Dwarf

Sondergang Wulfsson's page

354 posts. Alias of Wellard.


Full Name

Sondergang Wulfsson

Race

Dwarf

Classes/Levels

Cleric 1 (favoured class)

Gender

Male

Size

Medium

Age

63

Alignment

Lawful Good

Deity

Torag

Location

The Stolen Lands

Languages

Dwarven, Common, Orc,Giant

Occupation

Cleric of Torag

Strength 10
Dexterity 10
Constitution 15
Intelligence 14
Wisdom 18
Charisma 10

About Sondergang Wulfsson

Sondergang is a descendant of one of the few survivors of the city of Jernasall..a survivor only because he was out of the city when the disaster happened... Rootless wandering is not the way of the Dwarves..and Sondergang longs to settle somewhere he can call home..where he can raise a new family and maybe call in the scattered remnants of his kinsfolk Taciturn, hard, driven and loyal to his comrades in arms the dwarf could be seen as almost a cliche..but there are hidden depths to him that a lucky few might reach..

Character Sheet

STR 10(+0) DEX 10(+0) CON 15(+2) INT 14(+2) WIS 18(+4) CHA 10(+0)

Combat

BAB+0 CMB+2 CMD 12(16 vs bull rush and trip)

Hit Points 10
Warhammer Attack +0 Dmg 1d8 x3

Heavy Crossbow Attack +0 Dmg 1d10 19-20/x2

AC 15 Touch 10 Flatfooted 14

Initiative +0

Fort+5(+7 vs poisons and spells) Ref +0 Will+7(+9 vs poisons/spells)

Skills
Knowledge engineering is a class skill due to trait and gets a +1 trait bonus

5 skill points/lvl +2 class +2 Int +1 Favoured Class

Trained Skills: Heal(+8)1R +3class,+4Wis

Knowledge(religion(+6),1R +3class,+2Int

Craft(weaponsmith)(+6),1R +3class,+2Int

Spellcraft(+6)1R +3class,+2Int

Knowledge(Engineering)(+7)1R +3class,+2Int,+1trait

Sense Motive(+4)+4Wis

Important Untrained Skills:Perception(+4)

Languages:Dwarven,Common,Orc,Giant

Special Abilities

Aura, Spells, Channel Energy 5/day,Domains,

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 AC against monsters of the giant subtype.

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

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, andspell-like abilities

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting abull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusualstonework, such as traps and hidden doors located in stone walls or floors. They receive acheck to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

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.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Weapon and Armor Proficiency: Clerics are proficient
with all simple weapons, with all types of armor, and with
shields (except tower shields). Clerics are also proficient
with the favored weapon of their deities.

Feats & traits:
Extra Chanelling.

Warded against Witchery: Sometime in your youth,
you encountered a location, object, or being steeped in
the power of evil witchcraft. Whether you were the victim
of this force, were a conduit for it, or merely witnessed its
effects, the event changed your life. You have tried to put
the strange incident behind you and forget it, but nebulous
premonitions of danger and eerie feelings of deja vu
have dogged your steps ever since. For some inexplicable
reason, you feel drawn to the lands of the North, though
you fear another encounter with the evil witchcraft that
touched you once before. Whether through your purity,
the blessing of goodly spirits, an innate determination,
or an intuitive and inexplicable familiarity with the ways
of black magic, you have acquired a resilience against
the power of the dark arts. You gain a +1 trait bonus on
saving throws against the spells, spell-like abilities, and
supernatural abilities of evil arcane spellcasters, and a +1
trait bonus on Spellcraft checks to identify spells cast by
evil arcane spellcaster

Guardian of the Forge (Torag): Torag’s sacred duties are
to protect the faithful, take lessons from the great craftsmen
and strategists of the past, and prepare against dark times.
You receive a +1 trait bonus on Knowledge (engineering) and
Knowledge (history) checks. One of these skills (your choice)
is a class skill for you.

Earth Domain

Acid Dart (Sp): As a standard action, you can unleash an
acid dart targeting any foe within 30 feet as a ranged touch
attack. This acid dart deals 1d6 points of acid damage + 1
point for every two cleric levels you possess. You can use
this ability a number of times per day equal to 3 + your
Wisdom modifier.

Domain Spells: 1st—magic stone, 2nd—soften earth and
stone, 3rd—stone shape, 4th—spike stones, 5th—wall of stone,
6th—stoneskin, 7th—elemental body IV (earth only), 8th—
earthquake, 9th—elemental swarm (earth spell only).

Artifice Domain
Artificer’s Touch (Sp): You can cast mending at will, using
your cleric level as the caster level to repair damaged
objects. In addition, you can cause damage to objects
and construct creatures by striking them with a melee
touch attack. Objects and constructs take 1d6 points
of damage +1 for every two cleric levels you possess.
This attack bypasses an amount of damage reduction
and hardness equal to your cleric level. You can use
this ability a number of times per day equal to 3 + your
Wisdom modifier

Domain Spells: 1st—animate rope, 2nd—wood shape,
3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—
major creation, 7th—wall of iron, 8th—instant summons,
9th—prismatic sphere.

Spells: Orisons(3):Detect Magic,Purify Food and Drink, Stabilise,
1st Lvl(2/day+1 domain): Cure Light Wounds,Bless,Magic stone

Possessions

4d6=16 giving him 160GP

Heavy Crossbow with 20 bolts,Warhammer,Scale mail,Travellers outfit, Holy Symbol(silver),Backpack, Belt Pouch, Waterskin,Crowbar, Hammer, 50 feet of hemp rope,Miners Pick,Iron pot. 8 days trail rations,10 sacks,Map/Scroll Case,Scroll of Cure Light Wounds(x2), Scroll of Disrupt Undead(x2) 6GP 8SP,20CP

Party funds and treasure

Platinum:

Gold: 51

Silver:10

Copper:

Gems. Artworks, Jewellry: