About Thalin IronskullBasics:
AC:18
Touch: 11 Flat: 17 CMD: 13 (17 vs Bull Rush/Trip while on ground) HP: 11/11 (dead at -17) Str: 14 (+2)
BAB: +2
Init: +1
Racial traits:
Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma. Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size. Type: Dwarves are humanoids with the dwarf subtype. Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. 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. Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype. Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones. Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. Darkvision: Dwarves can see perfectly in the dark up to 60 feet. Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes. 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.
Class Features:
:Class skills: Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). Skill Ranks Per Level: 2 + 1* +1* Int modifier. *Game bonus craft, perform, or profession skill point per level and one additional class skill point per level. Aura: A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details). Channel energy: 1d6
A good cleric (or a neutral cleric 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 a neutral cleric 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 of 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 can cast spontaneous cure or inflict spells (see spontaneous casting). Channeling 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 channel 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: Rune
Blast Rune (Sp): As a standard action, you can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 point for every two cleric levels you possess. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune is invisible and lasts a number of rounds equal to your cleric level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Spell Rune (Sp): At 8th level, you can attach another spell that you cast to one of your blast runes, causing that spell to affect the creature that triggers the rune, in addition to the damage. This spell must be of at least one level lower than the highest-level cleric spell you can cast and it must target one or more creatures. Regardless of the number of targets the spell can normally affect, it only affects the creature that triggers the rune. Domain Spells: 1st—erase, 2nd—secret page, 3rd—glyph of warding, 4th—explosive runes, 5th—planar binding (lesser), 6th—glyph of warding (greater), 7th—instant summons, 8th—symbol of death, 9th—teleportation circle. Travel
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought. Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—teleport (greater), 8th—phase door, 9th—astral projection. 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 treated 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).
Feats and Traits:
Feats
Weapon Finesse <GM Bonus Feat> Leadership <GM Bonus Feat> Weapon Proficiency: Simple Armor Proficiency: Light/Medium/Shield Scribe Scroll <Domain Feat> Combat Casting <1st lvl Feat> Traits
Basic Attacks:
Warhammer: +2, 1d8+2 damage, crit: x3 , blunt Light Hammer (x2)(thrown 20'): +1, 1d4+2 damage, crit x2, blunt Skills (*trained)(**ACP applied:
-5 [+1] Acrobatics** +2 Appraise +2 Bluff -4 [+2] Climb** +6 Craft (Ink)* +2 Diplomacy +0 Disable Device (N/A) +2 Disguise -5 [+1] Escape Artist** -5 [+1] Fly** +0 Handle Animal (N/A) +7 Heal* +2 Intimidate +6 Knowledge (Arcana)* +0 Knowledge (Dungeoneering) +0 Knowledge (Engineering) +0 Knowledge (Geography) +0 Knowledge (History) +0 Knowledge (Local) +0 Knowledge (Nature) +0 Knowledge (Nobility) +0 Knowledge (Planes) +6 Knowledge (Religion)* +6 Linguistics* +3 Perception +2 Perform +3 Profession -5 [+1] Ride** +3 Sense Motive +0 Sleight of Hand (N/A) +6 Spellcraft* -5 [+1] Stealth** +3 Survival -4 [+2] Swim** +0 Use Magic Device (N/A) Spells:
Spells/Day: 3/0th, 2+1/1st
Concentration: +7 0th - [/i] 1st - [i] Spells Prepared: 0th - Create Water, Detect Magic, Guidance DC 1# 1st - Cure Light Wounds, Deathwatch, Longstrider (D) DC 1# Equipment:
Encumbrance: / lbs Gear: Scale Mail [30 lbs] Heavy Wooden Shield[10 lbs] Warhammer [5 lbs] Light Hammer (x1)[4 lbs] Iron Holy Symbol (Magrim) <with flask> [1 lbs] [-] Backpack [2 lbs] - Clerical Vestments [6 lbs] - Bedroll [5 lbs] - ink (1 vials) [- lbs] - Holy text, adventurer [1 lbs] - Inkpen [- lbs] - 20 Sheets parchment [- lbs] - Scroll case [.5 lbs] Money:
Background:
In the beginning Torag made the dwarves, but while the Forge Father was hard at his other tasks, it was Magrim that came to the Mountain Children and taught them the words of their first prayers so they could sing the forge praises while they worked to honor Torag. So too was it Magrim that came to the first death bed and knelt beside the dying dwarf to teach the rituals of passing from this world to the great planes beyond to ensure that death was seen not as a source of fear, but as a rite of passage to be understood, prepared for and accepted as a natural part of the world. His work done, Magrim once more departed leaving the Mountain Children with wisdom to see them through the centuries to come. |