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World of Kulan
[v.3.5] Rogues Gallery: Heroes of Carnell PbP Campaign!
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<blockquote data-quote="Neurotic" data-source="post: 7980263" data-attributes="member: 24380"><p><span style="font-size: 18px"><span style="color: rgb(163, 143, 132)">Maur Deepdelver</span></span></p><p>Race: Dwarf (Sonnthord)</p><p>Player: Neurotic</p><p>Class: Cleric 5/Ordained Champion 4/Divine Disciple 3</p><p></p><p>[spoiler=Rolls]</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=237431" target="_blank">Attributes: 4D6 = [6, 2, 1, 6] = 15</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=237431" target="_blank">4D6 = [3, 1, 4, 3] = 11</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=237431" target="_blank">4D6 = [1, 4, 6, 2] = 13</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=237431" target="_blank">4D6 = [4, 3, 6, 6] = 19</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=237431" target="_blank">4D6 = [6, 4, 1, 5] = 16</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=237431" target="_blank">4D6 = [4, 6, 6, 6] = 22</a></p><p></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=237453" target="_blank">HP for levels 2-8: 2D8+1D10+4D8+21 = [4, 1]+[10]+[8, 8, 5, 7]+21 = 64</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=250661" target="_blank">HP for 4th level for Ordained Champion: 1D8+3 = [3]+3 = 6</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=255817" target="_blank">HP for 10th and 11th: 1D8+3 = [3]+3 = 6; 1D8+3 = [8]+3 = 11</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=280281" target="_blank">HP for 12th level: 1D8+4 = [7]+4 = 11</a></p><p></p><p>[/spoiler]</p><p>Experience: 66 400/ 78 000</p><p>Start: 28 000 / 36 000</p><p><a href="https://www.enworld.org/threads/kulan-knightfalls-aerie-of-the-crow-god-game-ooc.516860/post-8098132" target="_blank">+900</a></p><p><a href="https://www.enworld.org/threads/kulan-knightfalls-aerie-of-the-crow-god-game-ic.251399/post-8113237" target="_blank">+300</a></p><p><a href="https://www.enworld.org/threads/kulan-knightfalls-aerie-of-the-crow-god-game-ooc.516860/post-8257303" target="_blank">DM calculation: 33,200</a></p><p><a href="https://www.enworld.org/threads/kulan-knightfalls-aerie-of-the-crow-god-game-ooc.516860/post-8302001" target="_blank">5160XP after defeating Xander and Hilrasean</a></p><p><a href="https://www.enworld.org/threads/kulan-knightfalls-aerie-of-the-crow-god-game-ooc.516860/post-8308180" target="_blank">360XP for healing villagers</a></p><p><a href="https://www.enworld.org/threads/kulan-knightfalls-aerie-of-the-crow-god-game-ooc.516860/post-8424614" target="_blank">After Tarrak fight</a></p><p></p><p><a href="https://www.enworld.org/threads/kulan-knightfalls-aerie-of-the-crow-god-game-ooc.516860/post-9050209" target="_blank">After Boots camp</a></p><p><a href="https://www.enworld.org/threads/kulan-knightfalls-heroes-of-carnell-game-ic.251399/post-9278937" target="_blank">-100 XP from Zelekhut calling</a></p><p></p><p>Alignment: Lawful Good</p><p>Speed: Walk 20' (20' in armor)</p><p>Languages: Common, Dwarf, Terran</p><p></p><p>------------------------ Description -----------------------</p><p>Height: 4' 6" Weight: 168 lbs. Gender: Male</p><p>Eyes: Very light blue Hair: Red Skin: Pale with redish tint</p><p>Quirks: Ofter repeats things</p><p>Speech style: Enunciates very clearly</p><p>Quotable: Yield to your fate!</p><p> What Moradins hammer built, it can unbuild.</p><p></p><p></p><p></p><p>Stat Score Mod</p><p>STR 18 (+4)</p><p>DEX 10 (+0)</p><p>CON 18 (+4) (+1@12th)</p><p>INT 12 (+1)</p><p>WIS 18 (+4) (+1@4th +1@8th)</p><p>CHA 12 (+1)</p><p></p><p>Hit Points: 112</p><p>AC 24 / 13 / 24 (+4 vs giants)</p><p>Init: 0</p><p></p><p>+3 racial vs poisons, spells and spell-likes</p><p>+1 vs evil creatures (vestments))</p><p>+1 sacred against divine spells, as well as the spell-like and supernatural abilities of outsiders.</p><p><strong>Fortitude: +18</strong> = +11 +4(con) +2(feat) +1(item)</p><p><strong>Reflex: + 4</strong> = +3 + 0 (dex) +1(item)</p><p><strong>Will: +16</strong> = +11 +4(wis) +1(item)</p><p></p><p>Warhammer: +16/+11 1d8+7 20/x3</p><p>(+1 vs orcs and goblinoids)</p><p></p><p>Crossbow: +10 / 1d8</p><p></p><p>[spoiler=Combat]</p><p>Combat stats</p><p>AC: 10 + 9(plate +1) +4 (heavy shield +2) +0 (DEX) +1 (deflection)</p><p> Total / Touch / Flat Footed</p><p>AC: 24 / 13 / 24</p><p>Initiative: +0</p><p></p><p>BAB: +10</p><p>Melee: +14</p><p>Ranged: +10</p><p></p><p>Unarmed attack:</p><p>to hit: +14</p><p>damage: 1d3+4</p><p>critical: 20/x2</p><p></p><p>Crossbow (Light/Masterwork):</p><p>Attack: +11</p><p>Damage: 1d8</p><p>critical: 19-20/x2</p><p>Range: 80 ft.</p><p></p><p>Alchemical Silver Warhammer +1:</p><p>Attack: +16/+11</p><p>Damage: 1d8+7 (+highest spell level available to cast)</p><p>Critical: 20/x3</p><p></p><p>[/spoiler]</p><p></p><p></p><p>[spoiler=Dwarf]</p><p>Deep dwarves are the same height as other dwarves, but leaner. Their skin sometimes has a reddish tinge, and their large eyes lack the brightness of those of their kindred, being a washed-out blue. Their hair color ranges from bright red to straw blond.</p><p></p><p>+2 Constitution, –2 Charisma.</p><p>Humanoid (Dwarf)</p><p>Medium: As Medium creatures, deep dwarves have no special bonuses or penalties due to their size.</p><p>Deep dwarf base land speed is 20 feet. However, deep dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).</p><p>Darkvision: Deep dwarves can see in the dark up to 90 feet. Darkvision is black and white only, but it is otherwise like normal sight, and deep dwarves can function just fine with no light at all.</p><p>Stonecunning: This ability grants a deep dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A deep dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a deep dwarf can use the Search skill to find stonework traps as a rogue can. A deep dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.</p><p>Weapon Familiarity: Deep dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.</p><p>Stability: A deep dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).</p><p>+3 racial bonus on saving throws against poison.</p><p>+3 racial bonus on saving throws against spells and spell-like effects.</p><p>+1 racial bonus on attack rolls against orcs and goblinoids.</p><p>+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.</p><p>+2 racial bonus on Appraise checks that are related to stone or metal items.</p><p>+2 racial bonus on Craft checks that are related to stone or metal.</p><p>Light Sensitivity: Deep dwarves are dazzled in bright sunlight or within the radius of a daylight spell.</p><p>Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.</p><p>Favored Class: Fighter. A multiclass deep dwarf’s Fighter class does not count when determining whether he takes an experience point penalty for multiclassing.</p><p>Level Adjustment: +0</p><p>[/spoiler]</p><p></p><p>[spoiler=Turn Undead]</p><p>Turn undead 6/day</p><p>Turn air elementals: 4/day</p><p>1d20+1 (CHA) +2 (religion)</p><p>2d6+5 (level)+1 (CHA) +1 (ephod of authority)</p><p></p><p>[CODE]</p><p>Turning Result Max HDResult</p><p>Affected</p><p>>0 1</p><p>1 - 3 2</p><p>4 - 6 3</p><p>7 - 9 4</p><p>10 - 12 5</p><p>13 - 15 6</p><p>16 - 18 7</p><p>19 - 21 8</p><p>22 + 9</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>[spoiler=Cleric]</p><p>Armor Proficiency (Heavy), Simple weapons, Shield Proficiency</p><p>Domains: Craft, Dwarf (Divine Disciple), Earth, War (Ordained Champion)</p><p>4th level ACF: Weapon proficiency (warhammer), +2 damage with the warhammer</p><p>Turn undead</p><p></p><p>ECL 10 = 5 + 2 (ordained champion) + 3 (divine disciple)</p><p>Spells base</p><p>0 1 2 3 4 5</p><p>6 4 4 3 3 2</p><p>[/spoiler]</p><p></p><p>[spoiler=Ordained champion]</p><p>Bonus domain (war)</p><p>gain Dwarven Armor Proficiency (lose Craft domain power)</p><p>Spontanous cast of war domain spells, lose spontaneous healing</p><p>Diehard feat</p><p>Smite (spend turn as swift +1 attack/+10 damage)</p><p>Channel spell (move action into the weapon, 8h duration)</p><p>Divine bulwark - swift action sacrifice spell to gain DR 1+spell level/chaotic for OC level (4) rounds</p><p>Fist of the gods - swift action sacrifice spell: 1+spell level damage for OC level rounds</p><p>Rapid spontaneous casting - standard --> swift, full --> standard, if modified by metamagic, normal casting time</p><p></p><p>@5th</p><p>Holy Warrior - spend turn as swift, use wisdom instead of strength for the attack</p><p>War caster - +2 bonus to CL of War domain spells</p><p>[/spoiler]</p><p></p><p>[spoiler=Feats]</p><p> 1st: Pious Soul</p><p> 3rd: Power attack</p><p> 4th: Martial weapon proficiency (warhammer)</p><p> 5th<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite3" alt=":(" title="Frown :(" loading="lazy" data-shortname=":(" />bonus Ordained champion) Dwarven armor proficiency</p><p> 5th<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite3" alt=":(" title="Frown :(" loading="lazy" data-shortname=":(" />bonus War Domain) Weapon Focus (warhammer)</p><p> 6th (bonus Ordained champion) Diehard</p><p> 6th: Spontaneous Healer</p><p> 9th: Holy warrior (reserve feat)</p><p>10th: (bonus dwarf domain power) Great Fortitude</p><p>12th:</p><p>[/spoiler]</p><p></p><p><strong>Skill points:</strong></p><p>(3x4 1st cleric) + (3x4 cleric) + (3x4 champion) + (3x3 divine disciple) = 45</p><table style='width: 100%'><tr><td>Skill</td><td>Attribute</td><td>Mod</td><td>Rank</td><td>Misc</td><td>Total</td></tr><tr><td>Appraise</td><td>Int</td><td>1</td><td>0</td><td></td><td>1</td></tr><tr><td>Balance</td><td>Dex</td><td>0</td><td>0</td><td>-7</td><td>-7</td></tr><tr><td>Bluff</td><td>Cha</td><td>1</td><td>0</td><td></td><td>1</td></tr><tr><td>Climb</td><td>Str</td><td>4</td><td>0</td><td>-7</td><td>-3</td></tr><tr><td>*Concentration</td><td>Con</td><td>4</td><td>12</td><td></td><td>16</td></tr><tr><td>*Craft Armor</td><td>Int</td><td>1</td><td>2</td><td>2</td><td>5</td></tr><tr><td>Decipher Script</td><td>Int</td><td>1</td><td>0</td><td></td><td>1</td></tr><tr><td>*Diplomacy</td><td>Cha</td><td>1</td><td>5</td><td></td><td>6</td></tr><tr><td>Disable Device</td><td>Int</td><td>1</td><td>0</td><td></td><td>1</td></tr><tr><td>Disguise</td><td>Cha</td><td>1</td><td>0</td><td></td><td>1</td></tr><tr><td>Escape Artist</td><td>Dex</td><td>0</td><td>0</td><td>-7</td><td>-7</td></tr><tr><td>Forgery</td><td>Int</td><td>1</td><td>0</td><td></td><td>1</td></tr><tr><td>Gather Information</td><td>Cha</td><td>1</td><td>0</td><td></td><td>1</td></tr><tr><td>Handle Animal</td><td>Cha</td><td>1</td><td>0</td><td></td><td>1</td></tr><tr><td>*Heal</td><td>Wis</td><td>4</td><td>6</td><td></td><td>10</td></tr><tr><td>Hide</td><td>Dex</td><td>0</td><td>0</td><td>-7</td><td>-7</td></tr><tr><td>*Intimidate</td><td>Cha</td><td>1</td><td>0</td><td></td><td>1</td></tr><tr><td>Jump</td><td>Str</td><td>4</td><td>0</td><td>-7</td><td>-3</td></tr><tr><td>*Arcana</td><td>Int</td><td>1</td><td>0</td><td></td><td>1</td></tr><tr><td>*Dungeoneering</td><td>Int</td><td>1</td><td>1</td><td></td><td>2</td></tr><tr><td>*History</td><td>Int</td><td>1</td><td>1</td><td></td><td>2</td></tr><tr><td>*Nobility</td><td>Int</td><td>1</td><td>1</td><td></td><td>2</td></tr><tr><td>*Planes</td><td>Int</td><td>1</td><td>1</td><td></td><td>2</td></tr><tr><td>*Religion</td><td>Int</td><td>1</td><td>8</td><td></td><td>8</td></tr><tr><td>Listen</td><td>Wis</td><td>4</td><td>0</td><td></td><td>4</td></tr><tr><td>Move Silently</td><td>Dex</td><td>0</td><td>0</td><td>-7</td><td>-7</td></tr><tr><td>Open Lock</td><td>Dex</td><td>0</td><td>0</td><td></td><td>0</td></tr><tr><td>Perform</td><td>Cha</td><td>1</td><td>0</td><td></td><td>1</td></tr><tr><td>*Profession</td><td>Wis</td><td>4</td><td>0</td><td></td><td>4</td></tr><tr><td>*Ride</td><td>Dex</td><td>0</td><td>1</td><td></td><td>1</td></tr><tr><td>Search</td><td>Int</td><td>1</td><td>0</td><td></td><td>1</td></tr><tr><td>(c)Sense Motive</td><td>Wis</td><td>4</td><td>2</td><td>5</td><td>10</td></tr><tr><td>Sleight of Hand</td><td>Dex</td><td>0</td><td>0</td><td></td><td>0</td></tr><tr><td>*Spellcraft</td><td>Int</td><td>1</td><td>6</td><td></td><td>7</td></tr><tr><td>Spot</td><td>Wis</td><td>4</td><td>0</td><td></td><td>4</td></tr><tr><td>Survival</td><td>Wis</td><td>4</td><td>0</td><td></td><td>4</td></tr><tr><td>Swim</td><td>Str</td><td>4</td><td>0</td><td></td><td>4</td></tr><tr><td>Tumble</td><td>Dex</td><td>0</td><td>0</td><td>-7</td><td>-7</td></tr><tr><td>UMD</td><td>Cha</td><td>1</td><td>0</td><td></td><td>1</td></tr><tr><td>Use Rope</td><td>Dex</td><td>0</td><td>0</td><td></td><td>0</td></tr></table><p></p><p>Healing hands skill trick 2 skill points</p><p>Swift concentration skill trick 2 skill points</p><p></p><p>[spoiler=Equipment]</p><p></p><table style='width: 100%'><tr><td>ITEM</td><td>PRICE</td><td>WEIGHT</td><td>SLOT</td><td>NOTE</td></tr><tr><td>Anklet of translocation</td><td>1400</td><td>-</td><td>Feet</td><td>Swift action teleport 10' 2/day</td></tr><tr><td>Brute gauntlets</td><td>500</td><td>-</td><td>Hand</td><td>Swift 3 charges 2/3/4 damage or str checks</td></tr><tr><td>Cloak of resistance +1</td><td>1000</td><td>?</td><td>Shoulder</td><td>+1 resistance to all saves</td></tr><tr><td>Reliquary holy symbol</td><td>1000</td><td></td><td></td><td>+2 turn attempts</td></tr><tr><td>Ring of protection +1</td><td>2000</td><td>-</td><td>Ring</td><td>+1 deflection to AC</td></tr><tr><td>Hammer Sphere</td><td>1500</td><td>0,5</td><td>-</td><td>Standard 1/day spiritual weapon 3d6 dmg</td></tr><tr><td>Magic bedroll</td><td>500</td><td>6</td><td>-</td><td>?</td></tr><tr><td>Ephod of authority (Divinity Vestment)</td><td>800</td><td>Torso</td><td>2</td><td>Turn level +1</td></tr><tr><td>Lenses of revelation (Divinity Vestment)</td><td>1400</td><td>-</td><td>Face</td><td>Standard action detect evil outsider or undead</td></tr><tr><td>Cord of favor (Divinity Vestment)</td><td>3000 (bonus)</td><td>1</td><td>Waist</td><td>Divine favor 3/day (uses spell slots), +5 Sense motive</td></tr><tr><td>Warhammer +1</td><td>2312</td><td>5</td><td>Weapon</td><td></td></tr><tr><td>Interlocking plate +1</td><td>2900</td><td>50</td><td>Armor</td><td>+2 AC if move 5' or less in a round</td></tr><tr><td><s>Darkwood light shield +1</s></td><td>1215</td><td>2,5</td><td>Shield</td><td>Left in Carnell</td></tr><tr><td>Heavy shield +2</td><td>-</td><td>10</td><td>Shield</td><td>Taken in Carnell</td></tr><tr><td>Wand of CLW</td><td>1</td><td>750</td><td></td><td>10 harges</td></tr><tr><td>Potion of CLW x2</td><td>2</td><td>100</td><td></td><td>Heals 1d8+1</td></tr><tr><td><em><strong>MUNDANE</strong></em></td><td></td><td></td><td></td><td></td></tr><tr><td>String and bells x10</td><td>10</td><td>1</td><td></td><td>Night alarm</td></tr><tr><td>Signal whistles x5</td><td>4</td><td></td><td></td><td>Companion aid</td></tr><tr><td>Masterwork manacles with good lock</td><td>130</td><td>6</td><td></td><td>Escape artist DC 35, STR DC 28, Pick lock DC 30</td></tr><tr><td>Sealing wax</td><td>1</td><td>1</td><td></td><td></td></tr><tr><td>Empty vial x10</td><td>10</td><td>1</td><td></td><td></td></tr><tr><td>Signet ring (platinum)</td><td>50</td><td></td><td></td><td></td></tr><tr><td>Backpack</td><td>2</td><td>2</td><td></td><td></td></tr><tr><td>Scrollcase</td><td>1</td><td>0,5</td><td></td><td></td></tr><tr><td>Oil</td><td>1sp</td><td>1</td><td></td><td></td></tr><tr><td>Piton x10</td><td>1</td><td>5</td><td></td><td></td></tr><tr><td>Earthsilk rope 50'</td><td>12</td><td>7</td><td></td><td>hard 1, 10 HP, burst STR DC 26</td></tr><tr><td>Waterskin</td><td>1</td><td>4</td><td></td><td></td></tr><tr><td>Holy water <s>x2</s></td><td>100</td><td>1</td><td></td><td>Used against nightshade spider</td></tr><tr><td>Tanglefoot bag <s>x2</s></td><td>100</td><td>12</td><td></td><td>One used against Tarrak</td></tr><tr><td>Weapon capsule retainer</td><td>100</td><td></td><td></td><td>Holds Ghost blight</td></tr><tr><td>Ghostblight</td><td>100</td><td></td><td></td><td>Gives ghost touch to the weapon for 3 rounds</td></tr><tr><td>Shapesand</td><td>100</td><td>12</td><td></td><td>Will DC 13 to shape into whatever, DC 16 if living</td></tr><tr><td>Holy symbol x5</td><td>5</td><td></td><td></td><td></td></tr><tr><td>Sundark goggles x2</td><td>20</td><td></td><td></td><td>-2 Spot check</td></tr><tr><td>Earthsilk jersey</td><td>150</td><td>2</td><td></td><td>DR 1/slashing or bludgeoning</td></tr><tr><td><em>TOTAL</em></td><td>18284,1</td><td>104</td><td></td><td></td></tr></table><p></p><p><strong><strong>Current load:</strong> Light</strong></p><p><strong></strong></p><p><strong>Encumbrance</strong></p><p><strong>Light: 100 </strong></p><p><strong>Medium: 200 </strong></p><p><strong>Heavy: 300</strong></p><p>[/spoiler]</p><p></p><p><strong>Spells (DC 14+spell level):</strong></p><p>use Celestial Brilliance 1/week</p><p>[spoiler=Celestial Brilliance]</p><p>1 day / level</p><p>5 feet emanation / level</p><p></p><p>component: 50gp / level gem or other valuable that is consumed as the spell runs its course</p><p>OR</p><p>component2: diamond (or precious material religious icon) worth at least 1500gp as permanent receptacle of the light - not destroyed by the spell</p><p></p><p>The light can be covered same way as continual light EXCEPT it can be felt (not seen) as aura of casters alignment (can be prevented same way as detect evil by thick wood, stone or thin sheet of lead)</p><p>[/spoiler]</p><p></p><p>[spoiler=Prepared]</p><p>Level 0 x6</p><p>Amanuensis, Create Water, Detect Magic x3, Purify Food</p><p></p><p>Level 1 x (4+1+D)</p><p>Bless x2, <s>Foundation of Stone</s>, Hide from Undead, Impede, Animate Rope (D)</p><p></p><p>Level 2 x(4+1+D)</p><p>Conduit of life, Consecrate, <s>Comprehend languages</s>, Remove Paralysis, Shared Healing, Spiritual Weapon (D)</p><p></p><p>Level 3 x(3+1+D)</p><p>Demon Dirge, Dispel Magic, <s>Holy Storm</s>, Mass Conviction (+3), Downdraft, Stone shape (D)</p><p></p><p>Level 4 x(3+1+D)</p><p>Celestial Brilliance, Lesser Holy Transformation, <s>Recitation</s>, Spike Stones(D)</p><p></p><p>Level 5 x2</p><p>Call Zelekhut, Revivify</p><p>[/spoiler]</p><p></p><p>[spoiler=Civilization]</p><p>Level 0 x6</p><p>Amanuensis, Detect Magic x3, Mending, Read Magic</p><p></p><p>Level 1 x5</p><p>Bless Water, Command, Comprehend Languages, Ice Gauntlets, Updraft, Animate Rope (D)</p><p></p><p>Level 2 x3</p><p>Calm Emotions, Consecrate, Zone of Truth(Enchantment), Wood Shape (D)</p><p></p><p>Level 3 x3</p><p>Chain of Eyes, Locate Object, Visage of the Deity, Stone Shape (D)</p><p></p><p>Level 4 x2</p><p>Panacea, Sending, Minor Creation (D)</p><p>[/spoiler]</p><p></p><p>[spoiler=Adventuring]</p><p>Level 0 x6</p><p>Detect Magic x3, Guidance, Read Magic</p><p></p><p>Level 1 x5</p><p>Command, Conviction, Sanctuary, Shield of Faith (+2), Magic Stone (D)</p><p></p><p>Level 2 x3</p><p>Close Wounds, Divine Protection, Hold Person<s>, Cloud of knives</s>, Soften Earth and Stone (D)</p><p></p><p>Level 3 x3</p><p>Holy Storm, Divine Retaliation, Prayer, Magic Vestment (D)</p><p></p><p>Level 4 x2</p><p>Holy Transformation, Mystic Aegis, Spike Stones(D)</p><p>[/spoiler]</p><p></p><p>[spoiler=Description]</p><p>Maur is wiry for a dwarf of his strength (that is, it is easier to walk around him then to jump over him). He still weighs as much as a human warrior. And with his heavy armor and shield, you pretty much don't need tremor sense to feel him coming.</p><p></p><p>He prefers drab and functional clothing, preferably of earth silk. His calling occasionally requires full cleric regalia however and he can be quite fetching if cleaned properly. He is focused on his quest, but he is willing to help along the way. He falls somewhere between gregarious hill dwarves and dour high dwarves in disposition. He is quiet in a contemplative way, listening more than talking. But when required he can join in.</p><p></p><p>His heritage left him with very pale, nearly luminous and quite big eyes. The hair is reddish-brown, his complexion pale with a faint reddish hint. While generations in the deeps gifted his people with superior darkvision, this surface world is too bright and he often finds himself lowering his dark-tinted goggles over his eyes.</p><p>[/spoiler]</p><p></p><p>[spoiler=History]</p><p>Maur was what in human lands would be a contemplative monk. Dwarven way, you contemplated your higher calling by working. As the eldest son of an old family, he was expected to go into the clergy. While the young dwarf didn't really feel it, he was more interested in his craft than religion, he studied diligently. After all, it was his duty.</p><p></p><p>But early years after his investment ceremony, there was a disturbance in the deeps. Something riled up all the various creatures and the dwarves were besieged by little troubles. Travelling became hard, the tunnels became dangerous and creatures threw themselves against the dwarven defenses in seemingly suicidal attacks.</p><p></p><p>Finally, there came a day when everything was explained. There was a massive surge of undead. A horde of monsters in different stages of decomposition interspersed with more powerful undead came against the city. The worst were incorporeal ones, those against whose touch plain walls and armor just didn't work. But the dwarves were people of faith and soon the clergy and the runecasters had them protected and isolated from the worst of it. Still, the battle had to be fought and Deepdelvers, father, mother and both sons were in the fighting.</p><p></p><p>Physically powerful, pious, but not powerful in the ways of the faith, Maur still called upon Forge-fathers power to clear the area around him of minor undead to better battle stronger opponents. After the battle, the wounds mended, the spirits lifted young priest realized that wherever he looked that day, whichever dwarf with the shield he lay his eyes on, everyone had the same shield. After some research and consulting with his superiors, it was determined to be Shield of the Resolute, lost relic of Moradin. Divination followed divination, and it was decided Maur is to go forth into the world of light and find it.</p><p></p><p>As he prepared, the father gave him his hammer and the belt he always wore in battle. From his church, he received another gift, two lenses that revealed evil in his vicinity. He learned about vestments of divinity and started his quest, following merchant caravan into the shallow caverns of surface dwarves. There he said his goodbyes and ventured into the world. Through the years, he managed to find another of the vestments, recover a reliquary, get his weapon enchanted, and discovered his lust for battle and his true calling in the name of Moradin, The All-Father. He spent years in the High Dwarf citadel, researching leads, learning the ways of the surface, and finally catching a whisper of an idea of a rumor that an old dwarf in some human town might know the location of another item.</p><p></p><p>Now ordained champion encased in the exotic armor of his people, he ventures into the terrible sun-lit world of endless sky and free elements pursuing the quest of his vision.</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Neurotic, post: 7980263, member: 24380"] [SIZE=5][COLOR=rgb(163, 143, 132)]Maur Deepdelver[/COLOR][/SIZE] Race: Dwarf (Sonnthord) Player: Neurotic Class: Cleric 5/Ordained Champion 4/Divine Disciple 3 [spoiler=Rolls] [URL='http://roll.coyotecode.net/lookup.php?rollid=237431']Attributes: 4D6 = [6, 2, 1, 6] = 15[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=237431']4D6 = [3, 1, 4, 3] = 11[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=237431']4D6 = [1, 4, 6, 2] = 13[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=237431']4D6 = [4, 3, 6, 6] = 19[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=237431']4D6 = [6, 4, 1, 5] = 16[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=237431']4D6 = [4, 6, 6, 6] = 22[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=237453']HP for levels 2-8: 2D8+1D10+4D8+21 = [4, 1]+[10]+[8, 8, 5, 7]+21 = 64[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=250661']HP for 4th level for Ordained Champion: 1D8+3 = [3]+3 = 6[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=255817']HP for 10th and 11th: 1D8+3 = [3]+3 = 6; 1D8+3 = [8]+3 = 11[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=280281']HP for 12th level: 1D8+4 = [7]+4 = 11[/URL] [/spoiler] Experience: 66 400/ 78 000 Start: 28 000 / 36 000 [URL='https://www.enworld.org/threads/kulan-knightfalls-aerie-of-the-crow-god-game-ooc.516860/post-8098132']+900[/URL] [URL='https://www.enworld.org/threads/kulan-knightfalls-aerie-of-the-crow-god-game-ic.251399/post-8113237']+300[/URL] [URL='https://www.enworld.org/threads/kulan-knightfalls-aerie-of-the-crow-god-game-ooc.516860/post-8257303']DM calculation: 33,200[/URL] [URL='https://www.enworld.org/threads/kulan-knightfalls-aerie-of-the-crow-god-game-ooc.516860/post-8302001']5160XP after defeating Xander and Hilrasean[/URL] [URL='https://www.enworld.org/threads/kulan-knightfalls-aerie-of-the-crow-god-game-ooc.516860/post-8308180']360XP for healing villagers[/URL] [URL='https://www.enworld.org/threads/kulan-knightfalls-aerie-of-the-crow-god-game-ooc.516860/post-8424614']After Tarrak fight[/URL] [URL='https://www.enworld.org/threads/kulan-knightfalls-aerie-of-the-crow-god-game-ooc.516860/post-9050209']After Boots camp[/URL] [url=https://www.enworld.org/threads/kulan-knightfalls-heroes-of-carnell-game-ic.251399/post-9278937]-100 XP from Zelekhut calling[/url] Alignment: Lawful Good Speed: Walk 20' (20' in armor) Languages: Common, Dwarf, Terran ------------------------ Description ----------------------- Height: 4' 6" Weight: 168 lbs. Gender: Male Eyes: Very light blue Hair: Red Skin: Pale with redish tint Quirks: Ofter repeats things Speech style: Enunciates very clearly Quotable: Yield to your fate! What Moradins hammer built, it can unbuild. Stat Score Mod STR 18 (+4) DEX 10 (+0) CON 18 (+4) (+1@12th) INT 12 (+1) WIS 18 (+4) (+1@4th +1@8th) CHA 12 (+1) Hit Points: 112 AC 24 / 13 / 24 (+4 vs giants) Init: 0 +3 racial vs poisons, spells and spell-likes +1 vs evil creatures (vestments)) +1 sacred against divine spells, as well as the spell-like and supernatural abilities of outsiders. [B]Fortitude: +18[/B] = +11 +4(con) +2(feat) +1(item) [B]Reflex: + 4[/B] = +3 + 0 (dex) +1(item) [B]Will: +16[/B] = +11 +4(wis) +1(item) Warhammer: +16/+11 1d8+7 20/x3 (+1 vs orcs and goblinoids) Crossbow: +10 / 1d8 [spoiler=Combat] Combat stats AC: 10 + 9(plate +1) +4 (heavy shield +2) +0 (DEX) +1 (deflection) Total / Touch / Flat Footed AC: 24 / 13 / 24 Initiative: +0 BAB: +10 Melee: +14 Ranged: +10 Unarmed attack: to hit: +14 damage: 1d3+4 critical: 20/x2 Crossbow (Light/Masterwork): Attack: +11 Damage: 1d8 critical: 19-20/x2 Range: 80 ft. Alchemical Silver Warhammer +1: Attack: +16/+11 Damage: 1d8+7 (+highest spell level available to cast) Critical: 20/x3 [/spoiler] [spoiler=Dwarf] Deep dwarves are the same height as other dwarves, but leaner. Their skin sometimes has a reddish tinge, and their large eyes lack the brightness of those of their kindred, being a washed-out blue. Their hair color ranges from bright red to straw blond. +2 Constitution, –2 Charisma. Humanoid (Dwarf) Medium: As Medium creatures, deep dwarves have no special bonuses or penalties due to their size. Deep dwarf base land speed is 20 feet. However, deep dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). Darkvision: Deep dwarves can see in the dark up to 90 feet. Darkvision is black and white only, but it is otherwise like normal sight, and deep dwarves can function just fine with no light at all. Stonecunning: This ability grants a deep dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A deep dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a deep dwarf can use the Search skill to find stonework traps as a rogue can. A deep dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Weapon Familiarity: Deep dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. Stability: A deep dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). +3 racial bonus on saving throws against poison. +3 racial bonus on saving throws against spells and spell-like effects. +1 racial bonus on attack rolls against orcs and goblinoids. +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. +2 racial bonus on Appraise checks that are related to stone or metal items. +2 racial bonus on Craft checks that are related to stone or metal. Light Sensitivity: Deep dwarves are dazzled in bright sunlight or within the radius of a daylight spell. Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Favored Class: Fighter. A multiclass deep dwarf’s Fighter class does not count when determining whether he takes an experience point penalty for multiclassing. Level Adjustment: +0 [/spoiler] [spoiler=Turn Undead] Turn undead 6/day Turn air elementals: 4/day 1d20+1 (CHA) +2 (religion) 2d6+5 (level)+1 (CHA) +1 (ephod of authority) [CODE] Turning Result Max HDResult Affected >0 1 1 - 3 2 4 - 6 3 7 - 9 4 10 - 12 5 13 - 15 6 16 - 18 7 19 - 21 8 22 + 9 [/CODE] [/spoiler] [spoiler=Cleric] Armor Proficiency (Heavy), Simple weapons, Shield Proficiency Domains: Craft, Dwarf (Divine Disciple), Earth, War (Ordained Champion) 4th level ACF: Weapon proficiency (warhammer), +2 damage with the warhammer Turn undead ECL 10 = 5 + 2 (ordained champion) + 3 (divine disciple) Spells base 0 1 2 3 4 5 6 4 4 3 3 2 [/spoiler] [spoiler=Ordained champion] Bonus domain (war) gain Dwarven Armor Proficiency (lose Craft domain power) Spontanous cast of war domain spells, lose spontaneous healing Diehard feat Smite (spend turn as swift +1 attack/+10 damage) Channel spell (move action into the weapon, 8h duration) Divine bulwark - swift action sacrifice spell to gain DR 1+spell level/chaotic for OC level (4) rounds Fist of the gods - swift action sacrifice spell: 1+spell level damage for OC level rounds Rapid spontaneous casting - standard --> swift, full --> standard, if modified by metamagic, normal casting time @5th Holy Warrior - spend turn as swift, use wisdom instead of strength for the attack War caster - +2 bonus to CL of War domain spells [/spoiler] [spoiler=Feats] 1st: Pious Soul 3rd: Power attack 4th: Martial weapon proficiency (warhammer) 5th:(bonus Ordained champion) Dwarven armor proficiency 5th:(bonus War Domain) Weapon Focus (warhammer) 6th (bonus Ordained champion) Diehard 6th: Spontaneous Healer 9th: Holy warrior (reserve feat) 10th: (bonus dwarf domain power) Great Fortitude 12th: [/spoiler] [B]Skill points:[/B] (3x4 1st cleric) + (3x4 cleric) + (3x4 champion) + (3x3 divine disciple) = 45 [TABLE] [TR] [TD]Skill[/TD] [TD]Attribute[/TD] [TD]Mod[/TD] [TD]Rank[/TD] [TD]Misc[/TD] [TD]Total[/TD] [/TR] [TR] [TD]Appraise[/TD] [TD]Int[/TD] [TD]1[/TD] [TD]0[/TD] [TD][/TD] [TD]1[/TD] [/TR] [TR] [TD]Balance[/TD] [TD]Dex[/TD] [TD]0[/TD] [TD]0[/TD] [TD]-7[/TD] [TD]-7[/TD] [/TR] [TR] [TD]Bluff[/TD] [TD]Cha[/TD] [TD]1[/TD] [TD]0[/TD] [TD][/TD] [TD]1[/TD] [/TR] [TR] [TD]Climb[/TD] [TD]Str[/TD] [TD]4[/TD] [TD]0[/TD] [TD]-7[/TD] [TD]-3[/TD] [/TR] [TR] [TD]*Concentration[/TD] [TD]Con[/TD] [TD]4[/TD] [TD]12[/TD] [TD][/TD] [TD]16[/TD] [/TR] [TR] [TD]*Craft Armor[/TD] [TD]Int[/TD] [TD]1[/TD] [TD]2[/TD] [TD]2[/TD] [TD]5[/TD] [/TR] [TR] [TD]Decipher Script[/TD] [TD]Int[/TD] [TD]1[/TD] [TD]0[/TD] [TD][/TD] [TD]1[/TD] [/TR] [TR] [TD]*Diplomacy[/TD] [TD]Cha[/TD] [TD]1[/TD] [TD]5[/TD] [TD][/TD] [TD]6[/TD] [/TR] [TR] [TD]Disable Device[/TD] [TD]Int[/TD] [TD]1[/TD] [TD]0[/TD] [TD][/TD] [TD]1[/TD] [/TR] [TR] [TD]Disguise[/TD] [TD]Cha[/TD] [TD]1[/TD] [TD]0[/TD] [TD][/TD] [TD]1[/TD] [/TR] [TR] [TD]Escape Artist[/TD] [TD]Dex[/TD] [TD]0[/TD] [TD]0[/TD] [TD]-7[/TD] [TD]-7[/TD] [/TR] [TR] [TD]Forgery[/TD] [TD]Int[/TD] [TD]1[/TD] [TD]0[/TD] [TD][/TD] [TD]1[/TD] [/TR] [TR] [TD]Gather Information[/TD] [TD]Cha[/TD] [TD]1[/TD] [TD]0[/TD] [TD][/TD] [TD]1[/TD] [/TR] [TR] [TD]Handle Animal[/TD] [TD]Cha[/TD] [TD]1[/TD] [TD]0[/TD] [TD][/TD] [TD]1[/TD] [/TR] [TR] [TD]*Heal[/TD] [TD]Wis[/TD] [TD]4[/TD] [TD]6[/TD] [TD][/TD] [TD]10[/TD] [/TR] [TR] [TD]Hide[/TD] [TD]Dex[/TD] [TD]0[/TD] [TD]0[/TD] [TD]-7[/TD] [TD]-7[/TD] [/TR] [TR] [TD]*Intimidate[/TD] [TD]Cha[/TD] [TD]1[/TD] [TD]0[/TD] [TD][/TD] [TD]1[/TD] [/TR] [TR] [TD]Jump[/TD] [TD]Str[/TD] [TD]4[/TD] [TD]0[/TD] [TD]-7[/TD] [TD]-3[/TD] [/TR] [TR] [TD]*Arcana[/TD] [TD]Int[/TD] [TD]1[/TD] [TD]0[/TD] [TD][/TD] [TD]1[/TD] [/TR] [TR] [TD]*Dungeoneering[/TD] [TD]Int[/TD] [TD]1[/TD] [TD]1[/TD] [TD][/TD] [TD]2[/TD] [/TR] [TR] [TD]*History[/TD] [TD]Int[/TD] [TD]1[/TD] [TD]1[/TD] [TD][/TD] [TD]2[/TD] [/TR] [TR] [TD]*Nobility[/TD] [TD]Int[/TD] [TD]1[/TD] [TD]1[/TD] [TD][/TD] [TD]2[/TD] [/TR] [TR] [TD]*Planes[/TD] [TD]Int[/TD] [TD]1[/TD] [TD]1[/TD] [TD][/TD] [TD]2[/TD] [/TR] [TR] [TD]*Religion[/TD] [TD]Int[/TD] [TD]1[/TD] [TD]8[/TD] [TD][/TD] [TD]8[/TD] [/TR] [TR] [TD]Listen[/TD] [TD]Wis[/TD] [TD]4[/TD] [TD]0[/TD] [TD][/TD] [TD]4[/TD] [/TR] [TR] [TD]Move Silently[/TD] [TD]Dex[/TD] [TD]0[/TD] [TD]0[/TD] [TD]-7[/TD] [TD]-7[/TD] [/TR] [TR] [TD]Open Lock[/TD] [TD]Dex[/TD] [TD]0[/TD] [TD]0[/TD] [TD][/TD] [TD]0[/TD] [/TR] [TR] [TD]Perform[/TD] [TD]Cha[/TD] [TD]1[/TD] [TD]0[/TD] [TD][/TD] [TD]1[/TD] [/TR] [TR] [TD]*Profession[/TD] [TD]Wis[/TD] [TD]4[/TD] [TD]0[/TD] [TD][/TD] [TD]4[/TD] [/TR] [TR] [TD]*Ride[/TD] [TD]Dex[/TD] [TD]0[/TD] [TD]1[/TD] [TD][/TD] [TD]1[/TD] [/TR] [TR] [TD]Search[/TD] [TD]Int[/TD] [TD]1[/TD] [TD]0[/TD] [TD][/TD] [TD]1[/TD] [/TR] [TR] [TD](c)Sense Motive[/TD] [TD]Wis[/TD] [TD]4[/TD] [TD]2[/TD] [TD]5[/TD] [TD]10[/TD] [/TR] [TR] [TD]Sleight of Hand[/TD] [TD]Dex[/TD] [TD]0[/TD] [TD]0[/TD] [TD][/TD] [TD]0[/TD] [/TR] [TR] [TD]*Spellcraft[/TD] [TD]Int[/TD] [TD]1[/TD] [TD]6[/TD] [TD][/TD] [TD]7[/TD] [/TR] [TR] [TD]Spot[/TD] [TD]Wis[/TD] [TD]4[/TD] [TD]0[/TD] [TD][/TD] [TD]4[/TD] [/TR] [TR] [TD]Survival[/TD] [TD]Wis[/TD] [TD]4[/TD] [TD]0[/TD] [TD][/TD] [TD]4[/TD] [/TR] [TR] [TD]Swim[/TD] [TD]Str[/TD] [TD]4[/TD] [TD]0[/TD] [TD][/TD] [TD]4[/TD] [/TR] [TR] [TD]Tumble[/TD] [TD]Dex[/TD] [TD]0[/TD] [TD]0[/TD] [TD]-7[/TD] [TD]-7[/TD] [/TR] [TR] [TD]UMD[/TD] [TD]Cha[/TD] [TD]1[/TD] [TD]0[/TD] [TD][/TD] [TD]1[/TD] [/TR] [TR] [TD]Use Rope[/TD] [TD]Dex[/TD] [TD]0[/TD] [TD]0[/TD] [TD][/TD] [TD]0[/TD] [/TR] [/TABLE] Healing hands skill trick 2 skill points Swift concentration skill trick 2 skill points [spoiler=Equipment] [TABLE] [TR] [TD]ITEM[/TD] [TD]PRICE[/TD] [TD]WEIGHT[/TD] [TD]SLOT[/TD] [TD]NOTE[/TD] [/TR] [TR] [TD]Anklet of translocation[/TD] [TD]1400[/TD] [TD]-[/TD] [TD]Feet[/TD] [TD]Swift action teleport 10' 2/day[/TD] [/TR] [TR] [TD]Brute gauntlets[/TD] [TD]500[/TD] [TD]-[/TD] [TD]Hand[/TD] [TD]Swift 3 charges 2/3/4 damage or str checks[/TD] [/TR] [TR] [TD]Cloak of resistance +1[/TD] [TD]1000[/TD] [TD]?[/TD] [TD]Shoulder[/TD] [TD]+1 resistance to all saves[/TD] [/TR] [TR] [TD]Reliquary holy symbol[/TD] [TD]1000[/TD] [TD][/TD] [TD][/TD] [TD]+2 turn attempts[/TD] [/TR] [TR] [TD]Ring of protection +1[/TD] [TD]2000[/TD] [TD]-[/TD] [TD]Ring[/TD] [TD]+1 deflection to AC[/TD] [/TR] [TR] [TD]Hammer Sphere[/TD] [TD]1500[/TD] [TD]0,5[/TD] [TD]-[/TD] [TD]Standard 1/day spiritual weapon 3d6 dmg[/TD] [/TR] [TR] [TD]Magic bedroll[/TD] [TD]500[/TD] [TD]6[/TD] [TD]-[/TD] [TD]?[/TD] [/TR] [TR] [TD]Ephod of authority (Divinity Vestment)[/TD] [TD]800[/TD] [TD]Torso[/TD] [TD]2[/TD] [TD]Turn level +1[/TD] [/TR] [TR] [TD]Lenses of revelation (Divinity Vestment)[/TD] [TD]1400[/TD] [TD]-[/TD] [TD]Face[/TD] [TD]Standard action detect evil outsider or undead[/TD] [/TR] [TR] [TD]Cord of favor (Divinity Vestment)[/TD] [TD]3000 (bonus)[/TD] [TD]1[/TD] [TD]Waist[/TD] [TD]Divine favor 3/day (uses spell slots), +5 Sense motive[/TD] [/TR] [TR] [TD]Warhammer +1[/TD] [TD]2312[/TD] [TD]5[/TD] [TD]Weapon[/TD] [TD][/TD] [/TR] [TR] [TD]Interlocking plate +1[/TD] [TD]2900[/TD] [TD]50[/TD] [TD]Armor[/TD] [TD]+2 AC if move 5' or less in a round[/TD] [/TR] [TR] [TD][S]Darkwood light shield +1[/S][/TD] [TD]1215[/TD] [TD]2,5[/TD] [TD]Shield[/TD] [TD]Left in Carnell[/TD] [/TR] [TR] [TD]Heavy shield +2[/TD] [TD]-[/TD] [TD]10[/TD] [TD]Shield[/TD] [TD]Taken in Carnell[/TD] [/TR] [TR] [TD]Wand of CLW[/TD] [TD]1[/TD] [TD]750[/TD] [TD][/TD] [TD]10 harges[/TD] [/TR] [TR] [TD]Potion of CLW x2[/TD] [TD]2[/TD] [TD]100[/TD] [TD][/TD] [TD]Heals 1d8+1[/TD] [/TR] [TR] [TD][I][B]MUNDANE[/B][/I][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]String and bells x10[/TD] [TD]10[/TD] [TD]1[/TD] [TD][/TD] [TD]Night alarm[/TD] [/TR] [TR] [TD]Signal whistles x5[/TD] [TD]4[/TD] [TD][/TD] [TD][/TD] [TD]Companion aid[/TD] [/TR] [TR] [TD]Masterwork manacles with good lock[/TD] [TD]130[/TD] [TD]6[/TD] [TD][/TD] [TD]Escape artist DC 35, STR DC 28, Pick lock DC 30[/TD] [/TR] [TR] [TD]Sealing wax[/TD] [TD]1[/TD] [TD]1[/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]Empty vial x10[/TD] [TD]10[/TD] [TD]1[/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]Signet ring (platinum)[/TD] [TD]50[/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]Backpack[/TD] [TD]2[/TD] [TD]2[/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]Scrollcase[/TD] [TD]1[/TD] [TD]0,5[/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]Oil[/TD] [TD]1sp[/TD] [TD]1[/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]Piton x10[/TD] [TD]1[/TD] [TD]5[/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]Earthsilk rope 50'[/TD] [TD]12[/TD] [TD]7[/TD] [TD][/TD] [TD]hard 1, 10 HP, burst STR DC 26[/TD] [/TR] [TR] [TD]Waterskin[/TD] [TD]1[/TD] [TD]4[/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]Holy water [S]x2[/S][/TD] [TD]100[/TD] [TD]1[/TD] [TD][/TD] [TD]Used against nightshade spider[/TD] [/TR] [TR] [TD]Tanglefoot bag [S]x2[/S][/TD] [TD]100[/TD] [TD]12[/TD] [TD][/TD] [TD]One used against Tarrak[/TD] [/TR] [TR] [TD]Weapon capsule retainer[/TD] [TD]100[/TD] [TD][/TD] [TD][/TD] [TD]Holds Ghost blight[/TD] [/TR] [TR] [TD]Ghostblight[/TD] [TD]100[/TD] [TD][/TD] [TD][/TD] [TD]Gives ghost touch to the weapon for 3 rounds[/TD] [/TR] [TR] [TD]Shapesand[/TD] [TD]100[/TD] [TD]12[/TD] [TD][/TD] [TD]Will DC 13 to shape into whatever, DC 16 if living[/TD] [/TR] [TR] [TD]Holy symbol x5[/TD] [TD]5[/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]Sundark goggles x2[/TD] [TD]20[/TD] [TD][/TD] [TD][/TD] [TD]-2 Spot check[/TD] [/TR] [TR] [TD]Earthsilk jersey[/TD] [TD]150[/TD] [TD]2[/TD] [TD][/TD] [TD]DR 1/slashing or bludgeoning[/TD] [/TR] [TR] [TD][I]TOTAL[/I][/TD] [TD]18284,1[/TD] [TD]104[/TD] [TD][/TD] [TD][/TD] [/TR] [/TABLE] [B][B]Current load:[/B] Light Encumbrance Light: 100 Medium: 200 Heavy: 300[/B] [/spoiler] [B]Spells (DC 14+spell level):[/B] use Celestial Brilliance 1/week [spoiler=Celestial Brilliance] 1 day / level 5 feet emanation / level component: 50gp / level gem or other valuable that is consumed as the spell runs its course OR component2: diamond (or precious material religious icon) worth at least 1500gp as permanent receptacle of the light - not destroyed by the spell The light can be covered same way as continual light EXCEPT it can be felt (not seen) as aura of casters alignment (can be prevented same way as detect evil by thick wood, stone or thin sheet of lead) [/spoiler] [spoiler=Prepared] Level 0 x6 Amanuensis, Create Water, Detect Magic x3, Purify Food Level 1 x (4+1+D) Bless x2, [S]Foundation of Stone[/S], Hide from Undead, Impede, Animate Rope (D) Level 2 x(4+1+D) Conduit of life, Consecrate, [S]Comprehend languages[/S], Remove Paralysis, Shared Healing, Spiritual Weapon (D) Level 3 x(3+1+D) Demon Dirge, Dispel Magic, [S]Holy Storm[/S], Mass Conviction (+3), Downdraft, Stone shape (D) Level 4 x(3+1+D) Celestial Brilliance, Lesser Holy Transformation, [S]Recitation[/S], Spike Stones(D) Level 5 x2 Call Zelekhut, Revivify [/spoiler] [spoiler=Civilization] Level 0 x6 Amanuensis, Detect Magic x3, Mending, Read Magic Level 1 x5 Bless Water, Command, Comprehend Languages, Ice Gauntlets, Updraft, Animate Rope (D) Level 2 x3 Calm Emotions, Consecrate, Zone of Truth(Enchantment), Wood Shape (D) Level 3 x3 Chain of Eyes, Locate Object, Visage of the Deity, Stone Shape (D) Level 4 x2 Panacea, Sending, Minor Creation (D) [/spoiler] [spoiler=Adventuring] Level 0 x6 Detect Magic x3, Guidance, Read Magic Level 1 x5 Command, Conviction, Sanctuary, Shield of Faith (+2), Magic Stone (D) Level 2 x3 Close Wounds, Divine Protection, Hold Person[S], Cloud of knives[/S], Soften Earth and Stone (D) Level 3 x3 Holy Storm, Divine Retaliation, Prayer, Magic Vestment (D) Level 4 x2 Holy Transformation, Mystic Aegis, Spike Stones(D) [/spoiler] [spoiler=Description] Maur is wiry for a dwarf of his strength (that is, it is easier to walk around him then to jump over him). He still weighs as much as a human warrior. And with his heavy armor and shield, you pretty much don't need tremor sense to feel him coming. He prefers drab and functional clothing, preferably of earth silk. His calling occasionally requires full cleric regalia however and he can be quite fetching if cleaned properly. He is focused on his quest, but he is willing to help along the way. He falls somewhere between gregarious hill dwarves and dour high dwarves in disposition. He is quiet in a contemplative way, listening more than talking. But when required he can join in. His heritage left him with very pale, nearly luminous and quite big eyes. The hair is reddish-brown, his complexion pale with a faint reddish hint. While generations in the deeps gifted his people with superior darkvision, this surface world is too bright and he often finds himself lowering his dark-tinted goggles over his eyes. [/spoiler] [spoiler=History] Maur was what in human lands would be a contemplative monk. Dwarven way, you contemplated your higher calling by working. As the eldest son of an old family, he was expected to go into the clergy. While the young dwarf didn't really feel it, he was more interested in his craft than religion, he studied diligently. After all, it was his duty. But early years after his investment ceremony, there was a disturbance in the deeps. Something riled up all the various creatures and the dwarves were besieged by little troubles. Travelling became hard, the tunnels became dangerous and creatures threw themselves against the dwarven defenses in seemingly suicidal attacks. Finally, there came a day when everything was explained. There was a massive surge of undead. A horde of monsters in different stages of decomposition interspersed with more powerful undead came against the city. The worst were incorporeal ones, those against whose touch plain walls and armor just didn't work. But the dwarves were people of faith and soon the clergy and the runecasters had them protected and isolated from the worst of it. Still, the battle had to be fought and Deepdelvers, father, mother and both sons were in the fighting. Physically powerful, pious, but not powerful in the ways of the faith, Maur still called upon Forge-fathers power to clear the area around him of minor undead to better battle stronger opponents. After the battle, the wounds mended, the spirits lifted young priest realized that wherever he looked that day, whichever dwarf with the shield he lay his eyes on, everyone had the same shield. After some research and consulting with his superiors, it was determined to be Shield of the Resolute, lost relic of Moradin. Divination followed divination, and it was decided Maur is to go forth into the world of light and find it. As he prepared, the father gave him his hammer and the belt he always wore in battle. From his church, he received another gift, two lenses that revealed evil in his vicinity. He learned about vestments of divinity and started his quest, following merchant caravan into the shallow caverns of surface dwarves. There he said his goodbyes and ventured into the world. Through the years, he managed to find another of the vestments, recover a reliquary, get his weapon enchanted, and discovered his lust for battle and his true calling in the name of Moradin, The All-Father. He spent years in the High Dwarf citadel, researching leads, learning the ways of the surface, and finally catching a whisper of an idea of a rumor that an old dwarf in some human town might know the location of another item. Now ordained champion encased in the exotic armor of his people, he ventures into the terrible sun-lit world of endless sky and free elements pursuing the quest of his vision. [/spoiler] [/QUOTE]
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[v.3.5] Rogues Gallery: Heroes of Carnell PbP Campaign!
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