Torgga Holderhek, dwarf incarnate
[sblock=Background]The young dwarf loved to listen to the stories. She loved hearing about powerful heroes who vanquished evil by the strength of their arms and of their unity. She loved to hear of battles and demons, of innocents saved. She loved to hear of the mines in Ironstorm Mountain, how it was taken from her family. She loved to hear of the expedition to recover the mountain that three of her grandparents had left for and only one had returned from to tell of.
Torgga wasn't sure how much of them she believed to be literally true, but they told of the past glory of her ancestors. She now resided in a human village, where her family worked as blacksmiths. Really good blacksmiths, yes, and well respected. But nothing nearly as interesting or dramatic as her family history.
Torgga wanted to regain that glory, to be that hero.
She felt a powerful bond with the spirits of her ancestors and other heroes of the past, as if they were there with her. They always seemed to be close by to her, even as a child, but the feeling grew as she became older and reached adulthood.
Finally, she understood. They were with her, lending her their power. They wanted to help her accomplish her dream, destroy the forces of evil that destroyed her ancestors.
She focused for several years on learned to harness this power. She learned to forge the favor of the heroes into forms that she could use directly.
It was an amazing feeling. And Torgga decided that she was ready.
Ready to leave her home and try to take back the Ironstorm Mountain.[/sblock]
[sblock=Abilities]
Female dwarf good incarnate 6
Alignment: LG
Height: 4'2"
Weight: 160 lb
Languages: Dwarven, Common
Deity: Moradin
Speed: 35 feet
STR 16 (10 points) +3
DEX 10 (2 points) +0
CON 21 (10 points, +2 racial, +1 level, +2 enhancement) +5
INT 10 (2 points) +0
WIS 14 (6 points) +2
CHA 8 (2 points, -2 racial) -1
AC: 20 (+6 armor, +3 shield, +1 deflection) Touch: 11 Flat-footed: 20
HP: 6d6+30; 66/66
Initiative: +4
BAB: +3
Melee: +6
Ranged: +3
Attack: lightning gauntlets +6 melee touch (1d6 electricity)
morningstar +7 melee (1d8+4 bludgeoning and piercing + 1d6 electricity)
dagger +6 melee (1d4+3 slashing or piercing + 1d6 electricity, 19-20/x2)
dagger +3 ranged (1d4+3 slashing or piercing, 19-20/x2)
light crossbow +4 ranged (1d8 piercing, 19-20/x2, 80 ft)
Unarmed strike +6 melee (1d3+3 lethal bludgeoning; provokes AoO, does not threaten)
Fort: +11 (5 base, 5 Con, 1 Resistance)
Ref: +3 (2 base, 0 Dex, 1 Resistance)
Will: +8 (5 base, 2 Wis, 1 Resistance)
+2 racial vs poison
+2 racial vs spells/spell-like
Special Abilities: Full speed when encumbered, Darkvision 60 ft, Stonecunning, Weapon Familiarity (dwarven waraxes and urgroshes), Stability, +2 to save vs. poison/spells/spell-like effects, +1 to hit orcs/goblinoids, +4 dodge to AC vs giant types, +2 to appraise stone/metal items +2 to craft stone/metal, Aura of Good, detect evil at will, expanded soulmeld capacity +1, incarnum radiance (+2 AC) 1/day 7 rounds, rapid meldshaping 1/day, chakra binds (crown, feet, hands), Protection aura
Feats: Improved Initiative, Protection Devotion (CChampion), Expanded Soulmeld Capacity (MoI)
Skills: Knowledge (Religion) +9 (9 ranks), Spellcraft +9 (9 ranks), Search +0/+2 unusual stonework, Appraise +0/+2 stone or metal, Craft +0/+2 stone or metal
Proficiency: All simple weapons, light/medium armor, all shields.
Meldshaping
Meldshaper level 6th, 4 soulmelds, 2 chakra binds (crown, feet or hands), essentia pool 6, essentia capacity 2 (soulmelds 3), Expanded Soulmeld Capacity: Lightning gauntlets
Lightning Gauntlets (bound to hands)
Cerulean Sandals (bound to feet, 3 essentia, 0/60 ft used)
Vitality Belt (worn on waist)
Adamant Pauldrons (worn on shoulders, 3 essentia)
Abilities gained: Lightning attack, lightning damage, water walk, speed increase, dimension door, +4 on Constitution checks and Concentration, light fortification, DR 3/evil
Equipment: +1 Morningstar, +1 breastplate, +1 heavy steel shield, ring of protection +1, cloak of resistance +1, amulet of health +2, masterwork crossbow, 50 bolts, dagger, backpack, bedroll, 5 pieces of chalk, belt pouch, 50 ft of silk rope, signal whistle, sledge, tent, 3 waterskins, 1 week's trail rations, flint and steel, explorer's outfit, alchemist's fire, acid, 3 potions of cure light wounds, 2 potions of barkskin +2
Gold: 18 gp 15 sp 5 cp[/sblock]
OK, I think she's about ready.