Protection from Evil continuous, Spontaneous Cure spells
Alignment
LN
Deity
Boccob
Languages
Common
Strength
17
Dexterity
8
Constitution
16
Intelligence
8
Wisdom
16
Charisma
10
About Vegeir "Gear" Carlsen
M LN Human Fighter/Cleric, Level 1/10, Init +0, HP 119/119, Speed 20, AC 22 (+2 vs evil), Touch 10 (+2 vs evil), Flat-footed 22 (+2 vs evil), Fort 2+2+7+2 (+2 vs evil), Ref 0+1+3+2 (+2 vs evil), Will 0+1+7+2 (+2 vs evil), Base Attack Bonus +7/+2 (+11/+6/+1), Grapple +13 (+17)
Abilities Str 17 (23), Dex 8, Con 16, Int 8, Wis 16, Cha 10
Conditions None
MELEE Paragon, +1 Holy Greatsword +18/+13 2d6+7 19-20/x2 S (Good aligned weapon for DR, golden light in 30' radius when drawn)
+Magic Weapon +19/+14/+9 2d6+9
+2d6 dmg vs Evil
ALWAYS CAST:
Divine Power full BAB, +6 Str, +1 hp/lvl (24 hours, enhancement)
Magic Vestment +2 AC (hour/lvl, enhancement)
Magic Weapon, Greater +2 atk/dmg (hour/lvl, enhancement) overlaps +1 bonus on Paragon, does not stack
COMBAT BUFFS:
Aid +1 atk rolls/saves vs fear (min/lvl, morale)
Divine Favor +3 atk/dmg (1 minute, luck)
Enlarge Person large size (10' Reach, greatsword 3d6 maul 2d8), +2 Str, -2 Dex, -1 to atk and AC (1 minute, size)
Righteous Might large size (10' Reach, greatsword 3d6 maul 2d8), +8 Str, +4 Con, -1 to atk and AC (round/lvl, size)
Power Attack (+2 damage for -1 atk penalty, varies up to max BAB: +22 dmg/-11 atk)
Heedless Charge (on a Charge, can assign Power Attack penalty to AC instead of attack bonus)
Improved Bull Rush (+4 on opposed Str check to push defender, does not provoke AoO from defender)
MISC SPELLS:
Fly 60 ft., Good maneuverability (5 min., 2/day)
Resist Energy ER 10 vs chosen type (10 min/lvl)
Protection from Evil item effect:
-+2 AC/Saves vs Evil creatures (deflection bonus)
-Possession immunity (not alignment dependent)
-Suppresses Enchantment (Charm or Compulsion) effects that exert ongoing control (such as Charm or Dominate spells, not alignment dependent)
-Prevents contact from evil summoned creatures (broken if he attacks or forces himself up against the creature)
BACKGROUND:
From family of wizards and arcane researchers but didn't have the knack for it. Faith in Boccob gave him holy power and combined with his prodigious strength he became a holy warrior.
Was in the Bright Desert for several years, searching for the Well of the Moon (eventually found in X5). Adventuring history (all the old desert adventures): Lost City (B4), Desert of Desolation modules (I3-I5), Desert Nomads adventures (X4-X5)
Is a member of the Seekers of the Arcane
Years long love affair with a sand shaper wizard in the Bright Desert that ended badly
PERSONALITY:
Friendly, helpful, outgoing, protective. Not very smart but likes to read, especially about arcane mysteries and inventions.
Doesn't trust/like to ride horses.
Collects scrolls.
Believes his mission is to protect magic- magic items, magic users, magical sites.
Respects Wee Jas but doesn't like her view on undeath. Opposes servants of Tharizdun.
Prefers his wooden holy symbol because it was carved for him by a friend during his time in the Bright Desert.
Shhhh, secret goal:
Looking for the legendary Orb of Opposition, said to be in the lowest levels of the ruins of Castle Greyhawk. Wants to find it for safe keeping by the church of Boccob.
APPEARANCE:
Suel heritage. Big red haired guy, bushy beard, average looking but nice and friendly.
Enormous- tall and wide with muscles like a bull. 6'9", 450 pounds. Looks like a powerlifter- huge muscles but not cut/doesn't have visible abs etc.
Wears heavy full plate armor covered by a blue tabard with Boccob's golden pentagram and eye symbol prominently embroidered on the chest. A golden cloak covers his shoulders and falls down his back.
He carries Paragon, a greatsword he had commissioned after taking part in a battle where he witnessed a Planetar fight a Marilith. The greatsword sheds golden light in a 30' radiance when drawn, has angelic wings for a crossguard, and a turqoise gem set into the pommel.
Wears a hand-carved wooden holy symbol even though he has a more ornate silver holy symbol in his backpack.
FCB: HP all levels
SKILLS 2/lvl (x4 at lvl 1) = 20+8+human(4+10)
Climb 8 = 2 +6 Str
Concentration 14 = 11 +3 Con
Heal 4 = 1 +3 Wis
Intimidate 4 = 4 +0 Cha
Jump 7 = 1 +6 Str
Kn: Arcana 5 = 6 -1 Int
Kn: Religion 4 = 5 -1 Int
Spellcraft 10 = 11 -1 Int
Swim 7 = 1 +6 Str
TRAITS AND ABILITIES:
Medium size
Mvmt 30
Bonus feat
Bonus skills (4 lvl 1, 1 per lvl)
Speaks Common
FC any
Weapon and Armor Proficiency: All simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Bonus feat
Aura
Spells
Deity: Boccob (Magic, Planning)
Bonus feat (Extend Spell)
Spontaneous Casting
Aligned Spells (LN, TN)
Turn Undead 7/day 3 +0 Cha +4 feat
Deity: Boccob, Domains:
Magic
Granted Power: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.
Spells:
Magic Aura
Identify
Dispel Magic
Imbue with Spell Ability
Spell Resistance
Antimagic Field
Spell Turning
Protection from Spells
Mage's Disjunction
Planning
Granted power: You gain Extend Spell as a bonus feat.
Spells:
Augury
Clairaudience/Clairvoyance
Deathwatch
Detect Scrying
Discern Location
Heroes' Feast
Scrying, Greater
Status
Time Stop
You are adept at breaking up formations of soldiers when you rush into battle.
Prerequisite
Improved Bull Rush (PH) , Power Attack (PH) , base attack bonus +6,
Benefit
The Shock Trooper feat enables the use of three tactical maneuvers.
Directed Bull Rush: To use this maneuver, you must make a successful bull rush attempt as part of a charge. For every square you push your foe back, you may also push that foe one square to the left or right.
Domino Rush: To use this maneuver, you must make a successful bull rush attempt that forces a foe into the same square as another foe. You may make a free trip attempt against both foes at the same time, and neither foe gets a chance to trip you if your attempt fails.
Heedless Charge: To use this maneuver, you must charge and make the attack at the end of the charge using your Power Attack feat. The penalty you take on your attack roll must be -5 or worse. In addition to normal charge modifiers (which give you a -2 penalty to AC and a +2 bonus on the attack roll), you can assign any portion of the attack roll penalty from Power Attack to your Armor Class instead, up to a maximum equal to your base attack bonus.
MAGIC ITEMS
Cloak of Resistance +2 (4000)
Eternal Wand of Fly (4420) cast Fly 2/day
Everburning Torch [1.0 lb.]
Hand of the Mage (900)
Heward's Handy Haversack (2000)
Custom Item (Seekers of the Arcane signet ring) of Protection from Evil (4000) continuous PfE
Shapesand (100gp, can take form of any non-magical tool or item)
Third Eye, Clarity (3000) 1/day negates confused, dazed, fascinated, or stunned condition
ARMOR
+2 full plate (5650) w/ 1 Locked Gauntlet (+10 to resist Disarm attempts)
Magical Darkwood Heavy Shield +1 (with shield sconce that holds a torch) [5.5 lb.] - not used, plan to enchant into Animated Shield
GEAR
HHHaversack
-Filter Mask (1gp, +2 vs gas-based effects, negates suffocation from dust/sand and effects of magical dust)
-Keepcool Salve (50gp, +1 to Fort saves vs hot environment)
-Sand Tube (80gp, used to dig in sand and avoid sandstorms)
-Sun Lenses (10gp, protects against being dazzled by bright light)