Dwarf

Zen'Zot Oremite's page

409 posts. Alias of DeJoker.


Classes/Levels

Male Dwarf Cleric of Torag 2 (Artifice-Industry) / Wizard 2 AC/T/FF: 17/13/15 HP: 33/33 F: +6 R:+3 W: +9 Init: +2 Perception: +3

About Zen'Zot Oremite

Race: Dwarf of the Iron City Skyhall
Class: Cleric of Torag-2/Wizard-2(Favored)

Str 12(+1) ..... Dex 14(+2) ... Wis 16(+3)
Con 16(+3) ... Int 18(+4) ..... Cha 10(+0)

Fort +6 ... Rflx +3 ... Will +8
.... +2 Saves vs Poison, Spells, Spell-like abilities
.... Cold and Fire Resistance 1

Hit Points: 33
Base Atk: +2 .... CMB: +3 .... CMD: 15
Divine . Spell Atk: +5 ..... Spell DC: 13
Arcane Spell Atk: +6 ...... Spell DC: 14

AC: 16+1 (Chainmail Shirt +4, Dex +2, Shield +1)
Warhammer -- To Hit: +3 Damage: 1d8+1 B
Dagger -- To Hit: +4 Damage: 1d4+2 Range: 10ft
Hvy Repeat X-bow (mw) -- To Hit: +4 Damage: 1d10+2 Range: 120ft -- Shots/Reload: 5

Skill List:

+2 Acrobatics(Dex*)
+7 Appraise(Int)
+0 Bluff(Cha)
+1 Climb(Str*)
+6 Diplomacy(Cha)
+0 Disguise(Cha)
+2 Escape Artist(Dex*)
+7 Heal(Wis)
+0 Intimidate(Cha)
+7 Linguistics(Int)
+3 Perception(Wis)
+0 Perform(Cha)
+2 Ride(Dex*)
+9 Sense Motive(Wis)
+8 Spell Craft(Int)
+2 Stealth(Dex*)
+3 Survival(Wis)
+1 Swim(Str*)
Knowledges
+7 Arcana
+9 Local
+7 Nature
+7 Religion
Crafts
+8 Alchemy
+8 Leatherwork
+10 Metalwork
+10 Stonework
+8 Woodwork
Professions
+7 Merchant

Equipment:

... Woody (Small Sealed Masterwork Poppet) 600gp

... Warhammer To Hit +3 Dmg 1d8+1 Crit 20/x3 12gp 5 lbs
... Dagger To Hit +4 Dmg 1d4+2 Rng 10ft Crit 19-20/x2 2gp 1 lbs
... Light Crossbow(MW) To Hit +5 Dmg 1d8+2 P Rng 80ft Crit 19-20/x2 335gp 4 lbs
... Case w/Bolts x10 2gp 2 lbs
... Sling To Hit +4 Dmg ** Rng 50ft Crit 20/x2 --- ---

... Travelers Outfit 1gp 5 lbs
... Chain Shirt AC +4 ACP -2 ASF 20% Wgt 25 lbs
... Light Steel Shield AC +1 ACP -1 ASF 5% Wgt 6 lbs

... Wizards Spellbook --- ? lbs
... Backpack 2gp 2 lbs
...... Bedroll 1sp 5 lbs
...... Stylus 1sp
...... Trail Rations x4 2gp 4 lbs
...... Silk Rope 50ft 10gp 5 lbs
...... Waterskin x2 2gp 8 lbs
...... Everburning Torc 100gp 1 lbs
... Belt Pouch 1gp 1/2 lbs

... Alchemist Tools 200gp 40 lbs
... Woodwork Tools(MW) 55gp 5 lbs
... StoneWork Tools(MW) 55gp 5 lbs
... MetalWork Tools(MW) 55gp 5 lbs
... LeatherWork Tools(MW) 55gp 5 lbs

Iron City Dwarf:
Racial Traits
Attributes: Con +2, Wis +2, Cha -2
Size: Medium
Slow and Steady: Speed 20ft Not modified by armor or encumbrance
Dark Vision: 60ft
Extreme Delver: Some Dwarves have adapted to the extremes of cold and heat that can suddenly occur within their environments from the high heat of lava flows to the frigid cold of the mountain tops as such they gain Cold and Fire Resistance 1 and treat the temperature as 20 degrees cooler or warmer when determining the effects of extreme heat or extreme cold environments. This replaces Defensive Training.
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework and receive a +2 Racial Bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces Greed.
Industrious Urbanite: Dwarves who have adapted to the expectations of their host cities make double the normal progress on Craft checks to create non-magical items and gain a +4 bonus on Profession checks to earn money. This Racial Trait replaces Hatred.
Hardy: +2 Saves vs Poison, Spells, Spell-like abilities
Iron Citizen: Dwarves gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill. This replaces Stability.
Stonecunning: +2 bonus Perception checks to notice unusual stonework such as traps and hidden doors. Auto check when passing within 10ft of one
Weapon Familiarity: Proficient Battleaxes, Heavy Picks, Warhammers, and other "Dwarven" weapons
Languages: Common, Dwarven
Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon
.
Personal Traits
Overprotective Drawback: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.
Urban Acolyte Benefit: Growing up in a city has broadened your philosophy, and helped you interpret your patron’s divine will in a novel way. You gain Knowledge[Local] as a class skill. Additionally, you can select one of the following Sub-Domains using the normal rules for subdomains so long as your deity grants access to its associated domain: Competition, Duels, Espionage, Fortifications, Industry, Legislation, Plague, or Riot.
Spark of Creation Benefit: You have always had a knack for making useful things, and your talent as an artisan was evident even at an early age. You gain a +1 Trait Bonus on Craft checks, and the cost of creating magic items is reduced by 5%.
Magical Knack Benefit: You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class (Wizard) when you gain this trait; your caster level in that class gains a +2 trait bonus as long as this bonus does not raise your caster level above your current Hit Dice.

Cleric of Torag-2:

Hit Die: 1d8
1st-Level: BAB +0, Fort +2, Rflx +0, Will +2, Orison-3, 1st-Spell 1+1
2nd-Level: BAB +1, Fort +1, Rflx +1, Will +1, Orison-4, 1st-Spell 2+1
.
Class Skills
Appraise(Int), Diplomacy(Cha), Heal(Wis), Linguistics, Sense Motive(Wis), Spell Craft(Int), Craft[ ](Int), Profession[ ](Wis)
Knowledges[Arcana, History, Nobility, Planes, Religion](Int)
Weapon Proficiency: Simple, Deity Favored Weapon
Armor Proficiency: Light, Medium, Shield
Spells: Cast Divine Spells
DC: 10 + Wis Mod + Spell Lvl
Bonus Languages: Celestial, Abyssal, Infernal
.
1st-Level Features
Aura: Alignment Aura
Channel Energy: 1d6 Dmg vs Undead, 1d6 Heal vs Living in 30-foot radius (3/1)
Orisons: Clerical Cantrips
Spontaneous Casting: Cast Cure spell by using a prepared spell that is not a Domain Spell
Domain: Artifice-Industry
... Domain Spells
....... 1st: Crafter's Fortune, 2nd: Wood Shape, 3rd: Stone Shape,
....... 4th: Minor Creation, 5th: Fabricate, 6th: Major Creation,
....... 7th: Magnificent Mansion, 8th: Instant Summons,
....... 9th: Wooden Phalanx
2nd-Level Features
None

Wizard-2:

Hit Die: 1d6
1st-Level: BAB +1, Fort +0, Rflx +0, Will +3, Cantrips-3, 1st-Spell 1
Spell Casting Level 3rd Cantrips-4, 1st-Level-2, 2nd-Level-1
Class Skills
Appraise(Int), Fly(Dex), Diplomacy(Cha), Linguistics, Spell Craft(Int), Craft[ ](Int), Profession[ ](Wis)
Knowledge[Arcana, Dungeoneering, Engineering, Geography, Local, Nature, Nobility, Planes, Religion](Int)
Weapon Proficiency: Club, Dagger, Crossbow(Light, Heavy), Quarterstaff
Armor Proficiency: None
Spells: Cast Arcane Spells
DC: 10 + Int Mod + Spell Lvl
Bonus Languages: Draconic
.
1st-Level Features
Cantrips
Scribe Scroll (Free Item Creation Feat)
Arcane Bond (Familiar - Valet Archetype)
Arcane School: Universalist (Archetype: Arcane Crafter)
Metacharge(Ex): At 3rd-Level you gain a Bonus Feat, which must be an Item Creation or MetaMagic Feat. You must still meet all of the prerequisites for the Bonus Feat, including caster level minimums. When using MetaMagic Feats to create Magic Items, your skill and understanding of the principles involved in the item's creation give you a +2 Bonus on the Skill check made to create the item.

Spells Prepared:

Mending At Will (3 + Wis Mod[+3])/day
.
Wizard Spell Book
... Cantrips 4/3
....... Acid Splash
....... Detect Magic
....... Mage Hand
....... Prestidigitation
....... Read Magic
... 1st-Level 2/2
....... Feather Fall
....... Vanish
... 2nd-Level
.......
Cleric Spells Prepared
... Cantrips 5/5
....... Create Water
....... Detect Magic
....... Guidance
....... Spark
....... Stabalize
... 1st-Level 3+1 (Used 3+0)
....... Cure Light Wounds (spontaneous)
....... Bless
....... Magic Weapon
....... Summon Monster I
......* Crafter's Fortune
... 2nd-Level
......* Wood Shape 0/0

Skyhall:
Skyhall is located southeast of Arazlant Mox in Kortos Mounts and is about 13,000 feet up. Further it is fairly near the Inheritor's Forge with whom they have good relations. It is a fairly small Iron City compared to others but it is slowly growing. The Dwarves of Skyfall primarily worship Torag although due to their relations with the nearby keep of the Inheritor's Forge some serve Iomedae. The city is predominately a mining and forging establishment and it maintains a secondary gate much lower down the mountain where they trade with some of the nearby settlements as well as merchants from Absalom.