Initiate of Flame

Torgar Earthbreaker's page

95 posts. Alias of Ironperenti.


Full Name

Torgar Earthbreaker (2e)

Classes/Levels

Dwarf Cleric Warpriest 1 | HP 21/21 | AC18 (20 w/shield) | F+8 R+4 W+8 | Percep+6 | Current effects:

Gender

Spells:
1st 2/2 Healing 5/5

Strength 16
Dexterity 12
Constitution 16
Intelligence 12
Wisdom 16
Charisma 8

About Torgar Earthbreaker

Torgar Earthbreaker Dwarf Male
CG Cleric (Warpriest) of Iomadae 1

Background:

Torgar was a farmer like his father before him, hence the surname Groundbreaker. It was harder than many dwarves suspected. He never lost his knack with metal and stone either as both came in handy to make tools and paddocks. Soon after his 20th birthday Torgar was contracted to be married. It was not meant to be.

On the day of the wedding a band of ogres and goblins attacked. Their purpose was never fully known but they took various captives to include Torgar's would be wife. Some days later he awoke in the temple where the other injured were laid out. He was told of his rescue and questioned as to the nature of the raid. He answered what he could. Over the following weeks as his body healed he had a vision from Iomedae, the goddess of justice.

He sought out and joined a temple to Iomedae, learning the dogmas and dedicating himself to bringing justice to those in need.

Defense:

Perception: T + Wis + Lvl = 6
AC 18 (+1 Dex, +4 Armor, +2 Trained, +1 Level) 20 when shield raised
HP 21 (10 race + 8 class + 3 Con)
Fort +8 (E + Con + Lvl) Ref +4 (T + Dex + Lvl) Will +8 (E + Wis + Lvl)

Offense:

Speed 20ft (20ft in armor)
Melee
Warhammer +6 (T+Str+Lvl) (1d8+3)
Clan Dagger +4 (1d4+4/19x2)

Ranged
Dagger +2 (1d4+3/19-20x2, range 10')
Sling +2 (1d4+3/x2, range 50')

Statistics:

Str 16 Dex 12 Con 16 Int 12 Wis 16 Cha 8

Stat Building
Ancestry Str +2 Dex +0 Con +2 Int +0 Wis +2 Cha -2
B: Farmhand Str +2 Con +2
Class: Wis +2
Free: Str +2 Dex +2 Con +2 Wis +2

Total Str 16 Dex 12 Con 16 Int 10 Wis 16 Cha 8

Feats:

1. Shield Block

Skills:

Athletics T + STR + Lvl = 6
Crafting T + INT + Lvl = 4
Intimidation T + CHA + Lvl = 2
Medicine T + WIS + Lvl = 6
Religion T + WIS + Lvl = 6

Languages:

Common, Dwarf,

Class Abilities:

HP 8
Perception Trained
Fortitude Trained
Reflex Trained
Will Expert
Attacks: Trained in simple weapons, Trained in the favored weapon of your deity.
Defenses: Trained in unarmored defense
Divine Font: Healing
Spells: Trained in divine spell attacks, Trained in divine spell DCs
Doctrine: Warpriest
First Doctrine: You’re trained in light and medium armor, and you have expert proficiency in Fortitude saves. You gain the Shield Block general feat (page 266), a reaction to reduce damage with a shield. If your deity’s favored weapon is a simple weapon or an unarmed attack, you gain the Deadly Simplicity cleric feat (page 121). At 13th level, if you gain the divine defense class feature, you also gain expert proficiency in light and medium armor.

Dwarf Heritage Traits:

Ability Score Bonus: +2 CON, +2 WIS, -2 CHA

Medium, HP 10

Movement: 20'

Darkvision

Clan Dagger: You get one clan dagger (page 280) for free, as it was given to you at birth. Selling this clan dagger is a terrible taboo
and earns you the disdain of other dwarves.

Rock Dwarf: You gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that attempt to knock you prone. In addition, if any effect would force you to move 10 feet or more, you are moved only half the distance.

Unburdened Iron (1sts): You’ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear
massive suits of armor. Ignore the reduction to your Speed from any armor you wear.
> In addition, any time you’re taking a penalty to your Speed from some other reason (such as from the encumbered condition or from a spell), deduct 5 feet from the penalty. For example, the encumbered condition normally gives a –10-foot penalty to Speed, but it gives you only a –5-foot penalty. If your Speed is taking multiple penalties, pick only
one penalty to reduce.

Traits:

Reactionary: +2 Initiative

Berserker of society: +3 rounds of rage

Sunrise District Trait: The wild has always excited you with its simple beauty and majestic creatures. It is no wonder that many of your talents let you better enjoy the natural world.
Benefit: You get a +1 bonus on Handle Animal, Knowledge (nature), and Survival skill checks. You also get a +2 bonus on Fortitude saving throws to resist special attacks from plant creatures.

Gear:

*Adventurer's pack

Belt Pouch (loose change: gold and silver) .5#

Backpack*: [bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin] (1B) add [candles x10, string 50', whistle]

(Caltrops, chalk x10, whetstone, silk rope 50'(10gp), flint and steel, candles x5, rations x3, pitons x3, fish hooks x2, string 50', signal whistle, sewing needle, 50’ thread, water skin, clay mug) 9.5#

Warhammer 1B (1gp)
Clan Dagger .5#
Chainmail 2B (+4AC, -2 ACP) flexible, noisy (6gp)
Sling L
Sling bullets x20 Lx2 (2cp)
Steel shield 1B (2gp) 5 hardness 20HP

Mule (8gp):
Bedroll*
Rations x4*
Pack saddle (5gp)
Water x2 (2gp)
Dwarven ale in skin (2gp)
50’ silk rope 10gp
Horseshoe magnet .5gp
Miner’s pick 3gp
Cooking kit 3gp
Mess kit .2gp
Pitons x5
Hammer .5gp
Shovel common .02gp

Light Load 76, Medium Load 153, Heavy Load 230
Total Gear Weight: 58.5 pounds, Light Load

PP 0 GP 108 SP 0

Spells:

Cantrips
1. Detect Magic
2. Divine Lance
3. Guidance
4. Light
5. Needle darts

1st
1. Runic Weapon (1 min, 2 actions): target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.
2. Bless (1 min, 2 actions, 15' radius): You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per round on subsequent turns, you can Sustain the spell to increase the emanation's radius by 10 feet.
Hx5. Heal: restore 1d8HP.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.