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Ptolus: 165 Vock Row
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<blockquote data-quote="Wool" data-source="post: 3410778" data-attributes="member: 50829"><p>Thurst "the TechPriest" Steamhammer</p><p>Lawful Neutral Grailwarden Dwarf Cleric of Teun 2</p><p> </p><p>Strength 10 (+0)</p><p>Dexterity 14 (+2)</p><p>Constitution 14 (+2)</p><p>Intelligence 14 (+2)</p><p>Wisdom 14 (+2)</p><p>Charisma 7 (-2)</p><p> </p><p>Hit Points (Current/MAX): 16/17 </p><p> </p><p>Armor Class: 16 (14 flat-footed, 12 touch)</p><p> </p><p>Base Attack: +1</p><p> </p><p>Heavy Mace: +0 Melee (1d8, x2)</p><p>Dragon Pistol: +2 ranged (1d12, x3, 50') Within 30': +3 ranged (1d12+1, x3)</p><p>ammo: 5 shots, powder (5 shots)</p><p> </p><p>Spells prepared:</p><p>0 (4): <s>mending</s>, detect magic, <s>light</s>, unprepared</p><p>1 (3+1): <s>bless</s>, <s>sanctuary</s>, unprepared, [protection from chaos]</p><p> </p><p>Saving Throws: Fortitude +5, Reflex +2, Will +5</p><p>+2 save vs. poison, spells, spell-like effects</p><p> </p><p>Feats: Exotic Weapon Proficiency (firearms), Point Blank Shot</p><p> </p><p>Skills: Concentration 10 (8+2), Heal 6 (4+2), Knowledge (machines) 10 (4+2+2+2), craft (machines) 8 (2+2+2+2), profession (engineer) 6 (2+2+2)</p><p> </p><p>Listen 2 (2) Search 2 (2) Spot 2 (2)</p><p> </p><p> </p><p>Languages: common, dwarven, celestial, infernal</p><p> </p><p>Class abilities: Turn Undead, Spontaneous Casting: Cure spells, Domains (Law, Technology).</p><p> </p><p>Spells: To prepare or cast a spell, Thurst must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.</p><p> </p><p>Equipment: License to own a firearm, Ammunition pouch (5 shots), Powder horn (5 shots), artisan's outfit, artisan's tools, wooden holy symbol, backpack, waterskin, rations (5 days)</p><p> </p><p>Weapons and armor: Heavy Mace, Dragon Pistol, Hide Armor, Light Wooden Shield</p><p> </p><p>Wealth: 7g, 5s</p><p> </p><p>Loot: Small chain shirt, studded leather armor, 23 ratling tails</p><p> </p><p> </p><p>XP: 150 + 360 + 150 + 150 + 150 + 200 = 1160</p><p> </p><p>[sblock= 1 -> 2 changes]</p><p>+7 hp</p><p>+1 base attack</p><p>+1 fort save and will save</p><p>+1 level 0 spell</p><p>+1 level 1 spell</p><p>+4 concentration</p><p>[/sblock]</p><p> </p><p>Reclusive even by dwarven standards, Thurst comes from a long line of dwarven machinesmiths. Traditional followers of Teun, the Mother of all Machines, Thurst is no exception. There is a certain order in the workings of the mechanical world that the rest of reality could benefit from.</p><p> </p><p>Spending most of his time with machines and books has left Thurst with few social skills and he can often be unpleasant to be around. Often referred to as "TechPriest" due to his dedication to machines, he has very little patience for the workings of biological organisms and often has to be coerced into healing them.</p><p> </p><p>When Thurst was young, his father left home and journeyed to Ptolus, claiming it to be necessary to continue his research. Although he keeps it to himself, Thurst has now come to Ptolus himself in search of what became of his father and his research. He carries with him his father's Dragon Pistol, and an unusual mechanical mace of his own design.</p><p> </p><p>Favoring patience and order, Thurst wisely chose not to immediately jump into the world below Ptolus, and instead worked as an engineer and mechanic throughout the city. He saw in Erac a great opportunity, but little did he know all the trouble that "crazy fool" would put him through.</p></blockquote><p></p>
[QUOTE="Wool, post: 3410778, member: 50829"] Thurst "the TechPriest" Steamhammer Lawful Neutral Grailwarden Dwarf Cleric of Teun 2 Strength 10 (+0) Dexterity 14 (+2) Constitution 14 (+2) Intelligence 14 (+2) Wisdom 14 (+2) Charisma 7 (-2) Hit Points (Current/MAX): 16/17 Armor Class: 16 (14 flat-footed, 12 touch) Base Attack: +1 Heavy Mace: +0 Melee (1d8, x2) Dragon Pistol: +2 ranged (1d12, x3, 50') Within 30': +3 ranged (1d12+1, x3) ammo: 5 shots, powder (5 shots) Spells prepared: 0 (4): [s]mending[/s], detect magic, [s]light[/s], unprepared 1 (3+1): [s]bless[/s], [s]sanctuary[/s], unprepared, [protection from chaos] Saving Throws: Fortitude +5, Reflex +2, Will +5 +2 save vs. poison, spells, spell-like effects Feats: Exotic Weapon Proficiency (firearms), Point Blank Shot Skills: Concentration 10 (8+2), Heal 6 (4+2), Knowledge (machines) 10 (4+2+2+2), craft (machines) 8 (2+2+2+2), profession (engineer) 6 (2+2+2) Listen 2 (2) Search 2 (2) Spot 2 (2) Languages: common, dwarven, celestial, infernal Class abilities: Turn Undead, Spontaneous Casting: Cure spells, Domains (Law, Technology). Spells: To prepare or cast a spell, Thurst must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier. Equipment: License to own a firearm, Ammunition pouch (5 shots), Powder horn (5 shots), artisan's outfit, artisan's tools, wooden holy symbol, backpack, waterskin, rations (5 days) Weapons and armor: Heavy Mace, Dragon Pistol, Hide Armor, Light Wooden Shield Wealth: 7g, 5s Loot: Small chain shirt, studded leather armor, 23 ratling tails XP: 150 + 360 + 150 + 150 + 150 + 200 = 1160 [sblock= 1 -> 2 changes] +7 hp +1 base attack +1 fort save and will save +1 level 0 spell +1 level 1 spell +4 concentration [/sblock] Reclusive even by dwarven standards, Thurst comes from a long line of dwarven machinesmiths. Traditional followers of Teun, the Mother of all Machines, Thurst is no exception. There is a certain order in the workings of the mechanical world that the rest of reality could benefit from. Spending most of his time with machines and books has left Thurst with few social skills and he can often be unpleasant to be around. Often referred to as "TechPriest" due to his dedication to machines, he has very little patience for the workings of biological organisms and often has to be coerced into healing them. When Thurst was young, his father left home and journeyed to Ptolus, claiming it to be necessary to continue his research. Although he keeps it to himself, Thurst has now come to Ptolus himself in search of what became of his father and his research. He carries with him his father's Dragon Pistol, and an unusual mechanical mace of his own design. Favoring patience and order, Thurst wisely chose not to immediately jump into the world below Ptolus, and instead worked as an engineer and mechanic throughout the city. He saw in Erac a great opportunity, but little did he know all the trouble that "crazy fool" would put him through. [/QUOTE]
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