Roryn Rockbottom

Last Updated: April 26, 2014



[ Flaws | Character Stats | Background | Local Knowledge | Campaign Notes ]


Flaws

Proud

  • You don't like accepting help from others.
  • If a gift or offer of aid smacks of charity or pity even the slightest bit, you grow indignant and refuse it.
  • Once per game session, the DM or another player can activate your Flaw in order to get you to refuse an offer of aid.

    Qualm: Honorable Challenge

  • You only cross arms with foes who willingly engage you.
  • You suffer a -4 attack penalty on attack rolls against creatures that have not explicitly challenged you or made an attack against you.
  • For the purposes of this flaw, an attack against you includes any action that would end an Invisibility spell.


    Character Stats

  • Character Stats for Roryn Rockbottom at level 1 - Chapter 1.
  • Character Stats for Roryn Rockbottom and Trouble at level 1 - Chapter 2.
  • Character Stats for Roryn Rockbottom and Trouble at level 2 - Chapter 3.
  • Character Stats for Roryn Rockbottom and Trouble at level 2 - Chapter 4.
  • Character Stats for Roryn Rockbottom and Trouble at level 3 - Chapter 5.
  • Character Stats for Roryn Rockbottom and Trouble at level 4 - Chapter 6 - Weekend of Glory II.
  • Character Stats for Roryn Rockbottom at level 4 - Chapter 7.
  • Character Stats for Roryn Rockbottom and Moradin's Doom at level 5 - Chapter 8. - Weekend of Glory III
  • Character Stats for Roryn Rockbottom at level 5 - Chapter 9.
  • Character Stats for Roryn Rockbottom at level 6 - Chapter 10.
  • Character Stats for Roryn Rockbottom at level 7 - Chapter 11.


    Background

    Roryn Rockbottom hails from the mightiest of all dwarf realms, the Great Rift, which is the ancestral homeland of the Gold Dwarves.

    Roryn will offer his prayers to Moradin each morning. Like his patron diety, Roryn is gruff and uncompromising and hard as stone when it comes to protecting his fellow dwarves. He is proud and independent, and as a result will rebuff any overtures of aid if it smacks of charity or pity.

    He is realistic enough to know that not all threats come from outside, and that sometimes you have to be wary of threats from within. He has sometimes become jaded and naturally suspicious of other's motives, since as a Paladin in the order of the Hammer of Moradin, he can see into other's hearts and souls and finds that not everyone meets his standards of justice and honour.

    ("Evil is Everywhere!")

    Honour demands that he face and defeat his foes in a fair fight, so he will not automatically lash out at a typical dwarven enemy (drow, orc, etc…), but will instead allow them the opportunity to prove and, possibly redeem themselves to be something better then most would give them credit for. Most fail, and suffer the consequences.


    Local Knowledge


    Campaign Notes

    Wants to acquire the following items:
    
    Soil of Stone: Power component (65 gp)
    - Taken from beneath the palaces of the dao (genie's of Elemental Earth), 
      this powdered stone retains traces of both that plane and its masters. 
      If this so-called soil of stone is used as a component in the casting 
      of any Earth domain spell or a spell that has the earth descriptor, it 
      doubles the duration. 
    
    
    ================================================
    
    MAGIC ITEMS WISH LIST/PURCHASES
    
    Enhance Dwarven Waraxe with: 
    - Mighty Smiting (+1 bonus) = +2 hit/damage when smiting, +1 smite/day
    - Keen Weapon: (+1 bonus = Total +2 = +6,000 gp) = critical = 19-20/x3 
    
    Paladin spell: level 1: get as scrolls (50 gp each, since caster level 2)
    - Divine sacrifice = sacrifice 2 hp to get +2d6 damage
    - Silverbeard = add +2 bonus to armor AC, beard turns silver
    - Silvered Weapon = turn weapon to silver
    
    better to hit rolls
    
    buy more vials of anti-toxin
    
    ==========================================================================
    
    C01	P1: Aura of good, detect evil, smite evil 1/day
    	bf1 - power attack, cleave,  weapon focus
    
    c02	C1: Spontaneous casting-cure, turn/rebuke undead
    	domain1:- dwarf: great fortitude, DS=magic weapon
    	domain2:- earth: DS = Magic Stone
            - Turn or destroy air creatures as a good cleric turns undead. 
              (Air mephit, arrowhawk, cloud giant, dust mephit, green dragon, 
               ice mephit, will-0'-wisp, belker, elementals, invisible stalker)
            - Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead
              (Earth elementals, thoqqua, blue dragon, copper dragon, earth mephit, 
               gargoyle, salt mephit, stone giant)
            - Use these abilities a total number of times per day equal to 3 + your Charisma modifier. 
            - This granted power is a supernatural ability.
    	skills:	 arcana +1 = 1, history +1 = 1
    	spells:  C0 = 3; C1 = 2+D
            hp = +6
    
    c03	P2: Divine grace, lay on hands
    	skills:	handle animal +1 = 1, religion +1 = 5
    	bf3 - divine might - CHA damage (complete warrior)
    
    c04	P3: Aura of courage, divine health
    	skills:	diplomacy +1 = 2, the planes +1 = 1 
    	a4 - CHA +1 = 17 (Get magic item w. CHA +1 enhancement = CHA 18)
    
    c05	P4: Turn undead
    	skills:	diplomacy +1 = 3, sense motive +1 = 1
    	spells: P1 = 1
    
    C06	P5: Smite evil 2/day, Charging smite
    	skills:	diplomacy +1 = 4, sense motive +1 = 2
    	spells: P1 = 1
    	bf6 - Servant of the Heavens
                  (game flavour = Servant of the Forge)
    
    -----------------------------
    
    c07	P6: Remove disease 1/week
    	skills:	diplomacy +1 = 5, sense motive +1 = 3
    	spells: P1 = 2
    
    ---------------------------------------------------------
    Prestige class: Fist of Raziel (Book of Exalted Deeds p62)
                    (game flavour = Fist of Moradin)
    
    c08	FR1: Magic circle, smite evil 1/day (good-aligned)
    	skills:	sense motive +1 = 4, craft:weaponsmithing +1 = 1
    	spells: -
    	a8 - WIS +1 = 13 (Get magic item w. WIS +1 enhancement = WIS 14) = +1 2nd spell 
    
    
    c09	FR2: NONE
    	skills:	sense motive +1 = 5, craft:weaponsmithing +1 = 2
    	spells: +1 level of existing class (cleric = 2)
    	bf9 - divine vigor - +2 temp hp/level & +10 ft move 
    
    
    c10	FR3: Smite evil 2/day (confirming)
    	skills:	sense motive +1 = 6, craft:weaponsmithing +1 = 3
    	spells: +1 level of existing class (cleric = 3)
    
    
    c11	FR4: Sanctify Martial Strike
    	skills:	sense motive +1 = 7, craft:weaponsmithing +1 = 4
    	spells: +1 level of existing class (cleric = 4)
     
    
    c12	FR5: Smite evil 3/day (holy)
    	skills:	sense motive +1 = 8, craft:weaponsmithing +1 = 5
    	spells: +1 level of existing class (cleric = 5)
    	a12 - WIS +1 = 14 (get magic item = WIS +2 = 16)
    	bf12 - divine shield-add CHA to shield AC ???
    
    c13	FR6: Sunder evil item
    	skills:	sense motive +1 = 9, craft:weaponsmithing +1 = 6
    	spells: +1 level of existing class (cleric = 6)
    
    
    c14	FR7: Smite evil 4/day (fiendsmite)
    	skills:	sense motive +1 = 10, craft:weaponsmithing +1 = 7
    	spells: +1 level of existing class (cleric = 7)
    
    
    c15	FR8: NONE
    	skills:	sense motive +1 = 11, craft:weaponsmithing +1 = 8
    	spells: +1 level of existing class (cleric = 8)
    	bf15 - ???? improved sunder ????
    
    
    c16	FR9: Smite evil 5/day (chain)
    	skills:	sense motive +1 = 12, craft:weaponsmithing +1 = 9 
    	spells: +1 level of existing class (cleric = 9)
    	a16 - WIS +1 = 15 (get magic item = WIS +3 = 18)
    
    
    c17	FR10: Holy martial strike
    	skills:	sense motive +1 = 13, craft:weaponsmithing +1 = 10
    	spells: +1 level of existing class (cleric = 10)
    
    
    c18	
    	bf18 - ????
    
    
    c19	??: 
    	skills:	
    	spells: 
    
    
    c20	??: 
    	skills:	
    	spells: 
    	a20 = CHA +1 = 18 (get magic item = CHA +2 = 20)
    
    ========================================================
    Regional feats = bullheaded, metallurgy, silver palm, sky rider, thunder twin
    - none picked
    
    Moradin (G) LG Craft, Dwarf, Earth, Good, Law, Protection “Soulhammer” (warhammer)
    
    "Hammers of Moradin" The Soul Forger has few Paladins, but the dwarves who choose 
    this path often act as champions of the entire dwarven pantheon, blending the 
    virtues of all the dwarven gods.
    - They may multiclass freely as clerics, fighters, divine champions,
      dwarven defenders and runecasters
    
    
    PHB2 (page 53): Alternative class feature 
    Paladin - Charging Smite 
    - Level = 5th
    - Replaces = if you select this class feature, you do not gain a special mount
    - Benefit = beginning at 5th level, if you smite evil on a charge attack, you 
      deal an extra 2 points of damage per paladin level to any evil creature you 
      hit (in addition to the normal bonus damage dealt by a smite). If the charge 
      attack misses, the smite ability is not considered used. 
      This is a supernatural ability.
    
    
    Cleric Domains: Moradin (favoured weapon = "Soulhammer" warhammer)
    - craft: creation spells = +1 caster level, skill focus feat-craft, DS=animate rope
    - dwarf: great fortitude, DS=magic weapon
    - earth: turn/destroy air, command/rebuke earth, DS=magic stone
    - good: good spells = +1 caster level, DS=protection from evil
    - law: law spells = +1 caster level, DS=protection from chaos
    - protection: protective ward, DS=sanctuary
    
    
    ---------------------
    Prestige class?
    
    Fist of Raziel (Book of Exalted Deeds p62)
    CL 1st      Alignment: Lawful good.
    CL 7th      Base Attack Bonus: +6.
    CL 7th      Skills: Diplomacy 5 ranks, Knowledge (religion) 5 ranks.
    CL 6th      Feats: Power Attack, Servant of the Heavens.
    CL 2nd      Spells: Able to cast divine favor.
    
    SERVANT OF THE HEAVENS [EXALTED]
    You swear allegiance to one of the Tome Archons who rule the
    Seven Heavens, and in exchange gain power to act on their
    behalf.
    Benefit: Once per day, while performing an act of good, you
    may call upon your archon patron to gain a +1 luck bonus on
    any one roll or check.
    Special: Once you take this feat, you may not take it again,
    nor can you take either the Knight of Stars feat or the Favored of
    the Companions feat. Your allegiance is only yours to give once.
    
    SANCTIFY MARTIAL STRIKE [EXALTED]
    Sacred power suffuses your attacks with a certain kind of weapon.
    Prerequisites: Cha 15, Weapon Focus with the specified
    weapon.
    Benefit: Whenever you wield a specific kind of weapon, it
    deals 1 extra point of damage to evil creatures, or 1d4 points to
    evil outsiders and evil undead. In addition, that weapon is considered
    good-aligned for purposes of overcoming damage reduction.
    Special: You can take this feat more than once, selecting a different
    weapon each time.
    
    --------
    Prestige Class ?
    HAMMER OF MORADIN ? start at level 18 ?
    CL  1st    Race: Dwarf
    CL  ???    Region: The Spine of the World (starting new chapter in Great Rift?)
    CL  8th    Base Attack Bonus: +7
    CL  17th   Skills: Craft(weaponsmithing) 10 ranks
    CL  15th   Feats: Iron Will (12th), Weapon Focus-warhammer (15th)
    CL  10th   Spells: Able to cast 2nd level divine spells
    CL  1st    Patron Diety: Moradin
    CL  1st    Special: The candidate must be a member of the hammers of Moradin
    
    DIVINE CHAMPION OF MORADIN ? start at level 18 ?
    CL  8th    Base Attack Bonus: +7
    CL  1st    Skills: knowlwdge-religion 3 ranks
    CL  15th   Feats: Weapon Focus (diety favoured weapon - warhammer)
    
    ============================================================
    FEATS ?
    sacred vengeance - +2d6 dam vs undead
    
    extra turning = +4 turning attempts/day
    extra smiting feat = +2 smite attempts/day (+4 base attack)
    
    Weapon specialization = +2 dam waraxe (fighter 4th)
    
    improved sunder
    
    Improved Bullrush?
    Improved Overrun?
    
    
    
    


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