[OOC] Hall of the Dwarven Lord

Padreigh

First Post
First quick draught of my dwarf. Name and equipment will follow, feats and skills are subject to changes

Male Dwarf Cleric 2
Lawful Good

Strength 14 (+2)
Dexterity 10(+0)
Constitution 16(+3)
Intelligence 10(+0)
Wisdom 14(+2)
Charisma 9(-1)

Domains: Strength / War
Energy: Positive [Healing / Turns Undead]
Total Hit Points: 17
Speed: 20 feet
Armor Class: 10
Touch AC: 10
Flat-footed: 10

Initiative modifier: +0 = +0 [dexterity]
Fortitude save: +6= 3 [base] +3 [constitution]
Reflex save: +2 = 0 [base] +2 [lightning reflexes]
Will save: +5 = 3 [base] +2 [wisdom]
Attack (handheld): +3 = 1 [base] +2 [strength]
Attack (unarmed): +3 = 1 [base] +2 [strength]
Attack (missile): +1 = 1 [base]
Grapple check: +3 = 1 [base] +2 [strength]

Languages:
Common , Dwarven

Feats:
Lightning Reflexes
Weapon Focus [war domain, sect weapon]

Traits:

Appraise+0
Balance* +0
Bluff-1
Climb* +2
Concentration +7
Diplomacy -1
Disguise-1
Escape Artist +0
Forgery +0
Gather Information -1
Heal +4
Hide +0
Intimidate -1
Jump (Str*) -4 = +2 -6 [speed 20]
Knowledge (religion) +4
Listen +2
Move Silently* +0
Ride +0
Search +0
Sense Motive +2
Spot +2
Survival +2
Swim** +2
Use Rope +0

* = check penalty for wearing armor


Zero-level Cleric spells: 4 per day

First-level Cleric spells: 3 (2+1) per day +1 from a domain:

Dwarf:
· +2 constitution / -2 charisma (already included)
· Can move 20 feet even if in heavy armor
· Darkvision (see 60 feet in pitch-dark)
· Stonecunning (+2 on searching stone, intuit depth)
· +4 to avoid being bullrushed while standing on ground
· +2 racial bonus on saves vs. poison
· +2 racial bonus on saves vs. spells / spell-like abilities
· +1 racial bonus to hit orcs and goblinoids
· +4 dodge bonus on AC against giants
· +4 stability bonus to avoid being tripped/bull rushed standing on ground
· +2 racial bonus on appraise checks if stone/metal
Cleric:
· Alignment Aura
· Spontaneous Casting (heal)
· Turn Undead (2x/day)
· High wisdom gains bonus spells daily
· Domain choices give additional abilities
 
Last edited:

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Walking Dad

First Post
[sblock=Walking Dad]Signed up with a human Diviner, lack of Spell Compendium makes me sad, but I'll get over it!:D Level up HP straight rolls btw?[/sblock]
Good question. Yes, I think as much standard 3.5 as possible.

@Dr Simon: Rogue/Ranger is fine. Both are skill heavy classes. But you will lack (or pay cross-class penalities for) the 5th rank in rogue-only class skills.
 


Walking Dad

First Post
The game will start after my Base of Operation game ended. The players are in the last two rooms of the last dungeon.

BTW: Padreigh, we will use the standard (PHB) gods.
 



Padreigh

First Post
@WD
Do I have to pick a god or can I decide to follow an "ideal"?

[sblock=Rulebook] If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities.


Although I can't remember how you decide which weapon is the "favoured weapon" of a "cleric without a god" ... [/sblock]
 

Walking Dad

First Post
I would prefer a god, but an ideal is ok.
Here is somthing from the spiritual weapon spell:

The weapon that you get is often a force replica of your deity’s own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows.

Chaos
Battleaxe

Evil
HeavyFlail

Good
Warhammer

Law
Longsword
I would say, choose warhammer or longsword.
 



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