Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
Character Builds & Optimization
HM's WotBS RG - Pathfinder converted
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Songdragon" data-source="post: 5285531" data-attributes="member: 23494"><p>[sblock=Marda's Text Character Sheet]</p><p>Basic Information </p><p>Race : dwarf</p><p>Class : cleric (Aura: Lawful - Faint) / Fighter</p><p>Level : 3/1 </p><p>Alignment : Lawful Good</p><p>Languages : Common, Dwarven, Elven, Orcish</p><p>Deity : Gracenyes</p><p></p><p>Ability Scores </p><p>Strength 16 +3 </p><p>Dexterity 13 +1</p><p>Constitution 10 +0 +2 racial </p><p>Intelligence 15 +2 </p><p>Wisdom 15 +2 +2 racial +1 4th level </p><p>Charisma 14 +2 -2 racial </p><p></p><p>Combat </p><p>Hit Points 27 = 3d8+1d10 (8+8+8+3)</p><p></p><p>Armor Class 21 = 10 +7 (armor) +3 (shield) +1 (dex) (+4 dodge vs giant)</p><p>Armor Class (Touch) 11 = 10 +1 (dex) (+4 dodge vs giant)</p><p>Armor Class (Flatfooted) 20 = 10 +7 (armor) +3 (shield)</p><p></p><p>Initiative +1 = +1 (dex)</p><p></p><p>Base Attack Bonus +3 = +1 fighter +2 cleric </p><p>Combat Maneuver Bonus +6 = +3 bab +3 (str)</p><p>Combat Maneuver Defense 17 = 10 +3 bab +3 (str) +1 (dex) (+4 bs bull rush or trip while on ground)</p><p></p><p>Fortitude +5 = +5 (base) +0 (con)</p><p>Reflex +2 = +1 (base) +1 (dex)</p><p>Will +5 = +3 (base) +2 (wis)</p><p></p><p>Speed 20 ft</p><p>Damage Reduction n/a</p><p>Spell Resistance +2 racial bonus on saving throws against poison, spells, and spell-like abilities.</p><p>+2 trait bonus on all saving throws against charm and compulsion effects.</p><p></p><p>Weapons </p><p>Dwarven Waraxe (melee) +7 = +3 bab +3 str +1 weapon focus (1d10+3, 20/x3)</p><p></p><p>Heavy Mace (melee) +6 = +3 bab +3 str (1d8+3, 20/x2)</p><p> </p><p>Light Crossbow (ranged) +4 = +3 bab +1 dex (1d8, 19-20/x2) </p><p>(80ft range)</p><p> </p><p></p><p>Racial Traits:</p><p>• +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.</p><p>• Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size. Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.</p><p>• Darkvision: Dwarves can see in the dark up to 60 feet.</p><p>• Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.</p><p>• Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.</p><p>• Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.</p><p>• Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.</p><p>• Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.</p><p>• Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.</p><p>• Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.</p><p>• Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.</p><p></p><p>Class Features</p><p>Cleric</p><p>• Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.</p><p>• Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). (Lawful: Faint)</p><p>• Spells 3 0-level (DC 12)/ 2+1 1st-level (DC 13)</p><p>• Channel Energy (Su): 2d6+3 (d+cha+half level) (DC 14) Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. (5 times/day)</p><p>• Domains:</p><p></p><p> • Nobility-Martyr: Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power 5 times per day. Sacrificial Bond (Su): At 8th level, when an ally within 30 feet takes damage from an attack, you can, as an immediate action, transfer this damage to yourself.</p><p> Domain Spells: <strong>1st—divine favor, 2nd—shield other</strong>, 3rd—magic vestment, 4th—discern lies, 5th—greater command, 6th—sacrificial oath, 7th—repulsion, 8th—demand, 9th—storm of vengeance.</p><p></p><p> • Glory-Heroism: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.</p><p> Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus 5 times per day.</p><p> Aura of Heroism (Su): At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism.</p><p> Domain Spells: <strong>1st—shield of faith, 2nd—bless weapon</strong>, 3rd—heroism, 4th—holy smite, 5th—righteous might, 6th—undeath to death, 7th—holy sword, 8th—holy aura, 9th—gate.</p><p></p><p>Fighter</p><p>• Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).</p><p>• Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”</p><p></p><p>Spells </p><p><u>0-level</u> (4 per day) (DC 12):</p><p>Create Water, Detect Magic, Stabilize</p><p><u>1st level </u>(3 per day + 1 domain) (DC 13):</p><p>Bless(x2), Command, Divine Favor(d)</p><p><u>2nd level </u> (2 per day +1 domain) (DC 14)</p><p>Grace, Bull's Strength, Bless Weapon (d) </p><p> </p><p>Feats </p><p> Persuasive (Occupation) +2 to diplomacy and intimidate</p><p> Selective Channeling (1st level) </p><p> Shield Focus (Bonus Feat Fighter 1) </p><p> Weapon Focus (Dwarven Waraxe) (3rd level)</p><p></p><p>Occupation </p><p>Diplomat: The diplomat is a noble that specializes in negotiation. (160g to start)</p><p>Alignment: Any</p><p>Skills: Perception becomes a class skill</p><p>Bonus Feat: Persuasive</p><p></p><p>Traits </p><p> Birthmark: This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects.</p><p> Ease of Faith: You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.</p><p></p><p>Skill Points: 19 = +15 (+4 +1 favored class (cleric)) x 3 +4 fighter</p><p>Max Ranks: 3 ACP: -6 </p><p>[code]</p><p>Acrobatics -5 = +0 ranks +1 dex -6 acp</p><p>Appraise +2 = +0 ranks +2 int (+2 for gems/metal)</p><p>Bluff +2 = +0 ranks +2 cha</p><p>Climb -3 = +0 ranks +3 str -6 acp</p><p>Diplomacy +12 = +4 ranks +2 cha +3 class +2 feat +1 trait</p><p>Disguise +2 = +0 ranks +2 cha</p><p>Heal +2 = +0 ranks +2 wis</p><p>Intimidate +9 = +2 ranks +2 cha +3 class +2 feat</p><p>Knowledge (arcana) +7 = +2 ranks +2 int +3 class</p><p>Knowledge (history) +6 = +1 ranks +2 int +3 class</p><p>Knowledge (nobility) +6 = +1 ranks +2 int +3 class</p><p>Knowledge (religion) +7 = +2 ranks +2 int +3 class</p><p>Perception +9 = +4 ranks +2 wis +3 class</p><p>Ride -5 = +0 ranks +1 dex -6 acp</p><p>Sense Motive +6 = +1 ranks +2 wis +3 class</p><p>Spellcraft +2 = +0 ranks +2 int</p><p>Stealth -5 = +0 ranks +1 dex -6 acp</p><p>Survival +7 = +2 ranks +2 wis +3 class</p><p>Swim -3 = +0 ranks +3 str -6 acp</p><p>[/code]</p><p></p><p>Details </p><p> Size: medium</p><p>Gender: female</p><p>Age: 48</p><p>Height: ft 3' 10"</p><p>Weight: lbs 141</p><p>Hair Color: dark auburn</p><p>Eye Color: brown</p><p>Skin Color: light earth</p><p>Demeanor: Gentle, but forthright. Sure of herself.</p><p></p><p>[sblock=Background]</p><p>Marda Hammerstar was born to a life of nobility. The Hammerstar clan’s holdings within the Citystate of Gate Pass was her home. Her parents, Mavak and Meana, we loving parents but they were often away dealing with matters of the Council of Gate Pass and other diplomatic ventures for both the city and clan. While away Marda was in the care of her Aunt Keva, as cleric of Gracenyes and Uncle Kurn who was in charge of the Holding’s landholders.</p><p></p><p>Marda grew up with a strong religious upbringing from her Aunt but always seemed to be at her Uncle’s side when he saw to the land holders under the protection of the Hammerstars. She saw how her Uncle Kern was as often, if not more, getting his own hands dirty with work as he would be with dealing with disputes and financial matters. The man did seem to enjoy his time with the land holders, helping with anything from helping repair damage farm implements to find lost livestock. He always told Marda that leading by example and treating others with respect was the key to any true leader.</p><p></p><p>At an early age Marda’s Aunt discovered that Marda had an unusual birthmark on her left arm. The birthmark resembled the holy symbol of Gracenyes. She was taken to the Temple and many divinations and auguries were performed. It was discovered that Marda was an important part not only in Gracenyes’ graces, but that of the fate of the future events that would effect perhaps the world. </p><p></p><p>At the age of eight years old, the Ragesian Empire attacked and took Gate Pass. The Hammerstar’s held out against the Emperor and his men aiding the resistance in both in sheltering those in need and launching attacks from their fortified hold. Even young Marda helped out as she could. She wore a small suit of armor and had a weapon at her side in case of danger.</p><p></p><p>It was some two years before the Ragesian troops were pushed out of Gate Pass and life returned to a less martial living. As a young dwarf Marda came to know many of the Land Holders and the Allies of the Hammerstars. Like her parents she was able to charm many of them not only with her uncommonly good dwarven looks but that of her charismatic style. She too remembered and carried her Uncle’s teachings and did as he would do. She would help Land Holders that might require a helping hand to even those within Gate Pass as well. She made many within her family proud.</p><p></p><p>Some years before adulthood while with her Aunt and a small caravan of Land Holders and friends of the Hammerstars, a young woman on her way to Temple for her birthing, went into labour early. While many of the men folk did not know what to do Keva took charge with Marda at her side. The pair delivered the babe who was named Aaron. Marda wrapped the small human child and handed him to her waiting mother. It was during that encounter Marda felt some connection to the young child that she could not explain but decided she would stay close.</p><p></p><p>Over the years she not only helped look after young Aaron, but as he grew older, became good friends with the boy. The two like many other children, would find much trouble together. It was on Marda’s fortieth birthday, a large celebration was held. All of the Hammerstars were in attendance along with many of the Land Holders, friends, and allies. After an entire day of celebrations, Marda went into the priesthood of Gracenyes, becoming an acolyte. </p><p></p><p>Marda excelled at becoming a cleric and her charismatic nature took her far. Within a few years she was able to represent the clergy in minor dealings. The priesthood nurtured her diplomatic talents well, but made sure she learned the many other aspects of the life as a chosen of Gracenyes.</p><p></p><p>It was four years ago, Marda was attending a significant diplomatic function as part of the church’s delegation. Her parents were also there representing the Hammerstar’s. A great night of celebration and feasting turned wrong, when the function was attacked but an awful and deadly poisonous gas was released. It killed many, including Marda’s father. The poison would have taken Marda too, but by chance Aaron, her childhood friend came upon the attack and managed to drag his dwarven friend to the safety of a Temple of Gracenyes. Marda survived, but not without scars, both physical in the form of breathing problems when exerting herself, and mental, the death of a beloved parent.</p><p></p><p>Aaron visited often and his friendship helped her through the many weeks that followed. In return, Marda was able to show Aaron the way through Gracenyes. The young human found his faith and a new direction in life. The pair’s renew friendship has continued to this day, each teaching the other not only about one another but about themselves as well. [/sblock][/sblock]</p><p>[sblock=Equipment]</p><p>Equipment Carried</p><p>(starting funds 400g = 240g cleric + 160g occupation (diplomat)) </p><p>[code] Weight (lbs) Cost (in gold)</p><p>banded mail (masterwork) worn 35 200</p><p>heavy wooden shield worn, left arm 10 7</p><p>heavy mace sheathed, left side 8 12</p><p>(battle scepter of Gracenyes)</p><p>dwarven waraxe baldric, back 8 30</p><p>warhammer +1 strapped to pack 5</p><p>MW short sword left side 2</p><p>light crossbow slug over back 4 35</p><p>10 bolts quiver, at right hip 1 1</p><p> </p><p>backpack worn 2 2</p><p>belt, pouch worn 0.5 1</p><p>scroll case backpack 0.5 1</p><p>silver holy symbol worn 1 25</p><p>waterskin backpack 4 1</p><p>bedroll backpack 5 0.1</p><p>flint and steel backpack -- 1</p><p>rations (4 days) backpack 4 2</p><p>silk rope (50ft) inside of backpack 5 10</p><p>rope, hemp(50') x1 10lb each </p><p>explorer's outfit worn -- --</p><p>food (not sure how much)</p><p></p><p>2 antitoxin</p><p>antiplague</p><p>bloodblock</p><p>holy symbol</p><p>2 weapon blanch, silver</p><p>2 weapon blanch, cold iron</p><p></p><p>scroll of cure light wounds (2) scroll case -- 50gp</p><p>Potion of Cure Light Wounds</p><p>Potion of Water Breathing</p><p>[/code]</p><p> </p><p> Treasure: 21gp, 9 sp, 0 cp Gems: n/a </p><p></p><p>Equipment at the Tower</p><p>[code]</p><p>Healer's kit 1lb</p><p>tindertwigs x10 ---</p><p>smokestick x4 .5lb each</p><p>holy water x4 * 1lb each</p><p>anti-toxin x2 * --- </p><p>blanket winter x1 * 3lb each</p><p>candles x10 ---</p><p>flint and steel x2 ---</p><p>hammer 2lb</p><p>oil (1-pint flask) x1 1lb each</p><p>piton x6 .5lb each</p><p>iron pot 4lb</p><p>skillet 1lb</p><p>rope, hemp(50') x1 10lb each </p><p>sacks x2 .5lb each</p><p>sewing needles x4 ---</p><p>twine(50') .5lb</p><p>portable lab 20 lbs</p><p></p><p>Weight 72.5 lbs </p><p></p><p>Gear for sale</p><p>Masterwork Battle Axe 6 310 gp</p><p>Masterwork Battle Axe 6 310 gp</p><p>Masterwork Silver Great Axe 12 500 gp</p><p>Masterwork Small Heavy Crossbow 4 350 gp</p><p>Masterwork Small Heavy Crossbow 4 350 gp</p><p>Platinum Chain 1 ???</p><p>2 masterwork shortswords 4 630 gp (marda takes one for personal use)</p><p>2 masterwork longswords 8 630 gp</p><p></p><p>45 lbs</p><p>[/code]</p><p></p><p>Total weight carried: 177.5 lbs <span style="color: Gray">(93 (personal gear) + 52.5 (gear for trip) + 32 (weapons for sale) )</span></p><p>Maximum weight possible: 76 light, 153 medium, 230 heavy[/sblock]</p><p>[sblock=Level Ups]<strong>Fighter 1st Level</strong></p><p>Hit Points <a href="http://invisiblecastle.com/roller/view/2747697/" target="_blank">1d10=8</a> (used my wife's computer, the dice like it over there better<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />)</p><p>+1 BAB</p><p>+2 Fort</p><p>Armor (all)</p><p>Weapons (all martial)</p><p>Skill Points (4) +1 diplomacy, +1 intimidate, +1 knowledge (arcana), +1 perception</p><p>Bonus Feat (fighter) Shield Focus</p><p></p><p><strong>Cleric (level 2)</strong></p><p>Hit Points <a href="http://invisiblecastle.com/roller/view/2898645/" target="_blank">1d8=8</a></p><p>+1 BAB</p><p>+1 Fort</p><p>+1 Will</p><p>Skill Points (5) +1 diplomacy, +1 knowledge (arcana), +1 knowledge (religion), +1 perception +1 survival</p><p>Feat: Weapon Focus (Dwarven Waraxe)</p><p></p><p><strong>Cleric (level 3)</strong></p><p>Hit Points <a href="http://invisiblecastle.com/roller/view/3122862/" target="_blank">1d8=3</a></p><p>+1 Wis</p><p>+1 BAB</p><p>+1 Ref</p><p>+1d6 channeling</p><p>level 2 spells</p><p>Skill Points (5) +1 diplomacy, +1 intimidate, +1 knowledge (history), +1 perception, +1 survival</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Songdragon, post: 5285531, member: 23494"] [sblock=Marda's Text Character Sheet] Basic Information Race : dwarf Class : cleric (Aura: Lawful - Faint) / Fighter Level : 3/1 Alignment : Lawful Good Languages : Common, Dwarven, Elven, Orcish Deity : Gracenyes Ability Scores Strength 16 +3 Dexterity 13 +1 Constitution 10 +0 +2 racial Intelligence 15 +2 Wisdom 15 +2 +2 racial +1 4th level Charisma 14 +2 -2 racial Combat Hit Points 27 = 3d8+1d10 (8+8+8+3) Armor Class 21 = 10 +7 (armor) +3 (shield) +1 (dex) (+4 dodge vs giant) Armor Class (Touch) 11 = 10 +1 (dex) (+4 dodge vs giant) Armor Class (Flatfooted) 20 = 10 +7 (armor) +3 (shield) Initiative +1 = +1 (dex) Base Attack Bonus +3 = +1 fighter +2 cleric Combat Maneuver Bonus +6 = +3 bab +3 (str) Combat Maneuver Defense 17 = 10 +3 bab +3 (str) +1 (dex) (+4 bs bull rush or trip while on ground) Fortitude +5 = +5 (base) +0 (con) Reflex +2 = +1 (base) +1 (dex) Will +5 = +3 (base) +2 (wis) Speed 20 ft Damage Reduction n/a Spell Resistance +2 racial bonus on saving throws against poison, spells, and spell-like abilities. +2 trait bonus on all saving throws against charm and compulsion effects. Weapons Dwarven Waraxe (melee) +7 = +3 bab +3 str +1 weapon focus (1d10+3, 20/x3) Heavy Mace (melee) +6 = +3 bab +3 str (1d8+3, 20/x2) Light Crossbow (ranged) +4 = +3 bab +1 dex (1d8, 19-20/x2) (80ft range) Racial Traits: • +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff. • Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size. Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. • Darkvision: Dwarves can see in the dark up to 60 feet. • Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype. • Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. • Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes. • Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. • Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. • Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. • Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. • Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Class Features Cleric • Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity. • Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). (Lawful: Faint) • Spells 3 0-level (DC 12)/ 2+1 1st-level (DC 13) • Channel Energy (Su): 2d6+3 (d+cha+half level) (DC 14) Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. (5 times/day) • Domains: • Nobility-Martyr: Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power 5 times per day. Sacrificial Bond (Su): At 8th level, when an ally within 30 feet takes damage from an attack, you can, as an immediate action, transfer this damage to yourself. Domain Spells: [b]1st—divine favor, 2nd—shield other[/b], 3rd—magic vestment, 4th—discern lies, 5th—greater command, 6th—sacrificial oath, 7th—repulsion, 8th—demand, 9th—storm of vengeance. • Glory-Heroism: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2. Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus 5 times per day. Aura of Heroism (Su): At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism. Domain Spells: [b]1st—shield of faith, 2nd—bless weapon[/b], 3rd—heroism, 4th—holy smite, 5th—righteous might, 6th—undeath to death, 7th—holy sword, 8th—holy aura, 9th—gate. Fighter • Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields). • Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.” Spells [U]0-level[/U] (4 per day) (DC 12): Create Water, Detect Magic, Stabilize [U]1st level [/U](3 per day + 1 domain) (DC 13): Bless(x2), Command, Divine Favor(d) [U]2nd level [/U] (2 per day +1 domain) (DC 14) Grace, Bull's Strength, Bless Weapon (d) Feats Persuasive (Occupation) +2 to diplomacy and intimidate Selective Channeling (1st level) Shield Focus (Bonus Feat Fighter 1) Weapon Focus (Dwarven Waraxe) (3rd level) Occupation Diplomat: The diplomat is a noble that specializes in negotiation. (160g to start) Alignment: Any Skills: Perception becomes a class skill Bonus Feat: Persuasive Traits Birthmark: This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects. Ease of Faith: You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you. Skill Points: 19 = +15 (+4 +1 favored class (cleric)) x 3 +4 fighter Max Ranks: 3 ACP: -6 [code] Acrobatics -5 = +0 ranks +1 dex -6 acp Appraise +2 = +0 ranks +2 int (+2 for gems/metal) Bluff +2 = +0 ranks +2 cha Climb -3 = +0 ranks +3 str -6 acp Diplomacy +12 = +4 ranks +2 cha +3 class +2 feat +1 trait Disguise +2 = +0 ranks +2 cha Heal +2 = +0 ranks +2 wis Intimidate +9 = +2 ranks +2 cha +3 class +2 feat Knowledge (arcana) +7 = +2 ranks +2 int +3 class Knowledge (history) +6 = +1 ranks +2 int +3 class Knowledge (nobility) +6 = +1 ranks +2 int +3 class Knowledge (religion) +7 = +2 ranks +2 int +3 class Perception +9 = +4 ranks +2 wis +3 class Ride -5 = +0 ranks +1 dex -6 acp Sense Motive +6 = +1 ranks +2 wis +3 class Spellcraft +2 = +0 ranks +2 int Stealth -5 = +0 ranks +1 dex -6 acp Survival +7 = +2 ranks +2 wis +3 class Swim -3 = +0 ranks +3 str -6 acp [/code] Details Size: medium Gender: female Age: 48 Height: ft 3' 10" Weight: lbs 141 Hair Color: dark auburn Eye Color: brown Skin Color: light earth Demeanor: Gentle, but forthright. Sure of herself. [sblock=Background] Marda Hammerstar was born to a life of nobility. The Hammerstar clan’s holdings within the Citystate of Gate Pass was her home. Her parents, Mavak and Meana, we loving parents but they were often away dealing with matters of the Council of Gate Pass and other diplomatic ventures for both the city and clan. While away Marda was in the care of her Aunt Keva, as cleric of Gracenyes and Uncle Kurn who was in charge of the Holding’s landholders. Marda grew up with a strong religious upbringing from her Aunt but always seemed to be at her Uncle’s side when he saw to the land holders under the protection of the Hammerstars. She saw how her Uncle Kern was as often, if not more, getting his own hands dirty with work as he would be with dealing with disputes and financial matters. The man did seem to enjoy his time with the land holders, helping with anything from helping repair damage farm implements to find lost livestock. He always told Marda that leading by example and treating others with respect was the key to any true leader. At an early age Marda’s Aunt discovered that Marda had an unusual birthmark on her left arm. The birthmark resembled the holy symbol of Gracenyes. She was taken to the Temple and many divinations and auguries were performed. It was discovered that Marda was an important part not only in Gracenyes’ graces, but that of the fate of the future events that would effect perhaps the world. At the age of eight years old, the Ragesian Empire attacked and took Gate Pass. The Hammerstar’s held out against the Emperor and his men aiding the resistance in both in sheltering those in need and launching attacks from their fortified hold. Even young Marda helped out as she could. She wore a small suit of armor and had a weapon at her side in case of danger. It was some two years before the Ragesian troops were pushed out of Gate Pass and life returned to a less martial living. As a young dwarf Marda came to know many of the Land Holders and the Allies of the Hammerstars. Like her parents she was able to charm many of them not only with her uncommonly good dwarven looks but that of her charismatic style. She too remembered and carried her Uncle’s teachings and did as he would do. She would help Land Holders that might require a helping hand to even those within Gate Pass as well. She made many within her family proud. Some years before adulthood while with her Aunt and a small caravan of Land Holders and friends of the Hammerstars, a young woman on her way to Temple for her birthing, went into labour early. While many of the men folk did not know what to do Keva took charge with Marda at her side. The pair delivered the babe who was named Aaron. Marda wrapped the small human child and handed him to her waiting mother. It was during that encounter Marda felt some connection to the young child that she could not explain but decided she would stay close. Over the years she not only helped look after young Aaron, but as he grew older, became good friends with the boy. The two like many other children, would find much trouble together. It was on Marda’s fortieth birthday, a large celebration was held. All of the Hammerstars were in attendance along with many of the Land Holders, friends, and allies. After an entire day of celebrations, Marda went into the priesthood of Gracenyes, becoming an acolyte. Marda excelled at becoming a cleric and her charismatic nature took her far. Within a few years she was able to represent the clergy in minor dealings. The priesthood nurtured her diplomatic talents well, but made sure she learned the many other aspects of the life as a chosen of Gracenyes. It was four years ago, Marda was attending a significant diplomatic function as part of the church’s delegation. Her parents were also there representing the Hammerstar’s. A great night of celebration and feasting turned wrong, when the function was attacked but an awful and deadly poisonous gas was released. It killed many, including Marda’s father. The poison would have taken Marda too, but by chance Aaron, her childhood friend came upon the attack and managed to drag his dwarven friend to the safety of a Temple of Gracenyes. Marda survived, but not without scars, both physical in the form of breathing problems when exerting herself, and mental, the death of a beloved parent. Aaron visited often and his friendship helped her through the many weeks that followed. In return, Marda was able to show Aaron the way through Gracenyes. The young human found his faith and a new direction in life. The pair’s renew friendship has continued to this day, each teaching the other not only about one another but about themselves as well. [/sblock][/sblock] [sblock=Equipment] Equipment Carried (starting funds 400g = 240g cleric + 160g occupation (diplomat)) [code] Weight (lbs) Cost (in gold) banded mail (masterwork) worn 35 200 heavy wooden shield worn, left arm 10 7 heavy mace sheathed, left side 8 12 (battle scepter of Gracenyes) dwarven waraxe baldric, back 8 30 warhammer +1 strapped to pack 5 MW short sword left side 2 light crossbow slug over back 4 35 10 bolts quiver, at right hip 1 1 backpack worn 2 2 belt, pouch worn 0.5 1 scroll case backpack 0.5 1 silver holy symbol worn 1 25 waterskin backpack 4 1 bedroll backpack 5 0.1 flint and steel backpack -- 1 rations (4 days) backpack 4 2 silk rope (50ft) inside of backpack 5 10 rope, hemp(50') x1 10lb each explorer's outfit worn -- -- food (not sure how much) 2 antitoxin antiplague bloodblock holy symbol 2 weapon blanch, silver 2 weapon blanch, cold iron scroll of cure light wounds (2) scroll case -- 50gp Potion of Cure Light Wounds Potion of Water Breathing [/code] Treasure: 21gp, 9 sp, 0 cp Gems: n/a Equipment at the Tower [code] Healer's kit 1lb tindertwigs x10 --- smokestick x4 .5lb each holy water x4 * 1lb each anti-toxin x2 * --- blanket winter x1 * 3lb each candles x10 --- flint and steel x2 --- hammer 2lb oil (1-pint flask) x1 1lb each piton x6 .5lb each iron pot 4lb skillet 1lb rope, hemp(50') x1 10lb each sacks x2 .5lb each sewing needles x4 --- twine(50') .5lb portable lab 20 lbs Weight 72.5 lbs Gear for sale Masterwork Battle Axe 6 310 gp Masterwork Battle Axe 6 310 gp Masterwork Silver Great Axe 12 500 gp Masterwork Small Heavy Crossbow 4 350 gp Masterwork Small Heavy Crossbow 4 350 gp Platinum Chain 1 ??? 2 masterwork shortswords 4 630 gp (marda takes one for personal use) 2 masterwork longswords 8 630 gp 45 lbs [/code] Total weight carried: 177.5 lbs [COLOR="Gray"](93 (personal gear) + 52.5 (gear for trip) + 32 (weapons for sale) )[/COLOR] Maximum weight possible: 76 light, 153 medium, 230 heavy[/sblock] [sblock=Level Ups][B]Fighter 1st Level[/B] Hit Points [url=http://invisiblecastle.com/roller/view/2747697/]1d10=8[/url] (used my wife's computer, the dice like it over there better:)) +1 BAB +2 Fort Armor (all) Weapons (all martial) Skill Points (4) +1 diplomacy, +1 intimidate, +1 knowledge (arcana), +1 perception Bonus Feat (fighter) Shield Focus [B]Cleric (level 2)[/B] Hit Points [url=http://invisiblecastle.com/roller/view/2898645/]1d8=8[/url] +1 BAB +1 Fort +1 Will Skill Points (5) +1 diplomacy, +1 knowledge (arcana), +1 knowledge (religion), +1 perception +1 survival Feat: Weapon Focus (Dwarven Waraxe) [B]Cleric (level 3)[/B] Hit Points [url=http://invisiblecastle.com/roller/view/3122862/]1d8=3[/url] +1 Wis +1 BAB +1 Ref +1d6 channeling level 2 spells Skill Points (5) +1 diplomacy, +1 intimidate, +1 knowledge (history), +1 perception, +1 survival [/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Character Builds & Optimization
HM's WotBS RG - Pathfinder converted
Top