. This is a standard action that provokes an attack of opportunity if you use it on another creature, but a swift action if you use it on yourself.

• You can spend one use of fervor to cast any prepared warpriest spell (with a casting time of 1 round or shorter) as a swift action with no somatic components. You can only target yourself with the spell, even if it could normally affect other or multiple targets.

Spells:

Level 4
Detect Magic
Read Magic
Purify Food and Drink
Create Water

Level 1
Divine Favour
Divine Favour
Shield of Faith

Weapon Traits:

Light crossbow
You can shoot, but not load, a light crossbow with one hand at a -2 penalty on attack rolls.

Dagger
You gain a +2 bonus on Sleight of Hand checks to conceal a dagger on your body.

Background:

Seadreamer was born to a moderately wealthy merchant family, and was expecting to take over the family business when he came of age.
While he was growing up, his family taught him in the basics of sailing, and he stood for midshipman on one of his father’s ships.

He spent several years sailing up and down the coast trading, when he started to get another calling.
Taking time off from his fathers business, he travelled back to the five kings mountains where he was introduced to the dwarven Parthenon.
Due to him liking Torag principles he started to follow him and spread his word.

Soon after, Trudd started to provide him power and he realized that he was being blessed with the ability to bring his magic into the world.

Shortly after this revelation, he received a missive from his father that he had to return back to Almas, and he was needed due to the fact that they were going to do one more run to Sargava.

As the ship was passing through the shackles, they got hit by heavy weather and the ship floundered.
He grabbed his belongings, along with a number of weapons and a handful of small trading goods, and piled into a life boat.

By the time that he hit the boat, it was pretty much all over for the dancing wyvern, as she was going down.

He made it ashore in port peril and he took stock in what he had.
Due to his family going down with the dancing Wyvern, he had nothing to return to in Almas.

He ended up deciding to return to the sea no matter what it took.

With that on his mind, he stopped at the formidably maid and got a drink.
Everything went black shortly after 2 or 3 drinks.