Helik (Dwarven Cleric of Alidiana)
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Helik Tharfek
NG Male Dwarf Cleric 1 (of Alidiana)
Patron Deity: Alidiana
EXP: 0
Strength 16 (+3) (10pt buy)
Dexterity 14 (+2) (6pt buy)
Constitution 16 (+3) (6pt buy, +2 racial)
Intelligence 14 (+2) (6pt buy)
Wisdom 18 (+4) (free)
Charisma 10 (+0) (4pt buy, - 2 racial)
Size: Medium
Age: 40
Height: 4' 5"
Weight: 173 lb
Eyes: dark brown
Hair: red
Skin: dark brown
Appearance
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Helik is fairly tall by Dwarven Standards, has deep brown eyes that are nearly black.
He keeps his head shave and wear his sizable beard in a single, long, crimson braid.
His bushy handlebar moustache reaches nearly as far as his beard and also is worn in two braids.
His nose is slightly crooked and wide from being smashed in a fight, said fight also left him with a visible
scar along on side of his forehead stratching over his right eyebrow. He wears scale armor over a simple outfit
and affects a cloak with his deity's symbol stitched in the back. He also keeps his holy symbol clearly visible
around his neck and over his armor.
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Total Hit Points: 11 (1D8 + 3/lvl Con)
Speed: 20 feet (dwarven encumberance rules)
Armor Class: 18 = 10 + 4 [scalemail] +2 [Heavy wooden shield] + 2 [Dex]
Touch AC: 12
Flat-footed: 16
Special:
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Clerics Aura:Aura of Good
Turn Undead: turning ability as cleric
Spontaneous Cast: Convert prepared spells to healing
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Caster Level: 1
Spell DC: 10 + Spell Level + 4 (Wis)
Initiative modifier: + 2 = + 2 [dexterity]
Fortitude save: + 5 = 2 [base] + 3 [constitution]
Reflex save: + 2 = 0 [base] + 2 [dexterity]
Will save: + 6 = 2 [base] + 4 [wisdom]
Attack (handheld): +3 = 0 [base] + 3 [strength]
Attack (missile): +2 = 0 [base] + 2 [dexterity]
Grapple check: +3 = 0 [base] + 3 [strength]
Light load: 76 lb.
Medium load: 77-153 lb.
Heavy load: 154-230 lb.
Lift over head: - 230 lb.
Lift off ground: - 460 lb.
Push or drag: - 1150 lb.
Languages: Common, Dwarven, Gnome, Giant
Feats
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Martial Weapon Proficiency - trident
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Skills
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2 + Int/lvl
Appraise + 2 = +0 [Int] +2[stone/metal items]
Concentration + 6 = + 3 [base] + 3 [Con]
Craft + 2 = + 0 [Int] +2 [stone/metal items]
Heal + 6 = + 2 [base] + 4 [Wis}
Knowledge (arcane) + 5 = 3 [base] + 2 [Int]
Knowledge (Religion) + 4 = + 2 [base] + 2 [Int]
Knowledge (the planes) + 4= + 2 [base] + 2 [Int]
Spellcraft + 6 = + 4 [base] + 2 [Int]
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Spells
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Known Spells:
all cleric except those opposed to deities alignment
Spells/Day
0 level: 3
1 level: 3 = 1 + 1 [domain] +1 [Wis]
2 level: + 1 [domain] +1 [Wis]
3 level: + 1 [domain] +1 [Wis]
4 level: + 1 [domain] +1 [Wis]
5 level: + 1 [domain]
6 level: + 1 [domain]
7 level: + 1 [domain]
8 level: + 1 [domain]
9 level: + 1 [domain]
Prepared spells:
0 level:
1 level:
2 level:
3 level:
4 level:
5 level:
6 level:
7 level:
8 level:
9 level:
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Domain Abilities:
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Destruction:
You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.
Water: Turn or destroy fire creatures as a good cleric
turns undead. Rebuke, command, or bolster water creatures as an
evil cleric rebukes undead. Use these abilities a total number of
times per day equal to 3 + your Charisma modifier. This granted
power is a supernatural ability.
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Turn Undead: 3 times/day (3 + 0 [Cha])
turning Check = 1D20 + 0 [Cha]
Turning Damage = 2D6 + 1 (class level) + 0 [Cha}
Level Advancement
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1: Cleric - Concentration + 3, Heal + 3, Knowledge (arcane) +3, Knowledge (the planes) + 2, Knowledge (religion) + 2, Spellcraft + 4
turn undead
Feat: Weapon proficiency - trident
Totals:
BAB +0, Fort +2, Ref +0, Will +2
Concentration + 3, Heal + 3, Knowledge (arcane) +3, Knowledge (the planes) + 2, Knowledge (religion) + 2, Spellcraft + 4
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Dwarf
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* +2 Constitution, -2 Charisma.
* Medium: As Medium creatures, sun elves have no special bonuses or penalties due to their size.
* Base land speed is 20 feet.
* Darkvision: 60 feet
* Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls,
stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like.
Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet
of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework
traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which
way is up.
* Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
* Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
* +2 racial bonus on saving throws against poison.
* +2 racial bonus on saving throws against spells and spell-like effects.
* +1 racial bonus on attack rolls against orcs and goblinoids.
* +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class,
such as when it’s caught flat-footed, it loses its dodge bonus, too.
* +2 racial bonus on Appraise checks that are related to stone or metal items.
* +2 racial bonus on Craft checks that are related to stone or metal.
* Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
* Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty
for multiclassing
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Prestige class
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Equipment
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Scale Mail = 50 gold/30 lb. (+ 4 AC, +3 max Dex, -4 armor check)
Heavy Wooden Shield = 7 gold/10 lb. (+2 AC, -2 armor check)
Sling = negligable cost/weight
Backpack = 2 gold/2lb.
Bedroll = 1 silver/5 lbs (negated by Haversack)
Flint and Steel = 1 gold/negligable weight
Waterskin = 1 gold/4 lbs
wooden holy symbol = 1 gold/1 lb.
Leather Belt = 2 silver/negligable weight
4 belt pouches = 4 gold/2 lb
Wool Cloak = 1 gold/2 lb.
50 ft. hemp rope = 1 gold/ 10 lb.
Trident = 15 gold/4 lb. 1d8/crit. X2/10ft range/piercing
Morningstar = 8 gold/6lb. 1d8/crit. X2/bludgeoning and piercing
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Total:91 gold, 3 silver/76 lbs.
GP on person: 8 gold, 7 silver
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religious views/patron deity
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Alidiana
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Spear of the Meek, Mistress of Undiscovered Power, Scale of Peace and Power, The Everchanging
Intermediate Deity
Symbol: Leaf near water reflecting a sword
Home Plane: Olympian Glades of Arboria
Alignment/b]: CG
Portfolio:retribution, self-defense, discipline, discovery, freedom, oceans
Worshipers: aquatic races, rangers, explorers, bards, victims of injustice, seekers of hidden lore
Cleric alignments: NG,CG,
Domains: Protection, Knowledge, Water, Destruction
Favored Weapon: Trident
The deity of the unexplored and of free people everywhere, Alidiana appears as a darkly beautiful
woman wearing alluring deep blue garments which gently roll as if in a light breeze in her role as
mistress of secrets and queen of the unfathomed depths. In her role as defender of the peaceful and
wrongly dealt Her dark hair crackles with energy as though a storm brews throughout her locks and her
dress flails violently. Her eyes shift constantly through all shades of hazel, green and blue, and the
slight scent of sea salt surrounds her. She speaks in parables and never answers a question directly
and exudes an aura of mystery.
She is one of three deities who act as keepers of all truths. Despite their different approaches she
and her brother Fruian sometimes act in concert to oppose the third of the triad Zinnastine as he
tries to deceive scholars with forbidden lore that could lead to their destruction.
Dogma
Alidiana is protector of one of the three tomes of eternal truth containing the rules by which the order
of the multiverse is defined. Not trusting a single deity to hold perfect knowledge of reality's
workings, the gods agreed by pact long ago to split the tome into three parts, each with a cunning and
powerful deity to guard it. As one of the three she holds domain over all knowledge gained through
exploration and experimentation, as well as lost secrets that can only be discovered and not learned.
As a goddess of freedom, she preaches a life of self-reliance and exploration in all things and urges her
followers to protect this way of life, even in the face of organized persecution.
A capricious goddess, she teaches a path of peaceful existance that should be defended with swift and
decisive action when threatened. In this embodiment she reflects her nature of the harsh ocean depths
where beauty and peace are balanced with harsh reality.
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background
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Helik is the only son of a dwarven laborer and his tavern servant wife. He was a thoughtful quite child and his parents sent him into the priesthood
at a young age in the hopes he would achieve greater things in life than they could hope for as Dwarves in a land ruled by human magic users. His status
as a minority, even within the church, has led him into his fair share of fights to defend himself and led him to become gruff and often distrustful as
a means to survive. His quite, gruff demeanor and aptitude in brawling have led many to mistake him for being rather unintelligent. This is, in fact,
not even remotely true, Helik is fairly intelligent and as a priest is one of the few dwarves who have benefited from a formal education.
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