Full Name |
Haftor Ygrendir |
Race |
Dwarf |
Classes/Levels |
Warpriest 6, Orc Hewer (AC: 22 [26 against monsters of the giant subtype], HP: 56/60) Giants Slain: Cave Giant x1, Hill Giant x3, Hill Giant Skeleton x1, Marsh Giant x1 |
Gender |
Male |
Size |
Medium |
Age |
60 |
Alignment |
LG |
Deity |
Torag |
Location |
Trunau |
Languages |
Common, Dwarf, Orc |
Strength |
15 |
Dexterity |
10 |
Constitution |
16 |
Intelligence |
13 |
Wisdom |
17 |
Charisma |
8 |
About The Stone Fist
Fort: +9 (+5+3) Ref: +4 (+2+0+1 trait) Will: +9 (+5+3)
+1 cloak
+2 v poison, spells, and spell-like abilities
BAB: +4 (+1 to confirm critical hits, trait)
(+1 on attacks v orc / goblinoid, racial)
Sacred Weapon Damage: 1d8
warhammer att [dice]d20+9[/dice] damage [dice]d10+4[/dice]
crossbow att (+1/+1 PBS) [dice]d20+4[/dice] damage [dice]d10[/dice]
Racial
Slow and Steady - base speed of 20 feet (never modified by armor or encumbrance)
Defensive Training: +4 dodge bonus to AC against monsters of the giant subtype
Hardy: +2 racial bonus on saves against poison, spells, and spell-like abilities
Stability: +4 racial bonus to CMD when resisting bull rush / trip while standing on the ground.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Craftsman: +2 racial bonus on Craft / Profession checks related to metal or stone.(replaces greed)
Stonesinger: treat as one lvl higher when casting spells with the earth descriptor or using granted powers of the Earth domain. (replaces stonecunning)
Hatred: +1 racial bonus on attacks against humanoid creatures of the orc / goblinoid subtypes.
Weapon Familiarity: proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Traits:
Roll With It: You’ve trained with some of the best
giantslayers out there, and have learned how to avoid the
worst effects of a giant’s powerful attacks. You gain a +1
trait bonus on Reflex saves. In addition, once per day, when
a creature with the giant subtype successfully confirms a
critical hit against you with a weapon or a slam attack (not
a spell or special ability), you can roll with the attack. You
take normal damage from the blow, as if the critical had not
been confirmed. You must be aware of the attack and able
to react to it—if you are denied your Dexterity bonus to AC,
you can’t use this ability. If you are a dwarf or a gnome, you
can use this ability twice per day.
Ruthless: +1 trait bonus on attack rolls to confirm critical hits
Feats:
1) Point-Blank Shot (+1 attack and damage on targets within 30 feet)
3) Power Attack (trade melee attack bonus for damage)
3 bonus) Cleave (take an additional attack if the first one hits)
Class: Weapon Focus (Combat) +1 bonus on all attacks w/ warhammer
Sacred Weapon (Su)[1d6]: w/ warhammer, weapon damage is based on level and not weapon type.
6 bonus) Shield Focus (Combat) - Increase AC bonus of shield by 1
Blessings (std action, 6/day, DC 16)
Artifice Blessing
Crafter's Wrath (minor): 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.
Transfer Magic (major): At 10th level, you can temporarily transfer a weapon special ability from one weapon to another. The bearers of each of the weapons must be willing, and you must be touching both weapons to activate this ability. You can transfer a weapon special ability with a base price modifier of +1 or +2. If you are using this ability on a double weapon, only one end of the double weapon is affected. The transfer lasts for 1 minute, after which the transferred weapon special ability automatically returns to the source weapon. You can use this ability multiple times on the same weapon or weapons. Alternatively, you can use transfer magic to move a +1 or +2 armor special ability from one touched suit of armor to another, or move a +1 or +2 armor or weapon enhancement bonus to another armor or weapon.
Earth Blessing
Acid Strike (minor): touch one weapon and enhance it with acidic potency.
For 1 minute, this weapon emits acrid fumes that deal an additional 1d4 points of acid damage with each strike.
Armor of Earth (major): At 10th level, you can touch an ally and harden its armor or clothing. For 1 minute, the ally gains DR 1/—. For every 2 levels beyond 10th, this DR increases by 1 (to a maximum of DR 5/— at 18th level). This doesn't stack with any other damage resistance.
Fervor (Su) 6/day, standard action (unless the warpriest targets himself, in which case it’s a swift action) that provokes an attack of opportunity.
Touch a creature to heal it of 1d6 points of damage, plus 1d6 for every 3 levels above 2nd
Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack.
As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter.
When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets.
Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.
Channel Energy (Su, standard action expends two uses of fervor - doesn’t provoke AoO - 30' r burst)
Release a wave of positive energy by channeling the power of faith through holy symbol - choose to heal living creatures or to deal damage to undead creatures.
Will saving throw to halve the damage - DC 10 + 1/2 lvl + Wis mod = 15
Sacred Weapon - Enhance one sacred weapons with divine power as a swift action. (6 rds/day)
This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level).
If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.
These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.
If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest’s possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest’s turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.
Skills (18 pts)
Climb (Str) 2 +2 +3 = 0 (-7 armor)
Craft (Int)
Heal (Wis) 6 +3 +3 = +12
Knowledge (engineering) (Int) 3 +1 +3 = +9 (+2 racial)
Knowledge (religion) (Int) 3 +1 +3 = +7
Profession (stonemason) (Wis) 4 +3 +3 = +12 (+2 racial)
Sense Motive (Wis)
Survival (Wis)
0 (5)
Detect Magic - Detects spells and magic items within 60 ft.
Guidance - Touched creature gains +1 on one attack roll, saving throw, or skill check.
Mending - Makes minor repairs on an object.
Spark Ignites flammable objects.
Stabilize - Cause a dying creature to stabilize.
1 (5)
Divine Favor - You gain +1 per three levels on attack and damage rolls.
Ironbeard - Target creature touched, Duration 1 minute/level - This spell causes a brushy beard of stiff iron to erupt from the face of a willing target. The ironbeard grants a +1 armor bonus to AC, and this bonus stacks with any armor worn by the creature. The ironbeard may also be used as a weapon equivalent to cold iron armor spikes. The ironbeard makes it difficult to speak, so any spellcasting with a verbal component has a 20% spell failure chance.
Shield of Faith - Target creature touched - Duration 1 min./level - This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).
Stone Shield A 1-inch-thick slab of stone springs up from the ground, interposing itself between you and an opponent of your choice. The stone shield provides you with cover from that enemy until the beginning of your next turn, granting you a +4 bonus to Armor Class and a +2 bonus on Reflex saving throws. If the opponent’s attack misses you by 4 or less, the attack strikes the shield instead. The stone shield has hardness 8 and 15 hit points. If the shield is destroyed, the spell ends and the shield crumbles away into nothingness. Spells and effects that damage an area deal damage to the shield.
Weapons Against Evil Enchant one weapon per level to bypass the DR of evil creatures, as long as it is 5 or less and not epic DR.
2 (4)
Bull’s Strength Subject gains +4 to Str for 1 min./level.
Hold Person Paralyzes one humanoid for 1 round/level
Ironskin +4 enhancement bonus to your existing natural armor bonus
Restoration, Lesser Dispels magical ability penalty or repairs 1d4 ability damage
20 gp
Soldier's uniform 1 gp 5 lbs.
(sturdy boots, a kilt, a belt, a shirt, gloves, a cloak, and a hat. The belt includes rings for tying pouches, a waterskin)
Breastplate, masterwork +6 AC +3 max dex –3 AC pen 20 ft. 30 lbs.
half-plate +1 +8 AC +0 max dex -7 AC pen 50 lbs
automatically resizes itself to fit its wearer.
Once per day on command, the armor can bestow on its wearer the effects of righteous might for 5 rounds.
The damage resistance - DR 5/evil.
Shield, heavy steel 20 gp +2 — –2 15% — — 15 lbs.
1 Medium mw heavy steel shield
Warhammer, masterwork 1d8 x3 — 5 lbs. B
Uskroth Stone Warhammer
Crossbow, heavy 50 gp 1d10 19-20/×2 120 ft. 8 lbs. P
Bolt(s), crossbow (10) 1 gp — — — — 1 lb.
Axe, throwing (x2) 8 gp 1d4 1d6 ×2 10 ft. 2 lbs. S
Backpack, common 2 gp 2 lbs.1
Rope, hemp (50 ft.) 1 gp 10 lbs
Horn, signal 1 gp 2 lbs
Bedroll 1 sp 5 lbs
Blanket 5 sp 3 lbs
Oil, lamp 1 sp 1 lb.
CLW wand, 5 charges
potion of Divine Favor
Pearl of Power (1st lvl)
fuse grenade