About Tanna GiantsmiteTanna Giantsmite is a confusing conundrum of opposites. Her strikingly attractive Human appearance is starkly countered by her crass Dwarven dialect and mannerisms. Her long, silken blond hair is twisted and braided under her chin, roughly resembling the beards of the Dwarven ladyfolk. But most curious is the polished scale mail, Dwarven War Hammer and heavy crossbow that her diminutive frame carries with the ease of practiced martial disciple of the God, Torag. Her purpose in this life is to exact punishment on those poor souls who shirk their responsibilities or break sworn oaths and values honor, planning and well-made steel. Tanna was orphaned as an infant during the Dwarf & Giant war near Five Kings Mountain. Her family was 'collateral damage' during a boulder barrage centered on her village, by the giants. The Dwarves, who relied on and traded with the village for much needed supplies, raised her as one of their own. Spending her entire life in the Dwarven Orphanage (what Dwarf would want to adopt such an ugly weak creature?) Tanna was drawn to the healing arts displayed by the nuns of the convent. During her time with the sturdy mountain folk, Tanna developed into a decorated follower of the Dwarven Gods, and has now set out to earn her Glory, spreading the word of Torag in the world. Skills:
Skills: -3: Acrobatics=Dex(2)+Rank(0)+Misc(-5) -7: Acrobatics-Jump=Dex(2)+Rank(0)+Misc(-9) -1: ~Appraise=Int(-1)+Rank(0)+Misc(0) 0: Bluff=Cha(0)+Rank(0)+Misc(0) -3: Climb=Str(2)+Rank(0)+Misc(-5) -1: ~Craft (Stonemason)=Int(-1)+Rank(0)+Misc(0) -1: Craft (?)=Int(-1)+Rank(0)+Misc(0) -1: Craft (?)=Int(-1)+Rank(0)+Misc(0) 0: ~Diplomacy=Cha(0)+Rank(0)+Misc(0) 2: Disable Device*=Dex(2)+Rank(0)+Misc(0) 0: Disguise=Cha(0)+Rank(0)+Misc(0) -3: Escape Artist=Dex(2)+Rank(0)+Misc(-5) -3: Fly=Dex(2)+Rank(0)+Misc(-5) 0: Handle Animal*=Cha(0)+Rank(0)+Misc(0) 5: ~Heal=Wis(4)+Rank(0)+Misc(1) Caretaker 0: Intimidate=Cha(0)+Rank(0)+Misc(0) -1: ~Knowledge (arcana)*=Int(-1)+Rank(0)+Misc(0) -1: Knowledge (dungeoneering)*=Int(-1)+Rank(0)+Misc(0) -1: Knowledge (engineering)*=Int(-1)+Rank(0)+Misc(0) -1: Knowledge (geography)*=Int(-1)+Rank(0)+Misc(1) -1: ~Knowledge (history)*=Int(-1)+Rank(0)+Misc(0) -1: Knowledge (local)*=Int(-1)+Rank(0)+Misc(0) -1: Knowledge (nature)*=Int(-1)+Rank(0)+Misc(1) -1: ~Knowledge (nobility)*=Int(-1)+Rank(0)+Misc(0) -1: ~Knowledge (planes)*=Int(-1)+Rank(0)+Misc(0) 3: ~Knowledge (religion)*=Int(-1)+Rank(1)+Misc(3)Class Skill -1: ~Linguistics*=Int(-1)+Rank(0)+Misc(0) 5: Perception=Wis(4)+Rank(1)+Misc(0) 0: Perform=Cha(0)+Rank(0)+Misc(0) 0: Perform=Cha(0)+Rank(0)+Misc(0) 4: ~Profession* (Healer)=Wis(4)+Rank(0)+Misc(0) 4: Profession*=Wis(4)+Rank(0)+Misc(0) -3: Ride=Dex(2)+Rank(0)+Misc(-5) 4: ~Sense Motive=Wis(4)+Rank(0)+Misc(0) 2: Sleight of Hand*=Dex(2)+Rank(0)+Misc(0) 0: ~Spellcraft*=Int(0)+Rank(0)+Misc(0) -3: Stealth=Dex(2)+Rank(0)+Misc(-5) 4: Survival=Wis(4)+Rank(0)+Misc(0) -3: Swim=Str(2)+Rank(0)+Misc(-5) 0: Use Magic Device*=Cha(0)+Rank(0)+Misc(0) ~Class Skill *Trained Only
Traits:
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Caretaker: As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded. You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.
Feats:
Dodge (Combat)
Your training and reflexes allow you to react swiftly to avoid an opponents' attacks. Prerequisite: Dex 13.
Improved Initiative (Combat)
Benefit: You get a +4 bonus on initiative checks. Specials:
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment.You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of evil. 2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Channel Positive Energy (Su) 3xDay: Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting). Channeling positive energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry. Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy). Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions. Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race. Spells:
LEVEL 0 - Unlimited Casting Prepared LIGHT School evocation [light]; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0 Casting Time 1 standard action Components V, M/DF (a firefly) Range touch Target object touched Duration 10 min./level Saving Throw none; Spell Resistance no This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level. GUIDANCE
READ MAGIC
Read magic can be made permanent with a permanency spell. LEVEL 1 - (2 + 1 Domain) Prepared CURE LIGHT WOUNDS
DIVINE FAVOR
ACID DART (Sp): - Earth Domain - x7/Day
KNOWN SPELLS
Effect: You cause a living creature that is below 0 hit points but stabilized to resume dying. Source: p.249, Target Area: One living creature, Caster Level: 1 Create Water
Effect: This spell generates wholesome, drinkable water, just like clean rain water. Source: p.262, Target Area: Up to 2 gallons of water, Caster Level: 1 Detect Magic
Effect: You detect magical auras. Source: p.267, Target Area: Cone-shaped emanation, Caster Level: 1 Detect Poison
Effect: You determine whether a creature, object, or area has been poisoned or is poisonous. Source: p.268, Target Area: Or Area one creature, one object, or a 5-ft. cube, Caster Level: 1 Guidance
Effect: This spell imbues the subject with a touch of divine guidance. Source: p.292, Target Area: Creature touched, Caster Level: 1 Light
Effect: This spell causes a touched object to glow like a torch. Source: p.304, Target Area: Object touched, Caster Level: 1 Mending
Effect: This spell repairs damaged objects, restoring 1d4 hit points to the object. Source: p.312, Target Area: One object of up to 1 lb., Caster Level: 1 Purify Food and Drink
Effect: This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. Source: p.328, Target Area: 1 cu. ft. of contaminated food and water, Caster Level: 1 Read Magic
Effect: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible. Source: p.330, Target Area: You, Caster Level: 1 Resistance
Effect: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Source: p.334, Target Area: Creature touched, Caster Level: 1 Stabilize
Effect: Upon casting this spell, you target a living creature that has -1 or fewer hit points. Source: p.348, Target Area: One living creature, Caster Level: 1 Virtue
Effect: With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point. Source: p.365, Target Area: Creature touched, Caster Level: 1 LEVEL 1
Effect: You can animate a nonliving rope-like object. Source: p.242, Target Area: One rope-like object, length up to 55ft.; see text, Caster Level: 1 Bane
Effect: Bane fills your enemies with fear and doubt. Source: p.246, Target Area: 50-ft.-radius burst, centered on you, Caster Level: 1 Bless
Effect: Bless fills your allies with courage. Source: p.249, Target Area: The caster and all allies within a 50-ft. burst, centered on the, caster , Caster Level: 1 Bless Water
Effect: This transmutation imbues a flask of water with positive energy, turning it into holy water. Source: p.249, Target Area: Flask of water touched, Caster Level: 1 Cause Fear DC: 15
Effect: The affected creature becomes frightened. Source: p.252, Target Area: One living creature with 5 or fewer HD, Caster Level: 1 Command
Effect: You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. Source: p.256, Target Area: One living creature, Caster Level: 1 Comprehend Languages
Effect: You can understand the spoken words of creatures or read otherwise incomprehensible written messages. Source: p.258, Target Area: You, Caster Level: 1 Cure Light Wounds
Effect: When laying your hand upon a living creature, you channel positive energy that cures 1d8+1 points of damage. Source: p.263, Target Area: Creature touched, Caster Level: 1 Deathwatch
Effect: Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range. Source: p.265, Target Area: Cone-shaped emanation, Caster Level: 1 Detect Chaos
Effect: You can sense the auras of chaotic creatures. Source: p.266, Target Area: Cone-shaped emanation, Caster Level: 1 Detect Evil
Effect: You can sense the presence of evil. Source: p.266, Target Area: Cone-shaped emanation, Caster Level: 1 Detect Good
Effect: You can sense the presence of good. Source: p.267, Target Area: Cone-shaped emanation, Caster Level: 1 Detect Law
Effect: You can sense the auras of lawful creatures. Source: p.267, Target Area: Cone-shaped emanation, Caster Level: 1 Detect Undead
Effect: You can detect the aura that surrounds undead creatures. Source: p.269, Target Area: Cone-shaped emanation, Caster Level: 1 Divine Favor
Effect: Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls. Source: p.273, Target Area: You, Caster Level: 1 Doom
Effect: This spell fills a single subject with a feeling of horrible dread that causes it to become shaken. Source: p.274, Target Area: One living creature, Caster Level: 1 Endure Elements
Effect: A creature protected by endure elements suffers no harm from being in a hot or cold environment. Source: p.277, Target Area: Creature touched, Caster Level: 1 Entropic Shield
Effect: A magical field appears around you, glowing with a chaotic blast of multicolored hues deflecting incoming arrows, rays, and other ranged attacks. Source: p.278, Target Area: You, Caster Level: 1 Hide from Undead
Effect: Undead cannot see, hear, or smell creatures warded by this spell. Source: p.296, Target Area: 1 creatures touched, Caster Level: 1 Inflict Light Wounds
Effect: When laying your hand upon a creature, you channel negative energy that deals 1d8+1 points of damage. Source: p.300, Target Area: Creature touched, Caster Level: 1 ** Magic Stone
Effect: You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. Source: p.310, Target Area: Up to three pebbles touched, Caster Level: 1 Magic Stone
Effect: You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. Source: p.310, Target Area: Up to three pebbles touched, Caster Level: 1 Magic Weapon
Effect: Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. Source: p.310, Target Area: Weapon touched, Caster Level: 1 Obscuring Mist
Effect: A misty, stationary vapor arises around you obscuring all sight, including darkvision, beyond 5 feet. Source: p.317, Target Area: Cloud spreads in 20-ft. radius from you, 20 ft. high, Caster Level: 1 Protection from Chaos
Effect: This spell wards a creature from attacks by chaotic creatures, from mental control, and from summoned creatures. Source: p.327, Target Area: Creature touched, Caster Level: 1 Protection from Evil
Effect: This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. Source: p.327, Target Area: Creature touched, Caster Level: 1 Remove Fear
Effect: You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. Source: p.332, Target Area: 1 creatures, no two of which can be more than 30 ft. apart, Caster Level: 1 Sanctuary
Effect: Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. Source: p.336, Target Area: Creature touched, Caster Level: 1 Shield of Faith
Effect: This spell creates a shimmering, magical field around the target that averts and deflects attacks. Source: p.342, Target Area: Creature touched, Caster Level: 1 Summon Monster I
Effect: This spell summons an extraplanar creature. Source: p.350, Target Area: One summoned creature, Caster Level: 1 * = Domain/Specialty Spell
Attacks:
+1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit) when underground. Heavy Crossbow, crit 19-20/x2 [dice=Ranged Hvy Xbow Atk vs. ?]1d20+2[/dice] [dice=Damage?]1d10+2[/dice] War Hammer, crit x3
Equipment:
Gold= 457 Silver= 8 Copper= 0 War Hammer [1d8, crit x3., 5 lb., one-handed, bludgeoning]
51 lb Weapons / Armor / Shield (from above)
77 lb Total Light load:58 lb. or less
Experience:
Level - 1 Experience Points - 2
Adventures Completed:
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