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[Pathfinder] [RG] Hall of the Dwarven Lord
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<blockquote data-quote="rangerjohn" data-source="post: 5331942" data-attributes="member: 2469"><p><strong>Morjik Favored of Torag</strong></p><p></p><p>Morjik Male Dwarf Cleric 4</p><p>LG ECL 4; Medium Humanoid; HD 4d8+8 (32)favored</p><p>HP 32; Init +0; Spd 20'.; </p><p>AC 20 [10 Base + 7 Armor + 3 Shield], Touch 10 , Flat-Footed 20</p><p>CMD 16 [10 + 3 BAB + 3 STR]</p><p>*+4 vs Bull Rush & Trip while on the ground</p><p></p><p>BAB +3</p><p>CMB +6</p><p>Melee[Hammer of the Forge] Warhammer +8 (1d8+3); Battleaxe +6(1d8+3)</p><p></p><p>Ranged Light Crossbow +3 (1d8) 80'</p><p>Acid Dart +3 ranged touch attack (1d6+2) 30'</p><p></p><p>Saves</p><p>Fort+ 5 [4 Base + 1 Con]</p><p>Ref + 2 [1 Base + 0 Dex+1 trait]</p><p>Will + 7 [4 Base + 3 Wis]</p><p>* All +2 vs Spells, SLAs, & Poisons</p><p></p><p>Abilities</p><p>Str 16 (+2) [5 Pts +2 enhancement]</p><p>Dex 10 (+0) [0 Pts]</p><p>Con 12 (+1) [0 Pts + 2 Dwarf]</p><p>Int 10 (+0) [0 Pts]</p><p>Wis 16 (+3) [5 Pts + 2 Dwarf]</p><p>Cha 13 (+1) [5 Pts - 2 Dwarf +1 Lvl 4]</p><p>Craft, Weaponsmithing +6 [+1 Rank +0 Int + 2 Dwarf +3 Class], Diplomancy +5[1rank +3 class +1 cha], Heal +6 [1rank +3 Wis +2 Kit], Knowledge (History) +4 [1 Ranks +3 Class], Knowledge (Religion) +5 [2 Rank +0 Int +3 Class], Perception +3 [+3 Wis], +2 vs stonework, Spellcraft +5 [2 rank +3 class],</p><p></p><p>Feats 1 - Extra Channel +2 times/day, Added Traits(+2 traits)</p><p></p><p>Languages Common, Dwarven, </p><p></p><p>Dwarf Racial Traits</p><p></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.</p><p>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. See Vision and Light.</p><p>Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.</p><p></p><p>Craftsman: Dwarves are known for their superior craftsmanship when it comes to metal and stone works. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone. This racial trait replaces the greed racial trait.</p><p></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></p><p>Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.</p><p></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></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></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>Traits:</p><p>Tunnel Fighter (Dwarven Racial Trait)</p><p>Caves and tunnels are a second home to you. </p><p></p><p>Benefit: While underground, you receive a +2 trait bonus to initiative checks and a +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit).</p><p></p><p>Heirloom Weapon</p><p>You carry a weapon that has been passed down from generation to generation in your family.</p><p></p><p></p><p>Benefit: This heirloom weapon is of masterwork quality (but you pay only the standard cost at character creation). You gain a +1 trait bonus on attack rolls with this specific weapon and are considered proficient with that specific weapon (but not other weapons of that type) even if you do not have the required proficiencies.[Hammer of the Forge]</p><p></p><p></p><p>Blooded (Dwarf Regional Trait)</p><p>Desperate battles have honed your fighting skills against the ancient enemies of the dwarves.</p><p></p><p>Benefit: You receive a +1 trait bonus on weapon damage rolls against giants, goblins, and orcs.</p><p></p><p>Deft Dodger</p><p>Growing up in a rough neighborhood or a dangerous environment has honed your senses.</p><p>Benefit: You gain a +1 trait bonus on Reflex saves.</p><p></p><p></p><p>Class Abilities</p><p>Cleric: Channel Energy 2d6 (6/Day), Domains, Orisons, Aura</p><p></p><p>Cleric Spells (Cast 4/4+1/3+1 Per Day, Save DC 13 + Spell Level, lCaster Level 3;</p><p>Spells prepared:</p><p>Orisons: Create Water, Detect Magic, Light, Stabilize</p><p>1st:Ant Haul [Carrying Capacity x3 for 8hrs], Bless, Divine Favor, Shield of Faith-Magic Stone</p><p>2nd: Hold Person, Lesser Restoration,Spiritual Weapon[Hammer]+ Create Pit</p><p>Domains</p><p>Artifice (construct) Domain</p><p></p><p>Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.</p><p></p><p>Artificer's Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.</p><p></p><p>Animate Servant (Su): At 8th level, as a standard action, you can give life to inanimate objects. This ability functions as animate objects using your cleric level as the caster level. You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.</p><p></p><p>Domain Spells: 1st—animate rope, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—Limited Wish, 8th—Polymorph Any Object, 9th—prismatic sphere.</p><p></p><p>Earth(caves): Acid Dart (Sp): Shoot a Spash of Acid with Ranged Touch Attack 1d6+1/2 Cleric Levels; 30'; 3+Wis Mod/Day (6/Day); </p><p></p><p>Tunnel Runner (Su): At 8th level, you can move through tunnels and caves with ease. Activating this ability is a standard action. You can move across any stone surface as if under the effects of spider climb. You can also see very well in darkness, gaining darkvision out to a range of 60 feet. If you already possess darkvision, extend the range by 60 feet. While underground, you also gain an insight bonus equal to your cleric level on Stealth skill checks and an insight bonus equal to your Wisdom modifier on initiative checks. You can use this ability for 1 minute per day per cleric level you possess. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.</p><p>Spell List: 1 - Magic Stone, 2 - Create Pit, 3 - Spiked Pit 4 - Stone Spikes, 5 - Wall of Stone, 6 - Hungry Pit, 7 - Elemental Body IV (earth only), 8 - Earthquake, 9 - Elemental Swarm (earth only)</p><p></p><p></p><p>Possessions:</p><p>Total Gear Value 7,650gp</p><p>Remaining 327gp</p><p></p><p>Body Slot - Item - GP Value - Source</p><p>Shield Heavy Darkwood+1 - 1,257 - PFCB; AC +3, ACP -0</p><p>Armor Chainmail +1- 1,150- PFCB; AC +6, Max Dex +2, ACP -5</p><p>Weapon[Hammer of the Forge] Warhammer -12 - PFCB;</p><p>Battleaxe 10-PFCB</p><p>Belt of Strength +2 -4,000</p><p>Light crossbow-35-PFCB</p><p>20 bolts-2-PFCB</p><p>Backpack - 2 - PFCB</p><p>Bedroll - 0.5 - PFCB</p><p>Beltpouch - 1 - PFCB</p><p>Parchmentx10 - 2 - PFCB</p><p>Ink - 8 - PFCB</p><p>Silk Rope - 10 - PFCB</p><p>Explorer's Outfit -free - PFCB</p><p>Holy Symbol (Silver) - 25 - PFCB</p><p>Water Skin -1-PFCB</p><p>Manacles-15-PFCB</p><p>rations, trail 5days-2.5-PFCB</p><p>Healer's Kit-50-PFCB</p><p>Wand of Cure Light Wounds [50 chg]-750</p><p>*PFCB = Pathfinder Core Book</p></blockquote><p></p>
[QUOTE="rangerjohn, post: 5331942, member: 2469"] [b]Morjik Favored of Torag[/b] Morjik Male Dwarf Cleric 4 LG ECL 4; Medium Humanoid; HD 4d8+8 (32)favored HP 32; Init +0; Spd 20'.; AC 20 [10 Base + 7 Armor + 3 Shield], Touch 10 , Flat-Footed 20 CMD 16 [10 + 3 BAB + 3 STR] *+4 vs Bull Rush & Trip while on the ground BAB +3 CMB +6 Melee[Hammer of the Forge] Warhammer +8 (1d8+3); Battleaxe +6(1d8+3) Ranged Light Crossbow +3 (1d8) 80' Acid Dart +3 ranged touch attack (1d6+2) 30' Saves Fort+ 5 [4 Base + 1 Con] Ref + 2 [1 Base + 0 Dex+1 trait] Will + 7 [4 Base + 3 Wis] * All +2 vs Spells, SLAs, & Poisons Abilities Str 16 (+2) [5 Pts +2 enhancement] Dex 10 (+0) [0 Pts] Con 12 (+1) [0 Pts + 2 Dwarf] Int 10 (+0) [0 Pts] Wis 16 (+3) [5 Pts + 2 Dwarf] Cha 13 (+1) [5 Pts - 2 Dwarf +1 Lvl 4] Craft, Weaponsmithing +6 [+1 Rank +0 Int + 2 Dwarf +3 Class], Diplomancy +5[1rank +3 class +1 cha], Heal +6 [1rank +3 Wis +2 Kit], Knowledge (History) +4 [1 Ranks +3 Class], Knowledge (Religion) +5 [2 Rank +0 Int +3 Class], Perception +3 [+3 Wis], +2 vs stonework, Spellcraft +5 [2 rank +3 class], Feats 1 - Extra Channel +2 times/day, Added Traits(+2 traits) Languages Common, Dwarven, Dwarf 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. See Vision and Light. Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype. Craftsman: Dwarves are known for their superior craftsmanship when it comes to metal and stone works. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone. This racial trait replaces the greed racial trait. 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. Traits: Tunnel Fighter (Dwarven Racial Trait) Caves and tunnels are a second home to you. Benefit: While underground, you receive a +2 trait bonus to initiative checks and a +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit). Heirloom Weapon You carry a weapon that has been passed down from generation to generation in your family. Benefit: This heirloom weapon is of masterwork quality (but you pay only the standard cost at character creation). You gain a +1 trait bonus on attack rolls with this specific weapon and are considered proficient with that specific weapon (but not other weapons of that type) even if you do not have the required proficiencies.[Hammer of the Forge] Blooded (Dwarf Regional Trait) Desperate battles have honed your fighting skills against the ancient enemies of the dwarves. Benefit: You receive a +1 trait bonus on weapon damage rolls against giants, goblins, and orcs. Deft Dodger Growing up in a rough neighborhood or a dangerous environment has honed your senses. Benefit: You gain a +1 trait bonus on Reflex saves. Class Abilities Cleric: Channel Energy 2d6 (6/Day), Domains, Orisons, Aura Cleric Spells (Cast 4/4+1/3+1 Per Day, Save DC 13 + Spell Level, lCaster Level 3; Spells prepared: Orisons: Create Water, Detect Magic, Light, Stabilize 1st:Ant Haul [Carrying Capacity x3 for 8hrs], Bless, Divine Favor, Shield of Faith-Magic Stone 2nd: Hold Person, Lesser Restoration,Spiritual Weapon[Hammer]+ Create Pit Domains Artifice (construct) Domain Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing. Artificer's Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Animate Servant (Su): At 8th level, as a standard action, you can give life to inanimate objects. This ability functions as animate objects using your cleric level as the caster level. You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th. Domain Spells: 1st—animate rope, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—Limited Wish, 8th—Polymorph Any Object, 9th—prismatic sphere. Earth(caves): Acid Dart (Sp): Shoot a Spash of Acid with Ranged Touch Attack 1d6+1/2 Cleric Levels; 30'; 3+Wis Mod/Day (6/Day); Tunnel Runner (Su): At 8th level, you can move through tunnels and caves with ease. Activating this ability is a standard action. You can move across any stone surface as if under the effects of spider climb. You can also see very well in darkness, gaining darkvision out to a range of 60 feet. If you already possess darkvision, extend the range by 60 feet. While underground, you also gain an insight bonus equal to your cleric level on Stealth skill checks and an insight bonus equal to your Wisdom modifier on initiative checks. You can use this ability for 1 minute per day per cleric level you possess. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. Spell List: 1 - Magic Stone, 2 - Create Pit, 3 - Spiked Pit 4 - Stone Spikes, 5 - Wall of Stone, 6 - Hungry Pit, 7 - Elemental Body IV (earth only), 8 - Earthquake, 9 - Elemental Swarm (earth only) Possessions: Total Gear Value 7,650gp Remaining 327gp Body Slot - Item - GP Value - Source Shield Heavy Darkwood+1 - 1,257 - PFCB; AC +3, ACP -0 Armor Chainmail +1- 1,150- PFCB; AC +6, Max Dex +2, ACP -5 Weapon[Hammer of the Forge] Warhammer -12 - PFCB; Battleaxe 10-PFCB Belt of Strength +2 -4,000 Light crossbow-35-PFCB 20 bolts-2-PFCB Backpack - 2 - PFCB Bedroll - 0.5 - PFCB Beltpouch - 1 - PFCB Parchmentx10 - 2 - PFCB Ink - 8 - PFCB Silk Rope - 10 - PFCB Explorer's Outfit -free - PFCB Holy Symbol (Silver) - 25 - PFCB Water Skin -1-PFCB Manacles-15-PFCB rations, trail 5days-2.5-PFCB Healer's Kit-50-PFCB Wand of Cure Light Wounds [50 chg]-750 *PFCB = Pathfinder Core Book [/QUOTE]
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