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Dr. Si's Curse of the Crimson Throne OOC
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<blockquote data-quote="airwalkrr" data-source="post: 4471610" data-attributes="member: 12460"><p>Here is my submission.</p><p></p><p>[sblock=Khadmeade]</p><p>Male dwarf cleric 1</p><p>LG Medium humanoid</p><p><strong>Init</strong> +1; <strong>Senses</strong> darkvision 60 ft.; Perception +3 (+5 taste/touch, notice unusual stonework)</p><p><strong>Languages</strong> Common, Dwarven, Giant</p><p></p><p><strong>AC</strong> 17, touch 11, flat-footed 16; +4 vs. giants</p><p>(Dex +1, +4 armor, +2 shield)</p><p><strong>hp</strong> 21 (1 HD)</p><p><strong>resist</strong> hearty (+2 versus poison, spells, and spell-like abilities)</p><p><strong>Fort</strong> +4, <strong>Ref</strong> +2, <strong>Will</strong> +7 (+1 Will from Missing Child trait)</p><p></p><p><strong>Spd</strong> 20 ft.; slow and steady (speed never reduced by armor)</p><p><strong>Melee</strong> warhammer +2 (1d8+2/x3)</p><p><strong>Melee</strong> dagger +2 (1d4+2/19-20)</p><p><strong>Ranged</strong> light crossbow +1 (1d8/19-20)</p><p><strong>Ranged</strong> net -3 (entangled)</p><p><strong>Base Atk</strong> +0; <strong>CMB</strong> +2; stability (+4 to resist bull rush or trip while on ground)</p><p><strong>Atk Options</strong> acid dart (+1 ranged touch; 30 ft.; 1d6 acid)</p><p><strong>Special Actions</strong> channel energy 6/day (1d6 positive energy; 30 ft.; DC 11), resistant touch (transfer own +1 resistance bonus to target for one minute)</p><p></p><p><strong>Cleric Spells Prepared</strong> (CL 1st):</p><p><strong>1st</strong>—bless, remove fear</p><p><strong>0</strong>—create water, detect magic, vigor</p><p><strong>Domains</strong> Earth, Protection</p><p></p><p><strong>Abilities</strong> Str 14, Dex 13, Con 12, Int 12, Wis 16, Cha 12</p><p><strong>SQ</strong> +1 to attack orcs and goblins, greed (Appraise a class skill to for nonmagical goods, gems, metals), favored class (cleric), stonecunning (automatic check to notice ununusual stonework when within 10 feet), weapon familiarity (dwarven weapons)</p><p><strong>Feats</strong> Extra Turning, Martial Weapon proficiency (battleaxe, heavy pick, warhammer)</p><p><strong>Skills</strong> Appraise +5, Knowledge (religion) +5, Sense Motive +7, Spellcraft +5</p><p></p><p><strong>Possessions</strong> warhammer, light crossbow, bolts (10), dagger, net, scale mail, large wooden shield, wooden symbol of Torag, cleric's vestments, 12 gp</p><p></p><p><strong>Background</strong> Khadmeade came to Korvosa full of hopes and dreams. Like many dwarves, he hopes to one day amass a sizable fortune. For many, the priesthood of Torag is both an honorable an profitable career path, and so he took to it like so many in his family before him. Because Janderhoff was simply full to the brim with overeager priests of Torag seeking to make a name for themselves, he came to Korvosa, where his successful merchant brother Norhin assured him that prospects were much brighter. Sadly, nothing could be further from the truth.</p><p></p><p>Norhin's motives for summoning Khadmeade to Korvosa were less than transparent. Khadmeade arrived to find a city quite in need, but little to offer him in the way of glory or wealth for his efforts. Moreover it seemed that Norhin's troublesome son Roin needed constant attending to, a task Khadmeade was stuck with all too often like a mere nanny. Now, Roin has gone missing under Khadmeade's watch, and if Khadmeade cannot find him before Norhin returns from a business trip in Janderhoff, it will be a great stain upon his honor.</p><p></p><p><strong>Personality</strong> Khadmeade has a good nature, a wise soul, and a healthful spirit, but he, like so many other dwarves, has a critical weakness in his desire for wealth. He treasures wealth above almost all things, sometimes placing it even above family, even above honor. He has been known to put himself in great peril for a copper piece (though wisdom of age has now taught him only gold is truly worth risking his beard).</p><p></p><p>He likes heady ale, stout mead, and strong brandy. Occasionally, he even fancies a bit of elven wine, if its a good year, mind you. He is often the life of the party and always a steadfast companion. He never lets his friends down although he will bawl his eyes out if it means being forced to leave treasure behind.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 4471610, member: 12460"] Here is my submission. [sblock=Khadmeade] Male dwarf cleric 1 LG Medium humanoid [B]Init[/B] +1; [B]Senses[/B] darkvision 60 ft.; Perception +3 (+5 taste/touch, notice unusual stonework) [B]Languages[/B] Common, Dwarven, Giant [B]AC[/B] 17, touch 11, flat-footed 16; +4 vs. giants (Dex +1, +4 armor, +2 shield) [B]hp[/B] 21 (1 HD) [B]resist[/B] hearty (+2 versus poison, spells, and spell-like abilities) [B]Fort[/B] +4, [B]Ref[/B] +2, [B]Will[/B] +7 (+1 Will from Missing Child trait) [B]Spd[/B] 20 ft.; slow and steady (speed never reduced by armor) [B]Melee[/B] warhammer +2 (1d8+2/x3) [B]Melee[/B] dagger +2 (1d4+2/19-20) [B]Ranged[/B] light crossbow +1 (1d8/19-20) [B]Ranged[/B] net -3 (entangled) [B]Base Atk[/B] +0; [B]CMB[/B] +2; stability (+4 to resist bull rush or trip while on ground) [B]Atk Options[/B] acid dart (+1 ranged touch; 30 ft.; 1d6 acid) [B]Special Actions[/B] channel energy 6/day (1d6 positive energy; 30 ft.; DC 11), resistant touch (transfer own +1 resistance bonus to target for one minute) [B]Cleric Spells Prepared[/B] (CL 1st): [B]1st[/B]—bless, remove fear [B]0[/B]—create water, detect magic, vigor [B]Domains[/B] Earth, Protection [B]Abilities[/B] Str 14, Dex 13, Con 12, Int 12, Wis 16, Cha 12 [B]SQ[/B] +1 to attack orcs and goblins, greed (Appraise a class skill to for nonmagical goods, gems, metals), favored class (cleric), stonecunning (automatic check to notice ununusual stonework when within 10 feet), weapon familiarity (dwarven weapons) [B]Feats[/B] Extra Turning, Martial Weapon proficiency (battleaxe, heavy pick, warhammer) [B]Skills[/B] Appraise +5, Knowledge (religion) +5, Sense Motive +7, Spellcraft +5 [B]Possessions[/B] warhammer, light crossbow, bolts (10), dagger, net, scale mail, large wooden shield, wooden symbol of Torag, cleric's vestments, 12 gp [B]Background[/B] Khadmeade came to Korvosa full of hopes and dreams. Like many dwarves, he hopes to one day amass a sizable fortune. For many, the priesthood of Torag is both an honorable an profitable career path, and so he took to it like so many in his family before him. Because Janderhoff was simply full to the brim with overeager priests of Torag seeking to make a name for themselves, he came to Korvosa, where his successful merchant brother Norhin assured him that prospects were much brighter. Sadly, nothing could be further from the truth. Norhin's motives for summoning Khadmeade to Korvosa were less than transparent. Khadmeade arrived to find a city quite in need, but little to offer him in the way of glory or wealth for his efforts. Moreover it seemed that Norhin's troublesome son Roin needed constant attending to, a task Khadmeade was stuck with all too often like a mere nanny. Now, Roin has gone missing under Khadmeade's watch, and if Khadmeade cannot find him before Norhin returns from a business trip in Janderhoff, it will be a great stain upon his honor. [B]Personality[/B] Khadmeade has a good nature, a wise soul, and a healthful spirit, but he, like so many other dwarves, has a critical weakness in his desire for wealth. He treasures wealth above almost all things, sometimes placing it even above family, even above honor. He has been known to put himself in great peril for a copper piece (though wisdom of age has now taught him only gold is truly worth risking his beard). He likes heady ale, stout mead, and strong brandy. Occasionally, he even fancies a bit of elven wine, if its a good year, mind you. He is often the life of the party and always a steadfast companion. He never lets his friends down although he will bawl his eyes out if it means being forced to leave treasure behind. [/sblock] [/QUOTE]
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