Gerak Steelriven, dwarven Pillar of Drendd
Gerak Steelriven, dwarven Pillar of Drendd
Appearance: This dwarven man stands just over 4 feet tall, appearing a little portly and muscular, garbed in well-polished splint mail armor. Gauntlets protect his hands, and sturdy leather boots cover his feet, chainmail covering the joints of his armor. No helm obscures his long, wide-braided, scarlet locks of hair, which extend down his back and over the chest in a beard nearly 2 feet long, all fairly well-groomed. Overall, this dwarf looks quite loaded down with gear for combat and travel.
Small black ties secure his bearded locks, and an intricate silver emblem hangs over the front of his beard, held by a loose black cord around the dwarf's neck. This emblem appears to be a symmetrical pattern of braided silver knots, depicting an upward-pointed triangle within a circle, and a kite shield within the triangle. The dwarf has a broad face, not particularly handsome nor ugly, with a strong brow and wide, flat nose. Bushy red eyebrows rest over dark, slate-grey eyes, and this dwarf lacks a mustache though his beard reaches high upon his cheeks. His skin is a dark shade of tan, not quite brown, and unblemished except by a few small scars.
The dwarf carries a stout, oaken tower shield in his hands, plain and unadorned except for the few pieces of reinforcing steel. A shiny, greyish-white ring of platinum adorns his right forefinger, and a leather pouch hangs from either side of his wide, brown leather belt. Another, different pouch hangs near the rear-left side, and a reddish clay jug hands from the rear-right of his belt. What few pockets of the dwarf's clothing that aren't covered by splint mail, buttoned shut, look to be packed with small items.
A stuffed, dun-colored backpack hangs from his shoulders, with a bedroll secured to the left side of that pack. A well-made hammer, broad and made for combat, is secured in a black leather case of sorts on the dwarf's right shoulder, and the hammer bears symmetrical patterns of knot-work engravings on each side of its head. A long case for maps or scrolls is tied to the underside of his backpack. The dwarf also has a sheathed dagger tied to his lower right arm, just over the splint mail vambrace, and some kind of leather cord or thong is wrapped about his left vambrace.
[sblock=Basics]Gerak Steelriven, Pillar of Drendd.......................Male Dwarf
Strength............15 (+2)...........Character Level: 3, Cleric 3
Dexterity...........8 (-1)..............Medium-Size, Speed 20 ft. (x3 if running)
Constitution......16 (+3)............Initiative: -1, BAB: +2, Grapple: +4
Intelligence.......12 (+1)............Melee: +4, Ranged: +1
Wisdom...........16 (+3)............Total HP: 26, Current HP: 26, Nonlethal: 0
Charisma..........10 (+0)............Fortitude: +6*, Reflex: +0*, Will: +6*
*Extra +2 bonus against spells or spell-like effects, and +2 against poison
AC: 19 (-1 Dex, +6 armor, +4 shield), Touch AC: 9, Flat-Footed AC: 18
Alignment: Lawful Good, Age 70, Height 4'-2", Weight 163 lbs.
Deep Tan Skin, Dark Grey Eyes, Braided Red Hair & Beard
Languages (Literate): Common, Dwarven, Latin, Terran.
Proficiencies: All simple weapons, bludgeoning weapons, axes, armors, and shields.
Level Progression Feats: Tower Shield Proficiency, Weapon Focus (Warhammer).
Skills: Concentration +4 (1 rank, +3 Con), Craft (blacksmithing) +4 (1 rank, +1 Int, +2 racial), Diplomacy +1 (1 rank, +0 Cha), Heal +4 (1 rank, +3 Wis), Knowledge (arcana) +2 (1 rank, +1 Int), Knowledge (history) +2 (1 rank, +1 Int), Knowledge (religion) +6 (5 ranks, +1 Int), Knowledge (the planes) +2 (1 rank, +1 Int), Profession (cook) +4 (1 rank, +3 Wis), Sense Motive +4 (1 rank cross-class, +3 Wis), Speak Language (1 rank cross-class, Latin), Spellcraft +2 (1 rank, +1 Int).[/sblock]
[sblock=Miscellany]Racial Traits: Medium-size humanoid (dwarf), +2 Constitution, -2 Charisma, base Speed 20 feet, Speed is not reduced by medium or heavy armor nor by medium or heavy loads, Darkvision 60 feet, Stonecunning +2, weapon familiarity with dwarven waraxes and dwarven urgroshes, Stability grants +4 on ability checks to resist trip or bull rush attempts when standing on the ground, +2 on saves against poison, +2 on saves against spells and spell-like effects, +1 to attack rolls versus orcs or goblinoids, +4 dodge bonus to AC against Giants, +2 Appraise related to stone or metal items, +2 Craft related to stone or metal, fighter is favored class.
Ability Score Development: 32 point buy, for base scores of 15 (8 pts), 8 (0 pts), 14 (6 pts), 12 (4 pts), 16 (10 pts), and 12 (4 pts). Racial adjustments as a dwarf result in total base scores of 15, 8, 16, 12, 16, and 10.
Aura (Ex): Has a particularly powerful aura of Lawful Good, as noted in Detect Magic.
Domains: Healing domain and Protection domain. Healing domain adds +1 effective caster level for Conjuration (Healing) spells. Protection domain grants a protective ward useable once per day, as a supernatural ability that lasts for 1 hour or until discharged, providing a resistance bonus equal to the cleric's level (+3) on one touched creature's next saving throw. Healing domain spell list is Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, Mass Cure Light Wounds, Heal, Regenerate, Mass Cure Critical Wounds, and Mass Heal. Protection domain spell list is Sanctuary, Shield Other, Protection from Energy, Spell Immunity, Spell Resistance, Antimagic Field, Repulsion, Mind Blank, and Prismatic Sphere.
Turn Undead (Su): May turn undead up to 3 times per day, with turning checks of 1d20+2 and turning damage of 2d6+3, after turning check synergy from Knowledge (religion).
Cleric Spells: Casts prepared divine spells, casts spontaneous Cure spells, caster level of 3, spellcasting is based on Wisdom, gets a domain* slot of each spell level except 0-level, must use a holy symbol of Drendd for many spells, and must pray for spells at nightfall.
0-Level Spells (save DC 13): Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue.
1st-Level Spells (save DC 14): Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Chaos, Protection from Evil, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I.
2nd-Level Spells (save DC 15): Aid, Align Weapon, Augury, Bear's Endurance, Bull's Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Darkness, Delay Poison, Eagle's Splendor, Enthrall, Find Traps, Gentle Repose, Hold Person, Inflict Moderate Wounds, Lesser Restoration, Make Whole, Owl's Wisdom, Remove Paralysis, Resist Energy, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Zone of Truth.
Prepared Spells (civilized towns): Create Water, Detect Poison, Guidance, Purify Food and Drink, Cure Light Wounds*, Detect Chaos, Detect Evil, Protection from Evil, Augury, Lesser Restoration, Shield Other*.
Prepared Spells (typical adventuring): Create Water, Detect Magic, Detect Poison, Purify Food and Drink, Bless, Cure Light Wounds*, Divine Favor, Protection from Evil, Remove Paralysis, Shield Other*, Spiritual Weapon.[/sblock]
[sblock=Gear]Possessions: Masterwork Warhammer (312 gp, 5 lbs., 1d8 bludgeoning, 20/x3 critical), Dagger (2 gp, 1 lb., 1d4 piercing, 19-20/x2 critical), Sling (no cost, 20/x2 critical), 10 Pebbles (for Magic Stone spell), Light Crossbow (35 gp, 4 lbs.), 20 Bolts (2 gp, 2 lbs.), Splint Mail Armor (200 gp, 45 lbs., +6 AC, +0 maximum Dexterity bonus to AC, -7 armor check penalty, 40% arcane spell failure, run speed multiplier is x3 with heavy armor), Tower Shield (30 gp, 45 lbs., +4 AC, +2 maximum Dexterity bonus to AC, -10 armor check penalty, 50% arcane spell failure, -2 on attack rolls when using it, may use for total cover instead if not attacking), 2 Scrolls of Cure Light Wounds (50 gp, 1st-level caster), Scroll of Remove Fear (25 gp, 1st-level caster), Silver Holy Symbol of Drendd (25 gp, 1 lb.), Spell Component Pouch (5 gp, 2 lbs.), Granite Augury Chips (25 gp), 2 Incense Sticks (50 gp), 4 Platinum Rings (200 gp, one worn), Silver Dust Box (25 gp, 5 lbs.), 2 Holy Water Flasks (50 gp, 2 lbs.), Traveler's Outfit (free starting outfit, 5 lbs., worn outfit doesn't count towards his encumbrance), Spare Traveler's Outfit (1 gp, 5 lbs.), Cleric's Vestments (5 gp, 6 lbs.), Backpack (2 gp, 2 lbs., holds cleric's vestment, spare traveler's outfit, silver dust box, and 4 trail rations), 2 Belt Pouches (2 gp, 1 lb., one holds coins, chalk, tindertwig, and incense sticks, other holds platinum rings, granite chips, flint, steel, and soap), Scroll Case (1 gp, 1/2 lb., holds magic scrolls), Bedroll (1 sp, 5 lbs.), Soap (5 sp, 1 lb.), Chalk (1 cp), Flint & Steel (1 gp), Tindertwig (1 gp), 6 Trail Rations (3 gp, 6 lbs.), 3 Waterskins (3 gp, 12 lbs.), Clay Jug of Ale (2 sp and 3 cp, 9 lbs., 1 gallon).
Wealth: 3 pp, 12 gp, 20 sp, 16 cp........Current Load: 158-1/2 lbs. (heavy)
Light Load: 66 lbs. max..Medium Load: 133 lbs. max..Heavy Load: 200 lbs. max
Lift High: 200 lbs. max..Lift Off Ground: 400 lbs. max..Push/Drag: 1,000 lbs. max
Medium Load Drawbacks: 20 ft. speed, +3 max Dex to AC, -3 check penalty.
Heavy Load Drawbacks: 20 ft. speed, x3 run, +1 max Dex to AC, -6 check penalty.[/sblock]
[sblock=Description]Personality: (I'll finish this part soon).
Background: Gerak Steelriven was born to a minor family of smiths and metalworkers, the Steelriven clan of dwarves, in the Marrundian city of Halrundar beneath Mount Vuldun. Third son of a blacksmith, Gerak didn't have much pressure to pursue the family business nor any prospects for marrying anyone from a wealthier clan. So instead, Gerak spent a great deal of time with each of his five siblings and learned a bit of several things, eventually finding his purpose in the Granite Temple-Bastion of Drendd, somewhat late in life by dwarven standards.
Had he been a first or second son, Gerak would not have had the luxury of 30 years to find a profession. Gerak found a place for himself in the Temple-Bastion's ranks of novitiates and physicians. After many years of study and hard work in the Temple-Bastion, Halrundar's sanctuary, Gerak witnessed a strange omen in the stones outside his family's home after a small tremor. Something felt wrong, and he made up his mind to try and search for the reason why he felt such forboding.
He isn't sure if he's right, but he had always been possessed of a little wanderlust, seeing this as an opportunity to move about the surface world for a time as he looks for any other signs of what he should do. The Temple-Bastion did not really need him for now, in the current peace around Halrundar, and Gerak was feeling a bit of old curiousity resurface. If Halrundar was peaceful now, surely Drendd does not expect all his people to sit around letting his gifts go to waste, while trouble may be stirring elsewhere.[/sblock]
[sblock=Attacks]Attacks:
Warhammer +6 melee for 1d8+2 damage
Two-handed warhammer +6 melee for 1d8+3 damage
Dagger +4 melee for 1d4+2 damage
Dagger +1 ranged for 1d4+2 damage (10 ft. increment, 50 max)
Crossbow +1 ranged for 1d8 damage (80 ft. increment, 800 max)
Holy water +1 ranged touch for 2d4 holy damage (10 ft. increment, 50 max)
Unarmed strike +4 melee for 1d3+2 nonlethal damage (provokes AoO)
Grapple attempt +4 melee touch to grab, grapple check +4 for 1d3+2 nonlethal damage and establishes a hold (provokes AoO)
Grapple check +4 for 1d3+2 nonlethal damage
Grapple check +4 to resist or escape a grapple or pin
Cure minor wounds +4 melee touch for 1 point of healing or damage
Inflict minor wounds +4 melee touch for 1 point of damage or healing
Cure light wounds +4 melee touch for 1d8+4 points of healing or damage
Inflict light wounds +4 melee touch for 1d8+3 points of damage or healing
Magic stone +2 ranged for 1d6+1 damage (50 ft. increment, 500 max)
Magic stone +2 ranged for 2d6+2 damage vs. undead (50 ft. increment, 500 max)
Cure moderate wounds +4 melee touch for 2d8+4 points of healing or damage
Inflict moderate wounds +4 melee touch for 2d8+3 points of damage or healing
Spiritual weapon +5 melee for 1d8+1 force damage (warhammer, 20/x3 critical)
Owl's wisdom spiritual weapon +7 melee for 1d8+1 force damage (warhammer, 20/x3 critical)
Attacks (Tower Shield Equipped):
Warhammer +4 melee for 1d8+2 damage
Dagger +2 melee for 1d4+2 damage
Dagger -1 ranged for 1d4+2 damage (10 ft. increment, 50 max)
Holy water -1 ranged touch for 2d4 holy damage (10 ft. increment, 50 max)
Unarmed strike +2 melee for 1d3+2 nonlethal damage (provokes AoO)
Grapple attempt +2 melee touch to grab, grapple check +4 for 1d3+2 nonlethal damage and establishes a hold (provokes AoO)
Cure minor wounds +2 melee touch for 1 point of healing or damage
Inflict minor wounds +2 melee touch for 1 point of damage or healing
Cure light wounds +2 melee touch for 1d8+4 points of healing or damage
Inflict light wounds +2 melee touch for 1d8+3 points of damage or healing
Magic stone +0 ranged for 1d6+1 damage (50 ft. increment, 500 max)
Magic stone +0 ranged for 2d6+2 damage vs. undead (50 ft. increment, 500 max)
Cure moderate wounds +2 melee touch for 2d8+4 points of healing or damage
Inflict moderate wounds +2 melee touch for 2d8+3 points of damage or healing
Attacks (Magic Weapon/Divine Favor):
Magic warhammer +6 melee for 1d8+3 damage
Magic two-handed warhammer +6 melee for 1d8+4 damage
Magic dagger +5 melee for 1d4+3 damage
Magic dagger +2 ranged for 1d4+3 damage (10 ft. increment, 50 max)
Magic crossbow +2 ranged for 1d8+1 damage (80 ft. increment, 800 max)
Divine favor unarmed strike +5 melee for 1d3+2 nonlethal damage (provokes AoO)
Divine favor grapple attempt +5 melee touch to grab, grapple check +4 for 1d3+2 nonlethal damage and establishes a hold (provokes AoO)
Divine favor warhammer +7 melee for 1d8+3 damage
Divine favor two-handed warhammer +7 melee for 1d8+4 damage
Divine favor dagger +5 melee for 1d4+3 damage
Divine favor dagger +2 ranged for 1d4+3 damage (10 ft. increment, 50 max)
Divine favor crossbow +2 ranged for 1d8+1 damage (80 ft. increment, 800 max)
Divine favor holy water +2 ranged touch for 2d4 holy damage (10 ft. increment, 50 max)
Divine favor magic warhammer +7 melee for 1d8+4 damage
Divine favor magic two-handed warhammer +7 melee for 1d8+5 damage
Divine favor magic dagger +6 melee for 1d4+4 damage
Divine favor magic dagger +3 ranged for 1d4+4 damage (10 ft. increment, 50 max)
Divine favor magic crossbow +3 ranged for 1d8+2 damage (80 ft. increment, 800 max)
Divine favor cure minor wounds +5 melee touch for 1 point of healing or damage
Divine favor inflict minor wounds +5 melee touch for 1 point of damage or healing
Divine favor cure light wounds +5 melee touch for 1d8+4 points of healing or damage
Divine favor inflict light wounds +5 melee touch for 1d8+3 points of damage or healing
Divine favor magic stone +3 ranged for 1d6+2 damage (50 ft. increment, 500 max)
Divine favor magic stone +3 ranged for 2d6+3 damage vs. undead (50 ft. increment, 500 max)
Divine favor cure moderate wounds +5 melee touch for 2d8+4 points of healing or damage
Divine favor inflict moderate wounds +5 melee touch for 2d8+3 points of damage or healing
Attacks (Tower Shield With Magic Weapon/Divine Favor):
Magic warhammer +4 melee for 1d8+3 damage
Magic dagger +3 melee for 1d4+3 damage
Magic dagger +0 ranged for 1d4+3 damage (10 ft. increment, 50 max)
Magic crossbow +0 ranged for 1d8+1 damage (80 ft. increment, 800 max)
Divine favor unarmed strike +3 melee for 1d3+2 nonlethal damage (provokes AoO)
Divine favor grapple attempt +3 melee touch to grab, grapple check +4 for 1d3+2 nonlethal damage and establishes a hold (provokes AoO)
Divine favor warhammer +5 melee for 1d8+3 damage
Divine favor dagger +3 melee for 1d4+3 damage
Divine favor dagger +0 ranged for 1d4+3 damage (10 ft. increment, 50 max)
Divine favor crossbow +0 ranged for 1d8+1 damage (80 ft. increment, 800 max)
Divine favor holy water +0 ranged touch for 2d4 holy damage (10 ft. increment, 50 max)
Divine favor magic warhammer +5 melee for 1d8+4 damage
Divine favor magic dagger +4 melee for 1d4+4 damage
Divine favor magic dagger +1 ranged for 1d4+4 damage (10 ft. increment, 50 max)
Divine favor magic crossbow +1 ranged for 1d8+2 damage (80 ft. increment, 800 max)
Divine favor cure minor wounds +3 melee touch for 1 point of healing or damage
Divine favor inflict minor wounds +3 melee touch for 1 point of damage or healing
Divine favor cure light wounds +3 melee touch for 1d8+4 points of healing or damage
Divine favor inflict light wounds +3 melee touch for 1d8+3 points of damage or healing
Divine favor magic stone +1 ranged for 1d6+2 damage (50 ft. increment, 500 max)
Divine favor magic stone +1 ranged for 2d6+3 damage vs. undead (50 ft. increment, 500 max)
Divine favor cure moderate wounds +3 melee touch for 2d8+4 points of healing or damage
Divine favor inflict moderate wounds +3 melee touch for 2d8+3 points of damage or healing
Attacks (Bull's Strength With Magic Weapon/Divine Favor):
Bull's strength magic warhammer +8 melee for 1d8+5 damage
Bull's strength magic two-handed warhammer +8 melee for 1d8+7 damage
Bull's strength magic dagger +7 melee for 1d4+5 damage
Bull's strength magic dagger +2 ranged for 1d4+5 damage (10 ft. increment, 50 max)
Bull's strength unarmed strike +6 melee for 1d3+4 nonlethal damage (provokes AoO)
Bull's strength grapple attempt +6 melee touch to grab, grapple check +6 for 1d3+4 nonlethal damage and establishes a hold (provokes AoO)
Bull's strength grapple check +6 for 1d3+4 nonlethal damage
Bull's strength grapple check +6 to resist or escape a grapple or pin
Bull's strength divine favor warhammer +9 melee for 1d8+5 damage
Bull's strength divine favor two-handed warhammer +9 melee for 1d8+7 damage
Bull's strength divine favor dagger +7 melee for 1d4+5 damage
Bull's strength divine favor dagger +2 ranged for 1d4+5 damage (10 ft. increment, 50 max)
Bull's strength divine favor unarmed strike +7 melee for 1d3+4 nonlethal damage (provokes AoO)
Bull's strength divine favor grapple attempt +7 melee touch to grab, grapple check +6 for 1d3+4 nonlethal damage and establishes a hold (provokes AoO)
Bull's strength divine favor magic warhammer +9 melee for 1d8+6 damage
Bull's strength divine favor magic two-handed warhammer +9 melee for 1d8+8 damage
Bull's strength divine favor magic dagger +8 melee for 1d4+6 damage
Bull's strength divine favor magic dagger +3 ranged for 1d4+6 damage (10 ft. increment, 50 max)
Bull's strength divine favor cure minor wounds +7 melee touch for 1 point of healing or damage
Bull's strength divine favor inflict minor wounds +7 melee touch for 1 point of damage or healing
Bull's strength divine favor cure light wounds +7 melee touch for 1d8+4 points of healing or damage
Bull's strength divine favor inflict light wounds +7 melee touch for 1d8+3 points of damage or healing
Bull's strength divine favor cure moderate wounds +7 melee touch for 2d8+4 points of healing or damage
Bull's strength divine favor inflict moderate wounds +7 melee touch for 2d8+3 points of damage or healing
Attacks (Tower Shield & Bull's Strength, With Magic Weapon/Divine Favor):
Bull's strength magic warhammer +6 melee for 1d8+5 damage
Bull's strength magic dagger +5 melee for 1d4+5 damage
Bull's strength magic dagger +0 ranged for 1d4+5 damage (10 ft. increment, 50 max)
Bull's strength unarmed strike +4 melee for 1d3+4 nonlethal damage (provokes AoO)
Bull's strength grapple attempt +4 melee touch to grab, grapple check +6 for 1d3+4 nonlethal damage and establishes a hold (provokes AoO)
Bull's strength divine favor warhammer +7 melee for 1d8+5 damage
Bull's strength divine favor dagger +5 melee for 1d4+5 damage
Bull's strength divine favor dagger +0 ranged for 1d4+5 damage (10 ft. increment, 50 max)
Bull's strength divine favor unarmed strike +5 melee for 1d3+4 nonlethal damage (provokes AoO)
Bull's strength divine favor grapple attempt +5 melee touch to grab, grapple check +6 for 1d3+4 nonlethal damage and establishes a hold (provokes AoO)
Bull's strength divine favor magic warhammer +7 melee for 1d8+6 damage
Bull's strength divine favor magic dagger +6 melee for 1d4+6 damage
Bull's strength divine favor magic dagger +1 ranged for 1d4+6 damage (10 ft. increment, 50 max)
Bull's strength divine favor cure minor wounds +5 melee touch for 1 point of healing or damage
Bull's strength divine favor inflict minor wounds +5 melee touch for 1 point of damage or healing
Bull's strength divine favor cure light wounds +5 melee touch for 1d8+4 points of healing or damage
Bull's strength divine favor inflict light wounds +5 melee touch for 1d8+3 points of damage or healing
Bull's strength divine favor cure moderate wounds +5 melee touch for 2d8+4 points of healing or damage
Bull's strength divine favor inflict moderate wounds +5 melee touch for 2d8+3 points of damage or healing[/sblock]