Harsk

Siegfried Molgrade's page

44 posts. Alias of polyfrequencies.


Full Name

Siegfried Molgrade

Race

Active: Shield

Gender

Male Dwarf Forgepriest 1 | HP: 11/11 | Perception +3 (darkvision 60), Sense Motive +9 | Speed 20 ft | AC 21 Touch 10 Flat 21 [+4 vs giants] | CMD 14 | Fort +4, Reflex +0, Will +5 [+5 vs poison, spells, & SLAs] | Init +0 |

Size

Medium

Alignment

LN

Deity

Torag

Location

Passbog

Languages

Celestial, Common, Dwarven, Goblin

Occupation

Blacksmith, Stonemason, Handyman

Strength 18
Dexterity 11
Constitution 15
Intelligence 14
Wisdom 17
Charisma 8

About Siegfried Molgrade

Siegfried is a dwarf of Clan Molgrade, a high-ranking clan of Highhelm known for being great smiths. He was traveling through Passbog when the Sharding occurred and has been trapped ever since. He used to pray fervently to Torag for guidance, that he would be able to return to his clan and his family soon, but found that his prayers went unanswered. Resigned to an existence outside of his mountain home, he set up a shop to lend his strength and skill to the townspeople who were kind enough to take him in. But he's become a morose loner and a functioning alcoholic. He still lifts up vague paeans to Torag, but it's mostly out of habit when he sits down at his forge than out of committed faith. His work has gotten sloppy for his standards but is still more than passable.

Siegfied Molgrade
Dwarf Forgepriest (Warpriest) of Torag 1
LN male medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +3

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Defense
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AC 17, touch 10, flat-footed 17 (+7 armor) (+4 dodge vs giants)
hp 11 (1d8+3)
Fort +4, Ref +0, Will +5 (+5 vs poison, spells, and spell-like abilities)
Defensive Abilities defensive training, glory of old, hardy, steel soul

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Offense
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Speed: 20 ft. (slow and steady)
Melee: dwarven longhammer +5 (2d6+6/x3)
Special Abilities: crafter’s wrath (3/day, DC 13), rock stepper
Warpriest Spells Prepared (CL 1st; concentration +4)
1st—divine favor, shield (DC 14)
0 (at will)—detect magic, guidance, spark (DC 13)

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Statistics
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Str 18, Dex 11, Con 15, Int 14, Wis 17, Cha 8
Base Atk +0; CMB +4; CMD 14

Feats: Steel Soul, Weapon Focus (hammers)
Traits: Craft All (campaign), Glory of Old (region)
Skills: Acrobatics -7 (-11 to jump), Climb -3, Craft (armor) +9, Craft (stonemasonry) +9, Diplomacy +1, Knowledge (religion) +6, Perception +3, Sense Motive +9, Spellcraft +6, Stealth -7, Survival +7, Swim -3
Languages: Celestial, Common, Dwarven, Goblin
SQ: aura (lawul good), artisan’s blessing, focus weapon (hammers), sacred weapon (1d6), spontaneous casting (cure)
Gear: anvil, artisan’s tools, backpack, crowbar, dwarven longhammer, iron holy symbol of Torag, holy text of Torag, mending kit, spell component pouch, splint mail

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Special Abilities
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Aura (Ex): A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment.

Blessings (Su): A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. A forgepriest selects only one blessing. This alters the blessings class feature.

A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.

Crafter's Wrath (minor): At 1st level, you can touch one melee weapon and grant it greater power to harm and destroy crafted objects. For 1 minute, whenever this weapon deals damage to constructs or objects, it bypasses hardness and damage reduction.

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

Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity’s favored weapon).

Sacred Weapon (Su): 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. (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 only deal energy damage.

Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn’t an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name.

Chaotic, Evil, Good, and Lawful Spells: A warpriest cannot cast spells of an alignment opposed to his own or his deity’s (if he has a deity). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Bonus Languages: A warpriest’s bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race.

Dwarf Race Traits

  • 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.
  • Industrious Urbanite: Dwarves who have adapted to the expectations of their host cities make double the normal progress on Craft checks to create nonmagical items and gain a +4 bonus on Profession checks to earn money. This racial trait replaces hatred.
  • Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  • Iron Citizen: Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves. This replaces stability.
  • Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
  • Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

    Craft All (campaign): You've always been a crafter. You have a deep passion for your profession. Supplies in Passbog may be scarce, but you've had nothing but time to practice your trade. You have managed to learn new tricks and take no penalty for using improvised tools. You get an additional +1 trait bonus on craft and profession checks. When you make craft checks to create an item you make progress at half again the normal speed. When earning capital with craft or profession you add 1 to the capital earned.]

    Glory of Old (region): In your veins flows the blood of dwarven heroes from Tar Taargadth. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.