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<blockquote data-quote="Isida Kep'Tukari" data-source="post: 2994648" data-attributes="member: 4441"><p>Ok, I have three possibles, two clerics and a fighter/divine disciple. In order of preference (though all would be interesting to play, and I have crafted all with care) I have:</p><p></p><p>Silence - NG female human cleric of Lathander 6/Radiant Servant of Lathander 7 <span style="font-size: 9px">(Radiant Servant of Pelor from Complete Divine)</span> [sblock]<strong>Silence</strong></p><p><strong>Female Human Cleric of Lathander 6/ Radiant Servant of Lathander 7</strong></p><p><em>Medium Humanoid</em></p><p><strong>Alignment:</strong> Neutral Good</p><p><strong>Patron Deity:</strong> Lathander</p><p><strong>Region:</strong> The Dalelands (Featherdale)</p><p><strong>Height:</strong> 5' 10''</p><p><strong>Weight:</strong> 153lbs</p><p><strong>Hair:</strong> Light Brown</p><p><strong>Eyes:</strong> Hazel</p><p><strong>Age:</strong> 33</p><p></p><p><strong>Str:</strong> 8 (-1) [0 points] </p><p><strong>Dex:</strong> 8 (-1) [0 points]</p><p><strong>Con:</strong> 13 (+1) [5 points] </p><p><strong>Int:</strong> 12 (+1) [4 points] </p><p><strong>Wis:</strong> 24 (+7) [13 points, +3 levels, +4 periapt] </p><p><strong>Cha:</strong> 20 (+5) [10 points, +4 headband] </p><p></p><p><strong>Class and Racial Abilities:</strong></p><p>Extra feat at first level, 4 extra skill points at first level, 1 additional skill point at each level thereafter. Divine spells, aura of good, proficient in simple weapons, all armors and shields (but not tower shields), turn undead, Sun, Good, and Glory domains. Extra greater turning 8/day, radiance (radiance of illumination doubled, spell treated at one level higher), turn undead (12/day, as 14th level cleric, +9 total to the check, additional +1d6 damage), divine health (immune to all diseases, including magical ones), maximize healing, aura of warding (Silence and all within 10 ft. gain +2 to Will saves), bonus domain (glory).</p><p></p><p><strong>Hit Dice:</strong> 6d8+7d6+13</p><p><strong>HP:</strong> 79</p><p><strong>AC:</strong> 15 (-1 Dex, +5 armor, +1 ring, +1 luck) [touch 11, flat-footed 15]</p><p><strong>Init:</strong> -1 (-1 Dex)</p><p><strong>Speed:</strong> 30ft </p><p></p><p><strong>Saves:</strong></p><p>Fortitude +16 [+10 base, +1 Con, +2 from cloak, +2 vow, +1 Luck of Heroes]</p><p>Reflex +8 [+4 base, -1 Dex, +2 from cloak, +2 vow, +1 Luck of Heroes]</p><p>Will +24 [+10 base, +7 Wis, +2 from cloak, +2 vow, +2 Radiant Servant, +1 Luck of Heroes]</p><p></p><p><strong>BAB/Grapple:</strong> +9/+8</p><p><strong>Melee Atk:</strong> +9/+4 (1d8/x2/B, +1 <em>radiant</em> heavy mace) </p><p><strong>Ranged Atk:</strong> +8 (1d8/19-20/x2/80 ft./P, light crossbow)</p><p></p><p><strong>Skills:</strong></p><p>Concentration +17 [16 ranks, +1 Con]</p><p>Heal +25 [16 ranks, +7 Wis, +2 vow]</p><p>Knowledge (religion) +19 [16 ranks, +1 Int, +2 vow]</p><p>Perform (wind instruments) +15 [16cc ranks, +5 Cha, +2 MW instrument]</p><p></p><p><strong>Feats:</strong></p><p>Luck of Heroes (bonus regional feat)</p><p>Devout Faith (1st level) (BoHM)</p><p>Vow of Silence (human bonus 1st level) (BoHM)</p><p>Silent Spell (3rd level)</p><p>Extra Turning (6th level)</p><p>Still Spell (9th level) </p><p>Sacred Healing (12th level) (ComDiv)</p><p></p><p><strong>Languages:</strong> Common, Celestial</p><p></p><p><strong>Spells Prepared</strong></p><p>Save DC +7</p><p>0th - <em>create water, detect magic, detect poison x2, mending, read magic</em></p><p>1st - <em>Silent detect magic x2, Silent light, Silent purify food and drink, Silent resistance x2. (D) – protection from evil</em></p><p>2nd - <em>Silent bless x2, Silent cure light wounds x2, Silent protection from evil x2, Silent shield of faith. (D) - aid</em></p><p>3rd - <em>Silent align weapon x3, Silent lesser restoration x2, Silent remove paralysis. (D) – searing light</em></p><p>4th - <em>Silent lesser telepathic bond (ComDiv) x2, Silent flame of faith (ComDiv), Silent prayer, Silent mass lesser vigor (ComDiv). (D) – holy smite</em></p><p>5th - <em>Silent cure critical wounds x2, Silent neutralize poison, Silent recitation (ComDiv). (D) – flame strike</em></p><p>6th - <em>Silent break enchantment, Silent Still freedom of movement, Silent mass cure light wounds. (D) – bolt of glory (ComDiv)</em></p><p>7th – <em>Silent heal, Silent mass bear’s endudrance. (D) – sunbeam</em></p><p></p><p><strong><u>Equipment</u></strong></p><p><strong>Periapt of Wisdom +4</strong> – 16,000gp</p><p><strong>Headband of Charisma +4</strong> – 16,000gp</p><p><strong>Metamagic rod of Silence (greater)</strong> – 24,500gp</p><p><strong>Metamagic rod of Silence (regular)</strong> x2 – 22,000gp</p><p><strong>Metamagic rod of Silent (lesser)</strong> x2 – 6,000gp</p><p><strong>Warding Word</strong> (<em>ring of protection +1</em>, 2,000gp)</p><p><strong>Tymora's Favor</strong> (<em>cloak of resistance +2</em>, 4,000gp)</p><p><strong>Sun Striker, <em>+1 radiant (AaEG) heavy mace</em></strong> – 18,312gp</p><p><strong>Lathander’s Shield, <em>+1 sacred (ComDiv) chain shirt</em></strong> – 9,250gp</p><p><strong><em>Ring of feather falling</em></strong> – 2,200gp</p><p><strong>Light crossbow and 30 bolts</strong> – 38gp</p><p><em><strong>Heward's Handy Haversack</strong></em> (2,000gp)</p><p><strong>Belt pouch</strong> 1gp</p><p><strong>Traveler’s outfit</strong> (free)</p><p><strong>Golden holy symbol</strong> 25gp</p><p><strong>Signal whistle</strong> – 8sp</p><p><strong>MW recorder</strong> – 100gp</p><p>~<strong>Bedroll</strong> 5sp</p><p>~<strong>3 healer’s kits</strong> 150gp</p><p>~ <strong>Everburning torch</strong> 110gp</p><p>~ <strong>Waterskin</strong> 1gp</p><p>~ <strong>50 ft. silk rope</strong> 10gp</p><p>~ <strong>Silver dagger</strong> 10gp</p><p>~ <strong>Paper (10 sheets)</strong> 4gp</p><p>~ <strong>Ink (two vials)</strong> 16gp</p><p>~ <strong>Inkpen</strong> 1gp</p><p>~ <strong>Trail rations (20 days worth)</strong> 10gp</p><p>~ <strong>Cleric’s vestments</strong> 5gp</p><p>~ <strong>Cold weather outfit</strong> 8gp</p><p>~<strong>Slate and 100 pieces of chalk</strong> 2gp</p><p>~<strong>Diamond worth 5,000gp for <em>raise dead</em></strong></p><p>~<strong>4 doses of crushed diamond for <em>undeath to death</em></strong> – 1,000gp</p><p>~<strong>6 carved wooden shingles with the following messages carved on them</strong></p><p></p><p></p><p><strong>Money</strong></p><p>191gp, 2sp</p><p></p><p><strong>Appearance:</strong> </p><p><a href="http://elfwood.lysator.liu.se/art/a/l/alfred/angela.jpg.html" target="_blank">http://elfwood.lysator.liu.se/art/a/l/alfred/angela.jpg.html</a></p><p>Silence is an older human woman, not quite middle age, but past the first blush of youth. Her light brown hair is long and worn loose most of the time. She wears cream-colored robes of a conservative cut, and a golden holy symbol of Lathander around her neck. She has a delicate build, but does not shy away from the armaments of battle when necessary.</p><p></p><p><strong>Personality:</strong> Silence is a giving and caring individual, expressive in gesture and expression. She is very tolerant of the differences of others, reserving judgment until she has seen them in action, for actions speak far louder than words. She has been known to express her feelings through music when words fail her, using faint echoes of her angels’ song as a guide. </p><p></p><p><strong>Background:</strong> When Silence was a little girl, she became lost in the wilderness far from her parent’s farm in late autumn. Wandering far as children are apt to do, she was unable to find her way home. For many days she wandered, her only companions the creatures of the forest. Miraculously she was not hurt by any predators, and the sun always shone down strongly upon her to keep her warm. On the fourth day, weak from hunger, she laid herself down upon a sun-warmed rock to rest. She awoke to the sound of glorious music, as divine as any she’d ever heard. She turned her face to the sun, and saw that beautiful angels were singing to her. She followed their voices, and soon found herself back on her family’s land.</p><p></p><p>Her parents were ecstatic with joy when she returned, but immediately noticed something strange. Their daughter would no longer talk. The village priest and healer could find nothing wrong with her that could account for that, and took it upon himself to teach her reading and writing so that she could explain. She wrote that she had heard the voices of angels, and their echoes rang in her head still. But if she spoke, she would lose the echoes, echoes she wanted to hear badly. The priest gladly took her under his wing when she wrote that she felt that if she served Lathander, one day would be able to hear the angels again.</p><p></p><p>She has spent the past twenty-four years serving Lathander as a Radiant Servant, and still feels she has much more to do to be prepared for the angelic choir. She has begun to seek out great evils to pit herself against, as well as spreading healing to all she can. </p><p></p><p>To combat the limitations of her vow, she has taken to carrying around a set of six thin, flat shingles, onto which she has carved some commonly asked questions and answers. She also carries a slate and chalk to cover anything not on her shingles.</p><p></p><p></p><p>Feat Explanation for DM: [sblock]Devout Faith [Blessed]</p><p>You take your religious beliefs very seriously—and gain blessings for your devotion.</p><p>Prerequisite: DM approval</p><p>Benefit: No more than once per day, for up to 10 rounds, you gain the effects of a bless spell (+1 bonus to attack bonus and saving throws against fear)—but only when your deity or his servants choose to bestow the blessing upon you. Thus, activating this feat requires no action on your part, but you cannot know when and if the feat comes into play (the DM decides). The will of gods is difficult to fathom, and should never be questioned, at least by the faithful.</p><p>Special: You can gain this feat only if the DM decides that your character truly obeys the teachings and tenets of her faith, and if her patron deity or deities approve of her actions. If this changes at any time, you lose the benefits of this feat and any feats for which it is a prerequisite.</p><p></p><p>Vow of Silence [Blessed]</p><p>You pledge not to make a sound, and in return you gain new insight, for there is wisdom in silence.</p><p>Prerequisite: Devout Faith†</p><p>Benefit: You take a vow not to speak or otherwise make any verbal noise. For as long as you keep your vow, you gain a +2 insight bonus to all Wisdom- and Intelligence-based skill checks and on all saving throws.</p><p>Special: Should you break the vow, you lose the benefits of this feat and must atone using an atonement spell. After atonement you can retake the vow and, after complying with its mandates for one week, you regain its benefits. Note: This is a very difficult feat for PCs to keep, and might be a challenge to play. DMs may wish to restrict it to NPCs.[/sblock][/sblock]</p><p></p><p>Evendur Tallstag - LG male human fighter 8/ divine champion 5 of Helm: [sblock]<strong>Evendur Tallstag,</strong></p><p><strong>Male Tethyr human fighter 8/ divine champion 5 of Helm</strong></p><p><strong>Region:</strong> Tethyr</p><p><strong>Alignment:</strong> LG</p><p><strong>Height:</strong> 5' 9''</p><p><strong>Weight:</strong> 175lbs</p><p><strong>Hair:</strong> Brown</p><p><strong>Eyes:</strong> Blue</p><p><strong>Age:</strong> 22</p><p></p><p><strong>Str:</strong> 23 (+6) [10 points, +4 belt, +3 levels]</p><p><strong>Dex:</strong> 12 (+1) [4 points]</p><p><strong>Con:</strong> 16 (+3) [6 points, +2 amulet]</p><p><strong>Int:</strong> 12 (+1) [4 points]</p><p><strong>Wis:</strong> 10 (+0) [2 points]</p><p><strong>Cha:</strong> 14 (+2) [6 points]</p><p></p><p><strong>Class and Racial Abilities:</strong> 1 extra feat at first level, 4 additional skill points at first level and 1 additional skill point for each level thereafter. Proficient in simple and martial weapons, all armors and shields. Lay on hands (10 points), bonus feats, sacred defense +2, smite infidel, divine wrath.</p><p></p><p><strong>Hit Dice:</strong> 8d10 + 5d10 +</p><p><strong>HP:</strong> 121 (DR 3/- from adamantine armor)</p><p><strong>AC:</strong> 29 (+11 armor, +1 Dex, +5 from shield, +2 from ring) </p><p><strong>ACP:</strong> –6</p><p><strong>Init:</strong> +1 (+1 Dex)</p><p><strong>Speed:</strong> 30ft (20ft in heavy armor)</p><p></p><p><strong>Saves:</strong></p><p>Fortitude +16 [+10 base, +3 Con, +3 from cloak]</p><p>Reflex +7 [+3 base, +1 Dex, +3 from cloak]</p><p>Will +6 [+3 base, +0 Wis, +3 from cloak]</p><p></p><p><strong>BAB/Grapple:</strong> +13/+19</p><p><strong>Melee Atk:</strong> +24/+19/+14 (1d10+12/19-20/x2/S, <em>sun blade</em>)</p><p><strong>Ranged Atk:</strong> +15 (1d6+4/x3/70 ft./P, +1 mighty composite shortbow [+4 Str bonus])</p><p></p><p><strong>Skills:</strong></p><p>Climb +9 [7 ranks, +6 Str]</p><p>Intimidate +19 [17 ranks, +2 Cha]</p><p>Jump +6 [6 ranks, +6 Str]</p><p>Knowledge (religion) +9 [8 ranks, +1 Int]</p><p>Listen +5 [10 cc ranks, +0 Wis]</p><p>Spot +5 [10 cc ranks, +0 Wis]</p><p>Swim +9 [6 ranks, +6 Str]</p><p></p><p><strong>Feats:</strong></p><p>Furious Charge (bonus regional feat)</p><p>Power Attack (1st level)</p><p>Weapon Focus – bastard sword (human bonus 1st level)</p><p>Exotic Weapon Proficiency – bastard sword (fighter bonus 1st level)</p><p>Improved Bull Rush (fighter bonus 2nd level)</p><p>Cometary Collision [PHII] (3rd level)</p><p>Weapon Specialization – bastard sword (fighter bonus 4th level)</p><p>Heavy Shield Specialization (6th level)</p><p>Greater Weapon Focus – bastard sword (fighter bonus 8th level)</p><p>Cleave (9th level)</p><p>Improved Initiative (1st divine champion bonus feat)</p><p>Quick Draw (2nd divine champion bonus feat)</p><p>Greater Weapon Specialization – bastard sword (12th level)</p><p></p><p><strong>Languages:</strong> Common, Chondathan</p><p> </p><p><u><strong>Equipment</strong></u></p><p></p><p><em>Sun blade</em> – 50,335gp</p><p><em>Adamantine full plate +3</em> – 24,000gp</p><p><em>Heavy steel shield +2</em> – 4,170gp</p><p><em>Belt of giant’s strength +4</em> – 16,000gp</p><p><em>Cloak of resistance +3</em> – 9,000gp</p><p><em>Ring of protection +2</em> – 8,000gp</p><p><em>Heward’s Handy Haversack</em> – 2,000gp</p><p><em>Amulet of health +2</em> – 4,000gp</p><p><em>Blue Quartz Eagle</em> – 5,400gp (Races of Faerun)</p><p><em>+1 mighty (+4) composite shortbow</em> – 2,675gp</p><p>60 arrows – 3gp</p><p><em>Boots of the winterlands</em> – 2,500gp</p><p><em>Everburning torch</em> – 110gp</p><p>Silver holy symbol of Helm – 1gp</p><p>Leather armor – 10gp</p><p>100 ft. silk rope – 20gp</p><p>Traveler’s outfit (free)</p><p>Belt pouch – 1gp</p><p>Explorer’s outfit x2 – 20gp</p><p>Courtier’s outfit with jewelry x2 – 160gp</p><p>4 vials antitoxin – 200gp</p><p>Flint and steel – 1gp</p><p>Really nice bedroll – 1gp</p><p>Waterskin – 1gp</p><p>2 daggers – 2gp</p><p>10 potions of <em>cure light wounds</em> in a flask – 501gp</p><p></p><p></p><p></p><p><strong>Money</strong></p><p>79pp, 3gp</p><p></p><p> <strong>Appearance:</strong> Evendur is a fairly tall well-build man in his early twenties. His shoulder-length, wavy dark brown hair is usually worn loose, and his dark blue eyes are kind in a pale face still mostly unlined by weather and time. He wears a massively heavy suit of full plate armor and bears a faintly glowing bastard sword at his hip. A glittering holy symbol of Helm lies on his chest, just under the clasp of his cloak.</p><p> </p><p><strong>Personality:</strong> Evendur is a friendly young man, very helpful towards good and upstanding citizens, and always ready with a kind word. He enjoys the good things in life, fine ale and wine, good food, and friendly company. Though he holds himself to a fairly high standard of behavior, he tries not to evangelize to his companions at the drop of a hat.</p><p></p><p><strong>Background:</strong> Evendur was a bit curious for the typical Tethyr; he was terrified of horses. Most if not all young men that showed an aptitude for combat learned the way of cavalry, but young Evendur had been kicked in the head by a horse at a young age and remains scared of them to this very day. His father could not wean him away from his fear, even though more than a few passed through their village during any given day. In an attempt to make up for his fear, he attempted to master an unusual weapon, to become the best in the region (if not the country). He chose the versatile bastard sword.</p><p></p><p>The son of a baker in farming town, Evendur spent much of his childhood running half-wild in the woods and ponds around Yeth’s Rest. He grew very strong and straight, but the childhood incident with an irritable mare scarred him for life in the equine department. His own determination saw him through his weapons’ training, horse or no horse, and then he lit out for the road to adroitly avoid any taunts about him.</p><p></p><p>He traveled far to the north, plying his trade as he went for merchants, caravans, minor nobles, and even priests. It was a priest of Helm, the watchful protector, who turned his life in a whole new direction. He spoke of Helm’s dogma to the young Tethyr as they traveled, how he watched and protected without complaint, how he guarded the weak and helpless, how his trust could never be betrayed. Evendur liked very much what he heard, much more so now than when he had heard it as a young boy. Helm’s teachings and his own feelings marched step-in-step, and by the time the priest had been delivered safely to his temple, Evendur asked to be taken in and taught. </p><p></p><p>Evendur spent the next few months learning more of Helm’s faith, and was eventually consecrated as a divine champion in Helm’s name. Evendur has spend the last year and a half on missions for his church, which has recently led him to Waterdeep. He has been told there is a person there that needs protection badly, and Helm’s church owes them a debt. Evendur is to repay it, and he is more than glad to do so.[/sblock]</p><p></p><p>Diamond - NG female urdunnir (orecutter dwarf) cleric 9 of Dumathion [sblock]<strong>Diamond</strong></p><p><strong>Female Urdunnir Cleric 9 of Dumathion</strong></p><p><strong>Alignment:</strong> Neutral Good</p><p><strong>Patron Deity:</strong> Dumathion</p><p><strong>Region:</strong> Urdunnir</p><p><strong>Height:</strong> 4' 3''</p><p><strong>Weight:</strong> 179lbs</p><p><strong>Hair:</strong> Dark Gray</p><p><strong>Eyes:</strong> Dark Gray</p><p><strong>Age:</strong> 62</p><p></p><p><strong>Str:</strong> 16 (+3) [4 points, +4 belt]</p><p><strong>Dex:</strong> 10 (+0) [2 points]</p><p><strong>Con:</strong> 14 (+2) [4 points, +2 racial] </p><p><strong>Int:</strong> 14 (+2) [6 points] </p><p><strong>Wis:</strong> 22 (+6) [10 points, +2 levels, +3 periapt] </p><p><strong>Cha:</strong> 14 (+2) [6 points, -2 racial, +2 cloak] </p><p></p><p><strong>Class and Racial Abilities:</strong></p><p>+2 Constitution, –2 Charisma, Dwarf base land speed is 20 feet. However, 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 60 ft., Stonecunning: <span style="font-size: 9px">This ability grants a dwarf a +6 (due to Cavern granted power and Stoneshaper regional feat) 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 dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.</span> Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons, Stability: A 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), +4 racial bonus on saving throws against poison, +2 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. <em>Stone walk</em> – can pass through stone or earth as if it were air, and can carry twice their own body weight with them (but cannot breath while in stone or earth). <em>Stone Shape</em> – at will as an 8th level sorcerer. <em>Shape Metal</em> – at will as an 8th level sorcerer once per round (5 cubic ft of metal). Divine spells, Cavernf and Metal domains, turn undead, proficient with light, medium, and heavy armor, as well as shields, proficient with simple weapons.</p><p></p><p><strong>Hit Dice:</strong> 9d8 + 14</p><p><strong>HP:</strong> 66</p><p><strong>AC:</strong> 30 (+11 armor, +5 shield, +0 Dex, +2 deflection, +2 natural)</p><p><strong>ACP:</strong> -5</p><p><strong>Init:</strong> +0 (+0 Dex)</p><p><strong>Speed:</strong> 20ft.</p><p></p><p><strong>Saves:</strong></p><p>Fortitude +8 [+6 base, +2 Con]</p><p>Reflex +3 [+3 base, +0 Dex]</p><p>Will +14 [+6 base, +6 Wis, +2 Iron Will]</p><p></p><p><strong>BAB/Grapple:</strong> +6/+10 </p><p><strong>Melee Atk:</strong> +13 (1d6+1/x2, shortspear or sickle) </p><p><strong>Ranged Atk:</strong> +5 (1d8/x3/100 ft./P, longbow)</p><p></p><p><strong><u>Skills</u></strong></p><p>Craft (stonemasonry) +10 [4 ranks, +2 Int, +2 racial, +2 Stoneshaper]</p><p>Craft (armorsmithing) +7 [3 ranks, +2 Int, +2 racial]</p><p>Craft (weaponsmithing) +7 [3 ranks, +2 Int, +2 racial]</p><p>Concentration +14 [12 ranks, +2 Con]</p><p>Knowledge (history) +14 [12 ranks, +2 Int]</p><p>Knowledge (religion) +14 [12 ranks, +2 Int]</p><p>Listen +6 [0 ranks, +6 Wis]</p><p>Search +2 [0 ranks, +2 Int] (+8 to notice unusual stonework)</p><p>Spot +6 [0 ranks, +6 Wis]</p><p></p><p><strong>Feats:</strong></p><p>Stoneshaper (bonus regional feat)</p><p>Exotic Weapon Proficiency [heavy warhammer] (Metal domain granted feat)</p><p>Weapon Focus [heavy warhammer] (Metal domain granted feat)</p><p>Stoneblood (1st level)</p><p>Sacred Healing (ComDiv) (3rd level)</p><p>Iron Will (6th level)</p><p>Spell Penetration (9th level)</p><p></p><p><strong>Languages:</strong> Dwarven, Undercommon, Common, Terran</p><p></p><p><strong>Spells Prepared</strong></p><p>Save DC +6</p><p>0th - 6<em>create water, detect poison x2, guidance, purify food and drink, read magic.</em></p><p>1st - 6<em>bless, divine favor, hide from undead, protection from evil x2, remove fear.</em> <strong>D</strong> – <em>detect secret doors</em></p><p>2nd - 6<em>aid, remove paralysis x2, lesser restoration x3.</em> <strong>D</strong> – <em>heat metal</em></p><p>3rd - 4<em>detect metal and minerals (RAC), remove blindness/deafness, remove curse, remove disease.</em> <strong>D</strong> – <em>keen edge</em></p><p>4th - 3<em>death ward, neutralize poison, restoration.</em> <strong>D</strong> – <em>rusting grasp</em></p><p>5th - 2<em>break enchantment, wall of dispel magic (UND).</em> <strong>D</strong> – <em>passwall</em></p><p></p><p><strong><u>Equipment</u></strong></p><p><em>Platinum (MaoF) +2 impact warhammer</em> – 15,312gp</p><p><em>Fever iron (MaoF) +3 full plate</em> – 12,650gp</p><p><em>Copper (MaoF) +3 heavy shield</em> – 11,170gp</p><p>Wand of <em>cure light wounds</em> – 750gp</p><p>Wand of <em>cure moderate wounds</em> – 4,500gp</p><p><em>Periapt of Wisdom +4</em> – 16,000gp</p><p><em>Cloak of Charisma +2</em> – 4,000gp</p><p><em>Ring of protection +2</em> – 8,000gp</p><p><em>Heward’s Handy Haversack</em> – 2,000gp</p><p><em>Belt of Priestly Might (MaoF) – 40,000gp</em></p><p><em>Three diamonds worth 5,000gp (for <em>resurrection</em> – 15,000gp</em></p><p><em><strong>Bedroll</strong> 1gp</em></p><p><em><strong>Waterskin</strong> 1gp</em></p><p><em><strong>50 ft. silk rope</strong> 10gp</em></p><p><em><strong>Tent</strong> 10gp</em></p><p><em><strong>Trail rations (20 days worth)</strong> 10gp</em></p><p><em>10 doses of diamond dust for <em>restoration</em> – 1,000gp</em></p><p><em></em></p><p><em><strong>Money</strong></em></p><p><em>13,986gp</em></p><p><em></em></p><p><em><strong>Appearance:</strong> Diamond is a dark gray dwarf, massive and solid as a boulder, with a fall of iron-gray hair. Her heavy build and luxurious locks make it clear she is no duegar, but few would know of her true race, the urdunnir. She wears heavy iron armor tinged with red, that seems to emit a faint heat even during cold days, and bears a shining copper shield engraved with the symbol of Dumathion, set with precious stones. A massive platinum warhammer swings at her side, and a golden holy symbol lies on her breast. </em></p><p><em></em></p><p><em><strong>Personality:</strong> Diamond is rather stoic, choosing only to speak when she had something of import to say. Her people are so close-knit that they know each other’s mind; sitting in companionable silence is not uncommon, though it often seems strange to surface-dwellers. She is a keen appreciator of beauty, particularly that of metal and stone, and is willing to pay an artisan of such very handsomely. Above all, she is protective of the hidden places of the earth, though she has a wider view than most of her kind. She feels that basements, tunnels, crypts, and even sewers can offer the comfort of deep earth, and makes it her duty to rid such places of dangerous and vile creatures.</em></p><p><em></em></p><p><em><strong>Background:</strong> Diamond was born in Oldonnar, and from a young age found herself not just drawn to the beautiful places of the deep earth, but the sheltering places nearer to the earth’s surface. She found Dumathion’s voice guiding her to unusual veins of metals, not only to appreciate their beauty, but to use them for a purpose as well. She learned the craft of her people, in stone and metal, but soon departed for the Lands Above.</em></p><p><em></em></p><p><em>The caverns of the earth had always been a sheltering place for her, and she was horrified when she discovered creatures of evil and vile intent inhabiting places where there should be nothing but safety. Though Dumathion was not a vengeful god, Diamond felt His presence in her as she swung her hammer through many kobolds, orcs, and other even stranger creatures of the Underdark.</em></p><p><em></em></p><p><em>Her calling had been set in her heart, to find the caverns of the earth, whether entirely natural or carved by the work of intelligent hands, and make sure they were safe. It was this that had drawn her to the east, to the city of Waterdeep, where rumors flew thickly that terrible things dwelt in the darkness below the surface… [/sblock]</em></p></blockquote><p></p>
[QUOTE="Isida Kep'Tukari, post: 2994648, member: 4441"] Ok, I have three possibles, two clerics and a fighter/divine disciple. In order of preference (though all would be interesting to play, and I have crafted all with care) I have: Silence - NG female human cleric of Lathander 6/Radiant Servant of Lathander 7 [size=1](Radiant Servant of Pelor from Complete Divine)[/size] [sblock][b]Silence Female Human Cleric of Lathander 6/ Radiant Servant of Lathander 7[/b] [I]Medium Humanoid[/I] [b]Alignment:[/b] Neutral Good [b]Patron Deity:[/b] Lathander [b]Region:[/b] The Dalelands (Featherdale) [b]Height:[/b] 5' 10'' [b]Weight:[/b] 153lbs [b]Hair:[/b] Light Brown [b]Eyes:[/b] Hazel [b]Age:[/b] 33 [b]Str:[/b] 8 (-1) [0 points] [b]Dex:[/b] 8 (-1) [0 points] [b]Con:[/b] 13 (+1) [5 points] [b]Int:[/b] 12 (+1) [4 points] [b]Wis:[/b] 24 (+7) [13 points, +3 levels, +4 periapt] [b]Cha:[/b] 20 (+5) [10 points, +4 headband] [b]Class and Racial Abilities:[/b] Extra feat at first level, 4 extra skill points at first level, 1 additional skill point at each level thereafter. Divine spells, aura of good, proficient in simple weapons, all armors and shields (but not tower shields), turn undead, Sun, Good, and Glory domains. Extra greater turning 8/day, radiance (radiance of illumination doubled, spell treated at one level higher), turn undead (12/day, as 14th level cleric, +9 total to the check, additional +1d6 damage), divine health (immune to all diseases, including magical ones), maximize healing, aura of warding (Silence and all within 10 ft. gain +2 to Will saves), bonus domain (glory). [b]Hit Dice:[/b] 6d8+7d6+13 [b]HP:[/b] 79 [b]AC:[/b] 15 (-1 Dex, +5 armor, +1 ring, +1 luck) [touch 11, flat-footed 15] [b]Init:[/b] -1 (-1 Dex) [b]Speed:[/b] 30ft [b]Saves:[/b] Fortitude +16 [+10 base, +1 Con, +2 from cloak, +2 vow, +1 Luck of Heroes] Reflex +8 [+4 base, -1 Dex, +2 from cloak, +2 vow, +1 Luck of Heroes] Will +24 [+10 base, +7 Wis, +2 from cloak, +2 vow, +2 Radiant Servant, +1 Luck of Heroes] [b]BAB/Grapple:[/b] +9/+8 [b]Melee Atk:[/b] +9/+4 (1d8/x2/B, +1 [I]radiant[/I] heavy mace) [b]Ranged Atk:[/b] +8 (1d8/19-20/x2/80 ft./P, light crossbow) [b]Skills:[/b] Concentration +17 [16 ranks, +1 Con] Heal +25 [16 ranks, +7 Wis, +2 vow] Knowledge (religion) +19 [16 ranks, +1 Int, +2 vow] Perform (wind instruments) +15 [16cc ranks, +5 Cha, +2 MW instrument] [b]Feats:[/b] Luck of Heroes (bonus regional feat) Devout Faith (1st level) (BoHM) Vow of Silence (human bonus 1st level) (BoHM) Silent Spell (3rd level) Extra Turning (6th level) Still Spell (9th level) Sacred Healing (12th level) (ComDiv) [b]Languages:[/b] Common, Celestial [b]Spells Prepared[/b] Save DC +7 0th - [i]create water, detect magic, detect poison x2, mending, read magic[/i] 1st - [I]Silent detect magic x2, Silent light, Silent purify food and drink, Silent resistance x2. (D) – protection from evil[/I] 2nd - [I]Silent bless x2, Silent cure light wounds x2, Silent protection from evil x2, Silent shield of faith. (D) - aid[/I] 3rd - [I]Silent align weapon x3, Silent lesser restoration x2, Silent remove paralysis. (D) – searing light[/I] 4th - [I]Silent lesser telepathic bond (ComDiv) x2, Silent flame of faith (ComDiv), Silent prayer, Silent mass lesser vigor (ComDiv). (D) – holy smite[/I] 5th - [I]Silent cure critical wounds x2, Silent neutralize poison, Silent recitation (ComDiv). (D) – flame strike[/I] 6th - [I]Silent break enchantment, Silent Still freedom of movement, Silent mass cure light wounds. (D) – bolt of glory (ComDiv)[/I] 7th – [I]Silent heal, Silent mass bear’s endudrance. (D) – sunbeam[/I] [b][u]Equipment[/u][/b] [b]Periapt of Wisdom +4[/b] – 16,000gp [b]Headband of Charisma +4[/b] – 16,000gp [b]Metamagic rod of Silence (greater)[/b] – 24,500gp [b]Metamagic rod of Silence (regular)[/b] x2 – 22,000gp [b]Metamagic rod of Silent (lesser)[/b] x2 – 6,000gp [b]Warding Word[/b] ([i]ring of protection +1[/i], 2,000gp) [b]Tymora's Favor[/b] ([i]cloak of resistance +2[/i], 4,000gp) [b]Sun Striker, [I]+1 radiant (AaEG) heavy mace[/I][/b] – 18,312gp [b]Lathander’s Shield, [I]+1 sacred (ComDiv) chain shirt[/I][/b] – 9,250gp [b][I]Ring of feather falling[/I][/b] – 2,200gp [b]Light crossbow and 30 bolts[/b] – 38gp [i][B]Heward's Handy Haversack[/B][/i] (2,000gp) [b]Belt pouch[/b] 1gp [b]Traveler’s outfit[/b] (free) [b]Golden holy symbol[/b] 25gp [b]Signal whistle[/b] – 8sp [b]MW recorder[/b] – 100gp ~[b]Bedroll[/b] 5sp ~[b]3 healer’s kits[/b] 150gp ~ [b]Everburning torch[/b] 110gp ~ [b]Waterskin[/b] 1gp ~ [b]50 ft. silk rope[/b] 10gp ~ [b]Silver dagger[/b] 10gp ~ [b]Paper (10 sheets)[/b] 4gp ~ [b]Ink (two vials)[/b] 16gp ~ [b]Inkpen[/b] 1gp ~ [b]Trail rations (20 days worth)[/b] 10gp ~ [b]Cleric’s vestments[/b] 5gp ~ [b]Cold weather outfit[/b] 8gp ~[b]Slate and 100 pieces of chalk[/b] 2gp ~[b]Diamond worth 5,000gp for [I]raise dead[/I][/b] ~[b]4 doses of crushed diamond for [I]undeath to death[/I][/b] – 1,000gp ~[b]6 carved wooden shingles with the following messages carved on them[/b] [b]Money[/b] 191gp, 2sp [b]Appearance:[/b] [url]http://elfwood.lysator.liu.se/art/a/l/alfred/angela.jpg.html[/url] Silence is an older human woman, not quite middle age, but past the first blush of youth. Her light brown hair is long and worn loose most of the time. She wears cream-colored robes of a conservative cut, and a golden holy symbol of Lathander around her neck. She has a delicate build, but does not shy away from the armaments of battle when necessary. [b]Personality:[/b] Silence is a giving and caring individual, expressive in gesture and expression. She is very tolerant of the differences of others, reserving judgment until she has seen them in action, for actions speak far louder than words. She has been known to express her feelings through music when words fail her, using faint echoes of her angels’ song as a guide. [b]Background:[/b] When Silence was a little girl, she became lost in the wilderness far from her parent’s farm in late autumn. Wandering far as children are apt to do, she was unable to find her way home. For many days she wandered, her only companions the creatures of the forest. Miraculously she was not hurt by any predators, and the sun always shone down strongly upon her to keep her warm. On the fourth day, weak from hunger, she laid herself down upon a sun-warmed rock to rest. She awoke to the sound of glorious music, as divine as any she’d ever heard. She turned her face to the sun, and saw that beautiful angels were singing to her. She followed their voices, and soon found herself back on her family’s land. Her parents were ecstatic with joy when she returned, but immediately noticed something strange. Their daughter would no longer talk. The village priest and healer could find nothing wrong with her that could account for that, and took it upon himself to teach her reading and writing so that she could explain. She wrote that she had heard the voices of angels, and their echoes rang in her head still. But if she spoke, she would lose the echoes, echoes she wanted to hear badly. The priest gladly took her under his wing when she wrote that she felt that if she served Lathander, one day would be able to hear the angels again. She has spent the past twenty-four years serving Lathander as a Radiant Servant, and still feels she has much more to do to be prepared for the angelic choir. She has begun to seek out great evils to pit herself against, as well as spreading healing to all she can. To combat the limitations of her vow, she has taken to carrying around a set of six thin, flat shingles, onto which she has carved some commonly asked questions and answers. She also carries a slate and chalk to cover anything not on her shingles. Feat Explanation for DM: [sblock]Devout Faith [Blessed] You take your religious beliefs very seriously—and gain blessings for your devotion. Prerequisite: DM approval Benefit: No more than once per day, for up to 10 rounds, you gain the effects of a bless spell (+1 bonus to attack bonus and saving throws against fear)—but only when your deity or his servants choose to bestow the blessing upon you. Thus, activating this feat requires no action on your part, but you cannot know when and if the feat comes into play (the DM decides). The will of gods is difficult to fathom, and should never be questioned, at least by the faithful. Special: You can gain this feat only if the DM decides that your character truly obeys the teachings and tenets of her faith, and if her patron deity or deities approve of her actions. If this changes at any time, you lose the benefits of this feat and any feats for which it is a prerequisite. Vow of Silence [Blessed] You pledge not to make a sound, and in return you gain new insight, for there is wisdom in silence. Prerequisite: Devout Faith† Benefit: You take a vow not to speak or otherwise make any verbal noise. For as long as you keep your vow, you gain a +2 insight bonus to all Wisdom- and Intelligence-based skill checks and on all saving throws. Special: Should you break the vow, you lose the benefits of this feat and must atone using an atonement spell. After atonement you can retake the vow and, after complying with its mandates for one week, you regain its benefits. Note: This is a very difficult feat for PCs to keep, and might be a challenge to play. DMs may wish to restrict it to NPCs.[/sblock][/sblock] Evendur Tallstag - LG male human fighter 8/ divine champion 5 of Helm: [sblock][b]Evendur Tallstag, Male Tethyr human fighter 8/ divine champion 5 of Helm[/b] [b]Region:[/b] Tethyr [b]Alignment:[/b] LG [b]Height:[/b] 5' 9'' [b]Weight:[/b] 175lbs [b]Hair:[/b] Brown [b]Eyes:[/b] Blue [b]Age:[/b] 22 [b]Str:[/b] 23 (+6) [10 points, +4 belt, +3 levels] [b]Dex:[/b] 12 (+1) [4 points] [b]Con:[/b] 16 (+3) [6 points, +2 amulet] [b]Int:[/b] 12 (+1) [4 points] [b]Wis:[/b] 10 (+0) [2 points] [b]Cha:[/b] 14 (+2) [6 points] [b]Class and Racial Abilities:[/b] 1 extra feat at first level, 4 additional skill points at first level and 1 additional skill point for each level thereafter. Proficient in simple and martial weapons, all armors and shields. Lay on hands (10 points), bonus feats, sacred defense +2, smite infidel, divine wrath. [b]Hit Dice:[/b] 8d10 + 5d10 + [b]HP:[/b] 121 (DR 3/- from adamantine armor) [b]AC:[/b] 29 (+11 armor, +1 Dex, +5 from shield, +2 from ring) [b]ACP:[/b] –6 [b]Init:[/b] +1 (+1 Dex) [b]Speed:[/b] 30ft (20ft in heavy armor) [b]Saves:[/b] Fortitude +16 [+10 base, +3 Con, +3 from cloak] Reflex +7 [+3 base, +1 Dex, +3 from cloak] Will +6 [+3 base, +0 Wis, +3 from cloak] [b]BAB/Grapple:[/b] +13/+19 [b]Melee Atk:[/b] +24/+19/+14 (1d10+12/19-20/x2/S, [I]sun blade[/I]) [b]Ranged Atk:[/b] +15 (1d6+4/x3/70 ft./P, +1 mighty composite shortbow [+4 Str bonus]) [b]Skills:[/b] Climb +9 [7 ranks, +6 Str] Intimidate +19 [17 ranks, +2 Cha] Jump +6 [6 ranks, +6 Str] Knowledge (religion) +9 [8 ranks, +1 Int] Listen +5 [10 cc ranks, +0 Wis] Spot +5 [10 cc ranks, +0 Wis] Swim +9 [6 ranks, +6 Str] [b]Feats:[/b] Furious Charge (bonus regional feat) Power Attack (1st level) Weapon Focus – bastard sword (human bonus 1st level) Exotic Weapon Proficiency – bastard sword (fighter bonus 1st level) Improved Bull Rush (fighter bonus 2nd level) Cometary Collision [PHII] (3rd level) Weapon Specialization – bastard sword (fighter bonus 4th level) Heavy Shield Specialization (6th level) Greater Weapon Focus – bastard sword (fighter bonus 8th level) Cleave (9th level) Improved Initiative (1st divine champion bonus feat) Quick Draw (2nd divine champion bonus feat) Greater Weapon Specialization – bastard sword (12th level) [b]Languages:[/b] Common, Chondathan [u][b]Equipment[/b][/u] [I]Sun blade[/I] – 50,335gp [I]Adamantine full plate +3[/I] – 24,000gp [I]Heavy steel shield +2[/I] – 4,170gp [I]Belt of giant’s strength +4[/I] – 16,000gp [I]Cloak of resistance +3[/I] – 9,000gp [I]Ring of protection +2[/I] – 8,000gp [I]Heward’s Handy Haversack[/I] – 2,000gp [I]Amulet of health +2[/I] – 4,000gp [I]Blue Quartz Eagle[/I] – 5,400gp (Races of Faerun) [I]+1 mighty (+4) composite shortbow[/I] – 2,675gp 60 arrows – 3gp [I]Boots of the winterlands[/I] – 2,500gp [I]Everburning torch[/I] – 110gp Silver holy symbol of Helm – 1gp Leather armor – 10gp 100 ft. silk rope – 20gp Traveler’s outfit (free) Belt pouch – 1gp Explorer’s outfit x2 – 20gp Courtier’s outfit with jewelry x2 – 160gp 4 vials antitoxin – 200gp Flint and steel – 1gp Really nice bedroll – 1gp Waterskin – 1gp 2 daggers – 2gp 10 potions of [I]cure light wounds[/I] in a flask – 501gp [b]Money[/b] 79pp, 3gp [b]Appearance:[/b] Evendur is a fairly tall well-build man in his early twenties. His shoulder-length, wavy dark brown hair is usually worn loose, and his dark blue eyes are kind in a pale face still mostly unlined by weather and time. He wears a massively heavy suit of full plate armor and bears a faintly glowing bastard sword at his hip. A glittering holy symbol of Helm lies on his chest, just under the clasp of his cloak. [b]Personality:[/b] Evendur is a friendly young man, very helpful towards good and upstanding citizens, and always ready with a kind word. He enjoys the good things in life, fine ale and wine, good food, and friendly company. Though he holds himself to a fairly high standard of behavior, he tries not to evangelize to his companions at the drop of a hat. [b]Background:[/b] Evendur was a bit curious for the typical Tethyr; he was terrified of horses. Most if not all young men that showed an aptitude for combat learned the way of cavalry, but young Evendur had been kicked in the head by a horse at a young age and remains scared of them to this very day. His father could not wean him away from his fear, even though more than a few passed through their village during any given day. In an attempt to make up for his fear, he attempted to master an unusual weapon, to become the best in the region (if not the country). He chose the versatile bastard sword. The son of a baker in farming town, Evendur spent much of his childhood running half-wild in the woods and ponds around Yeth’s Rest. He grew very strong and straight, but the childhood incident with an irritable mare scarred him for life in the equine department. His own determination saw him through his weapons’ training, horse or no horse, and then he lit out for the road to adroitly avoid any taunts about him. He traveled far to the north, plying his trade as he went for merchants, caravans, minor nobles, and even priests. It was a priest of Helm, the watchful protector, who turned his life in a whole new direction. He spoke of Helm’s dogma to the young Tethyr as they traveled, how he watched and protected without complaint, how he guarded the weak and helpless, how his trust could never be betrayed. Evendur liked very much what he heard, much more so now than when he had heard it as a young boy. Helm’s teachings and his own feelings marched step-in-step, and by the time the priest had been delivered safely to his temple, Evendur asked to be taken in and taught. Evendur spent the next few months learning more of Helm’s faith, and was eventually consecrated as a divine champion in Helm’s name. Evendur has spend the last year and a half on missions for his church, which has recently led him to Waterdeep. He has been told there is a person there that needs protection badly, and Helm’s church owes them a debt. Evendur is to repay it, and he is more than glad to do so.[/sblock] Diamond - NG female urdunnir (orecutter dwarf) cleric 9 of Dumathion [sblock][b]Diamond Female Urdunnir Cleric 9 of Dumathion[/b] [b]Alignment:[/b] Neutral Good [b]Patron Deity:[/b] Dumathion [b]Region:[/b] Urdunnir [b]Height:[/b] 4' 3'' [b]Weight:[/b] 179lbs [b]Hair:[/b] Dark Gray [b]Eyes:[/b] Dark Gray [b]Age:[/b] 62 [b]Str:[/b] 16 (+3) [4 points, +4 belt] [b]Dex:[/b] 10 (+0) [2 points] [b]Con:[/b] 14 (+2) [4 points, +2 racial] [b]Int:[/b] 14 (+2) [6 points] [b]Wis:[/b] 22 (+6) [10 points, +2 levels, +3 periapt] [b]Cha:[/b] 14 (+2) [6 points, -2 racial, +2 cloak] [b]Class and Racial Abilities:[/b] +2 Constitution, –2 Charisma, Dwarf base land speed is 20 feet. However, 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 60 ft., Stonecunning: [size=1]This ability grants a dwarf a +6 (due to Cavern granted power and Stoneshaper regional feat) 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 dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.[/size] Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons, Stability: A 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), +4 racial bonus on saving throws against poison, +2 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. [I]Stone walk[/I] – can pass through stone or earth as if it were air, and can carry twice their own body weight with them (but cannot breath while in stone or earth). [I]Stone Shape[/I] – at will as an 8th level sorcerer. [I]Shape Metal[/I] – at will as an 8th level sorcerer once per round (5 cubic ft of metal). Divine spells, Cavernf and Metal domains, turn undead, proficient with light, medium, and heavy armor, as well as shields, proficient with simple weapons. [b]Hit Dice:[/b] 9d8 + 14 [b]HP:[/b] 66 [b]AC:[/b] 30 (+11 armor, +5 shield, +0 Dex, +2 deflection, +2 natural) [b]ACP:[/b] -5 [b]Init:[/b] +0 (+0 Dex) [b]Speed:[/b] 20ft. [b]Saves:[/b] Fortitude +8 [+6 base, +2 Con] Reflex +3 [+3 base, +0 Dex] Will +14 [+6 base, +6 Wis, +2 Iron Will] [b]BAB/Grapple:[/b] +6/+10 [b]Melee Atk:[/b] +13 (1d6+1/x2, shortspear or sickle) [b]Ranged Atk:[/b] +5 (1d8/x3/100 ft./P, longbow) [b][u]Skills[/u][/b] Craft (stonemasonry) +10 [4 ranks, +2 Int, +2 racial, +2 Stoneshaper] Craft (armorsmithing) +7 [3 ranks, +2 Int, +2 racial] Craft (weaponsmithing) +7 [3 ranks, +2 Int, +2 racial] Concentration +14 [12 ranks, +2 Con] Knowledge (history) +14 [12 ranks, +2 Int] Knowledge (religion) +14 [12 ranks, +2 Int] Listen +6 [0 ranks, +6 Wis] Search +2 [0 ranks, +2 Int] (+8 to notice unusual stonework) Spot +6 [0 ranks, +6 Wis] [b]Feats:[/b] Stoneshaper (bonus regional feat) Exotic Weapon Proficiency [heavy warhammer] (Metal domain granted feat) Weapon Focus [heavy warhammer] (Metal domain granted feat) Stoneblood (1st level) Sacred Healing (ComDiv) (3rd level) Iron Will (6th level) Spell Penetration (9th level) [b]Languages:[/b] Dwarven, Undercommon, Common, Terran [b]Spells Prepared[/b] Save DC +6 0th - 6[i]create water, detect poison x2, guidance, purify food and drink, read magic.[/i] 1st - 6[I]bless, divine favor, hide from undead, protection from evil x2, remove fear.[/I] [b]D[/b] – [I]detect secret doors[/I] 2nd - 6[I]aid, remove paralysis x2, lesser restoration x3.[/I] [b]D[/b] – [I]heat metal[/I] 3rd - 4[I]detect metal and minerals (RAC), remove blindness/deafness, remove curse, remove disease.[/I] [b]D[/b] – [I]keen edge[/I] 4th - 3[I]death ward, neutralize poison, restoration.[/I] [b]D[/b] – [I]rusting grasp[/I] 5th - 2[I]break enchantment, wall of dispel magic (UND).[/I] [b]D[/b] – [I]passwall[/I] [b][u]Equipment[/u][/b] [I]Platinum (MaoF) +2 impact warhammer[/I] – 15,312gp [I]Fever iron (MaoF) +3 full plate[/I] – 12,650gp [I]Copper (MaoF) +3 heavy shield[/I] – 11,170gp Wand of [I]cure light wounds[/I] – 750gp Wand of [I]cure moderate wounds[/I] – 4,500gp [I]Periapt of Wisdom +4[/I] – 16,000gp [I]Cloak of Charisma +2[/I] – 4,000gp [I]Ring of protection +2[/I] – 8,000gp [I]Heward’s Handy Haversack[/I] – 2,000gp [I]Belt of Priestly Might (MaoF) – 40,000gp Three diamonds worth 5,000gp (for [I]resurrection[/I] – 15,000gp [b]Bedroll[/b] 1gp [b]Waterskin[/b] 1gp [b]50 ft. silk rope[/b] 10gp [b]Tent[/b] 10gp [b]Trail rations (20 days worth)[/b] 10gp 10 doses of diamond dust for [I]restoration[/I] – 1,000gp [b]Money[/b] 13,986gp [b]Appearance:[/b] Diamond is a dark gray dwarf, massive and solid as a boulder, with a fall of iron-gray hair. Her heavy build and luxurious locks make it clear she is no duegar, but few would know of her true race, the urdunnir. She wears heavy iron armor tinged with red, that seems to emit a faint heat even during cold days, and bears a shining copper shield engraved with the symbol of Dumathion, set with precious stones. A massive platinum warhammer swings at her side, and a golden holy symbol lies on her breast. [b]Personality:[/b] Diamond is rather stoic, choosing only to speak when she had something of import to say. Her people are so close-knit that they know each other’s mind; sitting in companionable silence is not uncommon, though it often seems strange to surface-dwellers. She is a keen appreciator of beauty, particularly that of metal and stone, and is willing to pay an artisan of such very handsomely. Above all, she is protective of the hidden places of the earth, though she has a wider view than most of her kind. She feels that basements, tunnels, crypts, and even sewers can offer the comfort of deep earth, and makes it her duty to rid such places of dangerous and vile creatures. [b]Background:[/b] Diamond was born in Oldonnar, and from a young age found herself not just drawn to the beautiful places of the deep earth, but the sheltering places nearer to the earth’s surface. She found Dumathion’s voice guiding her to unusual veins of metals, not only to appreciate their beauty, but to use them for a purpose as well. She learned the craft of her people, in stone and metal, but soon departed for the Lands Above. The caverns of the earth had always been a sheltering place for her, and she was horrified when she discovered creatures of evil and vile intent inhabiting places where there should be nothing but safety. Though Dumathion was not a vengeful god, Diamond felt His presence in her as she swung her hammer through many kobolds, orcs, and other even stranger creatures of the Underdark. Her calling had been set in her heart, to find the caverns of the earth, whether entirely natural or carved by the work of intelligent hands, and make sure they were safe. It was this that had drawn her to the east, to the city of Waterdeep, where rumors flew thickly that terrible things dwelt in the darkness below the surface… [/sblock][/I] [/QUOTE]
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