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About Trovag IcehewerOffence:
BAB 4 CMB 7 Speed 20 ft Space 5 Reach 5 Init 0 Melee (2 Handed)
Ranged
Defence:
AC 18\17, touch 10/10, flat-footed 18/17 (With/Without Shield)(+4 vs Giant Subtype) CMD 17 hp 50 Fort 9 Reflex 4 Will 12 skills:
With / Without Shield Acrobatics 6/-6 Appraise 7/7 Bluff -1/-1 Climb 0/0 Craft (Weapons) 5/5 Craft (Boyer/Fletcher) 5/5 Craft (Armourer) 5/5 Diplomacy -1/-1 Disguise -1/-1 Escape Artist -6/-6 Fly -6/-6 Handle Animal 3/3 Heal 14/14 Intimidate -1/-1 Knowledge (Religion) 7/7 Perception 11/11 Ride -6/-6 Sense Motive 5/5 Spellcraft 10/10 Stealth -6/-6 Survival 5/5 Swim -3/-3 Use Magic Device -1/-1 Feats:
Scribe Scroll (Core 132) You can create a scroll of any spell that you know. Craft Wonderous Item (Core 120) You can create wonderous items. Steel Soul (APG 170) You receive a +4 racial bonus on saving throws against spells and spell like abilities. This replaces the normal bonus from the dwarves hardy racial trait.
Languages:
Dwarven, Common, Giant Gear:
Armour Breastplate +1 Masterwork Quickdraw Light Steel Shield Weapons:
Adventuring Gear
Consumables:
Acid Flasks (2) Alchemical Fire (2) Alkali Flasks (2) Bottled Lightning Candles (10) Chalk (10) Healers Kit (10/10 uses) Holy Water (2) Incense (10) Iron Spikes (10) Oil Flasks (4) (Stored in Wineskins) Parchment (20) Sheets Pitons (4) Rations Trail (7) Smokestick (2) Tindertwigs (4) Vermin Repellant (2) Wands:
None Potions:
Potion of Cure Light Wounds (2) Potion of Cure Moderate Wounds Scrolls:
None Wonderous Items:
Headband of Inspired Wisdom (+2) Belt of Mighty Strength Handy Haversack Efficient Quiver Jems, Jewels and Money:
PP 0 GP 440 SP 6 CP 3 Gems / Jewels
Traits:
Slow and Steady: You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance. Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
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: You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially 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. Weapon Familiarity: You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Glory of Old (DoG 11): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison. Artifact Hunter: You gain a +1 trait bonus on Spellcraft checks to identify the properties of magic items and a +1 trait bonus on Use Magic Device checks, and one of these skills (UMD) becomes a class skill for you. In addition, whenever you first encounter an artifact, there is a 55% chance (+1% per level) that you recognize the artifact and know its name, origin, and something of that artifact’s powers, abilities, or dangers. Exactly how much knowledge you possess is left to the GM’s discretion.
Class Features:
Armor and Shield Proficiency: You are proficient in Light, Medium Armours You are proficient with all shields (except Tower Shields). Weapon Proficiency: You are proficient with all Simple weapons.
Aura (Core 39): A Cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment Favored Weapon (Core 39): You gain proficiency with the favored weapon of your deity (warhammer) Channel Energy (Su): You can release a wave of positive energy which either heals 3d6 of damage to living creatures or damages undead creatures (Will Save DC 12). You can use this abilty 2 times a day. Spontaneous Casting (Core 41): You can channel stored spell energy into cure spells.
Domains:
Earth Acid Dart (Sp) (Core 43): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack (1d6+3). You can use this ability 8 times per day. Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid. Protection
Resistant Touch (Sp) (Core 46): You can touch an ally to grant him your resistance bonus for 1 minute. You can use this power 8 times a day. Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level.
spells prepared:
Concentration check d20+ability+Caster Level DC=10+SL+Ability Mod Level 0
Level 1 (5) DC 16
Level 2 (4) DC 17
Level 3 (3) DC 18
Background:
Trovag Icehewer was born in the 5 King mountains of a family of Guardsman. While he was growing up, he was regaled with tales of the ancestors and those of his family who had gone before. As these tales were given when he was growing up, he did not ascribe some of the things that were said as exaggeration, and thus he vowed to become a similar hero to the dwarven people. Soon after he was enrolled in school, his parents were tasked to guard a caravan to the human town of Trunau. His father took his families axe Gorechild, and departed with the caravan. Many months went by, and word finally arrived that the caravan and all who were in it, had been killed, and everything taken. His families loss was overshadowed by the loss of the caravan, and it was a brutal blow to his famies honour. When he was told of this, Trovag, made a vow to hunt down and return the families axe which was said to have magical properties, and to restore his families honour. so to help himself with both the hunt, and to give himself fully into he search. He enrolled in the church of Torag, to give himself the best opportunities to study and get better training in both the arts divine and martial. However, in his training, they realized that his forte was more in the spiritural side, as opposed to the martial side of the church, and thus they enrolled him in the temple guards for further training, with the promise that he would get further time to study, and learn all that he could about the area that his parents went missing. In his early 50’s, he started travelling around trying to learn what he could about both the caravan that was wiped out, and where it was. It was during this time frame that he managed to narrow down the name of the town (Trunau) where the caravan was wiped out. With this information, he asked for and received permission to leave for there, but only if he was involved with one last caravan of supplies for the human garrison of the town. Trovag, agreed to the stipulation, and found himself in Trunau 2 months later with a caravan of supplies for the town. Shortly after leaving the caravan, he found himself in the local Tavern Driving Forces:
Finding his families Legacy (Gorechild) Redeeming his families Honour Acting with honour Being true to friends Becoming wealthy enough to reestablish his families holdings in the 5 kings mountains |