Adventure Date: November 4, 2012
Last Updated: October 14, 2012
class: Paladin/Cleric race: dwarf (gold) level: 4 = 3/1 alignment: lawful good xp: 6,000 deity: Moradin size: medium age: 20 gender: male height: 4'4" eyes: gold hair: black skin: brown weight: 222 lbs Campaign: Delzimmer Home Region: The Great Rift Languages: Dwarven (native), Shaaran (1cc) current HP = ==================================================================================== STR: 18 +4 HP: 34 Speed: 20 ft DEX: 10 +0 AC: 19 CON: 10 +0 = 10 + 6 + 3 + 0 + 0 + 0 + 0 + 0 INT: 10 +0 base + armor + shield + dex + size + nat + deflect + misc WIS: 12 +1 AC touch: 10 CHA: 17/18 +3/+4 AC flat-footed: 19 Initiative: +0 Base Attack: +3 - AC vs giant-type = +4 dodge bonus ==================================================================================== Total = base +Mod +magic +misc +grace Fortitude: +11 = 5 +0 +2 +4 Reflex: +5 = 1 +0 +4 Will: +8 = 3 +1 +4 - saving throw bonus against poison = +2 - saving throw bonus against spells and spell-like effects = +2 ==================================================================================== - until creatures explicitly challenge you or make an attack against you = -4 to hit - cleave = +1 attack on 2nd opponent if drop first opponent - power attack: one-handed weapons; -3 hit = +3 damage - power attack: two-handed weapons; -3 hit = +6 damage - smite evil: +4 hit, +3 damage vs. evil; 1/day - divine might: +4 damage to weapon for one full round; 7/day - attack rolls against aberrations = +1 hit - aboleth, athach, beholders, carrion crawler, choker, chuul, cloaker, delver, destrachan, drider, ethereal filcher, ettercap, gauth, ghaur, gibbering mouther, grick, mimic, mind flayer, nagas, otyugh, phasm, rust monster, skum, umber hulk, will-o'-wisp - resist bull rush = STR +6 = +10, trip = STR +4 = +8, overrun = STR +2 = +6 - Charge: full-round action, MV = min 10 ft, max = x2 and move before attack must have a clear path to target, no difficult terrain or obstacles get +2 to hit, but -2 to AC, STR +2 on bullrush or overrun checks Attack Bonus Damage Critical Range Type Notes ------------ ------ ------ -------- ----- ---- ----- dwarven waraxe +9 1d10+4 x3 - S one-handed, masterwork morningstar +7 1d8+4 x2 - B/P one-handed, cold iron warhammer +7 1d8+3 x3 - B one-handed, silver falchion +7 2d4+6 18-20/x2 - S two-handed oak club +7 1d6+4 x2 - B one-handed +3 1d6+4 10 ft thrown dagger +7 1d4+4 19-20/x2 - S/P light +3 1d4+4 10 ft thrown sling +3 1d4+4 x2 50 ft B cold iron 1d4+3 silver longbow +3 1d8 x3 100 ft P Protective AC Max Check Spell Item Type bonus Dex penalty Failure Speed WT Notes ------------- ---- ----- ---- ------- ------- ----- --- ------ splint mail armor, +6 +0 -7 40% 20 ft 45 lbs heavy steel shield, shield +3 na -1 15% na 15 lbs magic +1 heavy dwarven made chainshirt armor +4 +4 -1 20% 20 ft 25 lbs masterwork light dwarven made wears asleep ==================================================================================== SKILLS: Total = 10+2 max = 6/3 Ability Mod Ranks Misc +0 appraise INT +0 +2 appraise, stone/metal INT +0 +2 dwarf -8 balance DEX +0 -8 AC.enc +3 bluff CHA +3 -4 climb STR +4 -8 AC.enc +0 +*#concentration CON +0 +0 +*#craft INT +0 +2 +*#craft, stone/metal INT +0 +2 dwarf +0 decipher script INT +0 +4 +*#diplomacy CHA +3 2 -1 suspicious no disable device INT +0 +3 disguise CHA +3 -9 escape artist DEX +0 -8 AC.enc/-1 stout +0 forgery INT +0 +3 gather information CHA +3 +4 *handle animal CHA +3 1 +1 +*#heal WIS +1 -8 hide DEX +0 -8 AC.enc +2 intimidate CHA +3 -1 suspicious -4 jump STR +4 -8 AC.enc +1 +knowledge, arcana INT +0 1 no knowledge, architect/engineer INT +0 no knowledge, dungeoneering INT +0 no knowledge, geography INT +0 +1 +knowledge, history INT +0 1 no knowledge, local INT +0 no knowledge, nature INT +0 +1 *knowledge, nobility/royalty INT +0 1 +5 +*#knowledge, religion INT +0 5 +1 +#knowledge, the planes INT +0 1 +1 listen WIS +1 -8 move silently DEX +0 -8 AC.enc no open lock DEX +0 +3 perform CHA +3 no +*#profession WIS +1 +0 *ride DEX +0 +0 search INT +0 +2 *#sense motive WIS +1 +1 suspicious no sleight of hand DEX +0 -8 AC.enc no +spellcraft INT +0 +1 spot WIS +1 +1 survival WIS +1 -12 swim STR +4 -16 AC.enc x2 no tumble DEX +0 -8 AC.enc no use magic device CHA +3 +0 use rope DEX +0 n/a speak language, Shaaran n/a n/a 1cc * = paladin skills, + = cleric skills, # = fist skills ============================================================================= SPECIAL ABILITIES / FEATS Armor: heavy, medium, light Shields: all shields (except tower shields) Weapons: all simple, all martial, dwarven waraxe, dwarven urgrosh Dwarf (Gold): - Medium-sized: CON +2, DEX -2 - Dwarf base land speed = 20 feet - However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load - Darkvision: 60 feet (black and white only) - Stonecunning: This ability grants a 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 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. - 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). - +2 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 aberrations. - +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. - Favored Class: Fighter Paladin: "Hammers of Moradin" - Code of Conduct: - must be of lawful good alignment and loses all class abilities if he ever willingly commits an evil act. - respect legitimate authority - act with honor (not lying, not cheating, not using poison, and so forth) - help those in need (provided they do not use the help for evil or chaotic ends) - punish those who harm or threaten innocents - Aura of Good: - power of Paladin's aura = Paladin level + Cleric level = 3 + 1 = 4 (moderate) - Detect Evil: - at will, paladin can use detect evil, as the spell - Smite Evil: - usable 1/day - one normal melee attack roll to hit = CHA = +4 to hit - extra damage = Paladin level = +3 damage - Divine Grace: - CHA bonus to all saving throws = +4 - Lay on Hands: - heal "CHA bonus" x "Paladin level" = 4 x 3 = 12 hp/day - Aura of Courage (Su) - paladin is immune to fear (magical or otherwise). - each ally within 10 feet gains a +4 morale bonus on saving throws against fear effects - this ability functions while the paladin is conscious, but not if unconscious or dead - Divine Health (Ex) - gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy) Cleric: - Divine Spellcasting - can spontaneously cast "cure" spells - Turning Undead: Effective cleric level = cleric + (Paladin -3) = 1 + 0 = 1 - Turned undead flee from you by the best and fastest means available to them. They flee for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being turned and act normally. The effect lasts 10 rounds. - range = 60 ft, standard action - Times/Day = 3 + CHA + extra-turning = 3 + 4 + 0 = 7/day - Turning Checks = 1d20 + CHA + Knowledge, religion synergy = 1d20 + 4 + 2 = 1d20+6 (see table in PHB pg 159 for highest HD rebuked) - Turning Damage = 2d6 + cleric level + CHA = 2d6 + 1 + 4 = 2d6+5 (total HD rebuked) - Destroy Undead = cleric level/2 = 1/2 = 1/2 HD - Dwarf Domain - Great Fortitude - get a +2 bonus on all Fortitude saving throws - Earth Domain: - This granted power is a supernatural ability. - range = 60 ft, standard action - Times/Day = 3 + CHA + extra-turning = 3 + 4 + 0 = 7/day - 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) - Turned air creatures flee from you by the best and fastest means available to them. They flee for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being turned and act normally. The effect lasts 10 rounds. - Turning Checks = 1d20 + CHA + Knowledge, religion synergy = 1d20 + 4 + 2 = 1d20+6 (see table in PHB pg 159 for highest HD rebuked) - Turning Damage = 2d6 + cleric level + CHA = 2d6 + 1 + 4 = 2d6+5 (total HD rebuked) - Destroy Air Creature = cleric level/2 = 1/2 = 1/2 HD - 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) - Rebuke Earth Creature: - A rebuked earth creature cowers as if in awe (attack rolls against the creature get a +2 bonus). The effect lasts 10 rounds. - Turning Checks = 1d20 + CHA + Knowledge, religion synergy = 1d20 + 4 + 2 = 1d20+6 (see table in PHB pg 159 for highest HD rebuked) - Turning Damage = 2d6 + cleric level + CHA + Divine Energy Focus = 2d6 + 1 + 4 + 0 = 2d6+5 (total HD rebuked) - Command Rebuked Earth Creature: - take a standard action to give mental orders to a commanded earth creature. - can voluntarily relinquish command on any commanded earth creature or creatures in order to command new ones. - Total No. of earth creatures HD being commanded: = cleric level = 1 HD - Bolster Earth Creature: - bolster earth creatures against "air" turning in advance. - make a "rebuke" turning check, check HD on table in PHB pg 159, result becomes earth creature's effective HD for purposes of being turned by another cleric - duration = 10 rounds - Dispel Turning: - can dispel an "air" turning check of another cleric - contest of "Rebuke earth" Turning Check vs "air" Turning Check - roll turning damage to determine No. of HD no longer affected by "air" turning check. Weapon Focus (1st level bonus feat) - dwarven waraxe: +1 to hit Divine Might (3rd level bonus feat) - use a turn undead attempt to activate = up to 7/day - activate as a swift action - CHA bonus applied to weapon damage for one full round = +4 Power Attack (flaw bonus feat 1) - melee bonus only, no light weapons (except unarmed strike or natural weapons) - one-handed weapons; -3 hit = +3 damage - two-handed weapons; -3 hit = +6 damage Cleave (flaw bonus feat 2) - deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), get an immediate, extra melee attack against another creature within reach - cannot take a 5-foot step before making this extra attack - extra attack uses the same weapon and bonus as attack that dropped previous creature - use this ability once per round Proud (flaw 1) - 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 (flaw 2) - 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. Stout (trait 1) - You are heavy for your race. - You gain a +2 bonus on Strength checks to avoid being bull rushed or overrun. - You take a -1 penalty on Escape Artist checks. Suspicious (trait 2) - You are naturally suspicious of everyone and everything, "Evil is Everywhere". While this trait makes you hard to fool, it makes others slightly less likely to agree with you or find you threatening. - You gain a +1 bonus on Sense Motive checks. - You take a -1 penalty on Diplomacy checks and intimidate checks. ============================================================================= PALADIN SPELLS 1: 0 2: 0 3: 0 4: 0 Caster Level = paladin level/2 = 0 DC 1: 12 2: 13 3: 14 4: 15 ============================================================================= CLERIC SPELLS 0: 3 1: 2+D 2: 0 3: 0 4: 0 5: 0 6: 0 7: 0 8: 0 9: 0 0: 12 guidance, guidance, resistance 1: 13 divine favor, divine favor, magic weapon (D) Dwarf Domain Spells: (1) magic weapon; (2) bear's endurance; (3) glyph of warding; (4) greater magic weapon; (5) fabricate; (6) stone tell; (7) dictum; (8) protection from spells; (9) elemental swarm (earth spell only) Earth Domain Spells: (1) magic stone; (2) soften earth and stone; (3) stone shape; (4) spike stones; (5) wall of stone; (6) stoneskin; (7) earthquake; (8) iron body; (9) elemental swarm (earth spell only) ============================================================================== GEAR Total WT= 119.5 + 48 = 167.5 load: light = 100 medium = 200 heavy = 300 WT Item --- --------------------- 0 traveler's outfit 0 wooden holy symbol: Moradin (1 gp) 0 HEAD: OPEN SLOT 0 FACE: OPEN SLOT 1 THROAT: OPEN SLOT 2 SHOULDER: Cloak of Charisma +1 (1,000 gp) - provides a +1 enhancement bonus to CHA 45 BODY: splintmail (200 gp) 0 TORSO: OPEN SLOT 0 WAIST: OPEN SLOT 0 FEET: OPEN SLOT 0 ARMS: OPEN SLOT 0 HANDS: OPEN SLOT 0 RING1: OPEN SLOT 0 RING2: OPEN SLOT 15 SHIELD: Heavy Steel Shield +1 (1,170 gp) - dwarven made 8 dwarven waraxe, masterwork (330 gp) 8 morningstar, cold iron (16 gp) 5 Magic Warhammer (2,312 gp?) - (evocation magic aura); archaic dwarven runes (i.e. duergar = "Moradin's Doom - will save needed, Roryn rolled a 12 (or 14 if spell effect) 5 warhammer, silver (102 gp) 3 oak club (0 gp) 1 dagger (2 gp) 0 sling 4 sling bullets, cold iron (0.2 gp) = 8 2 sling bullets, silver (8.1 gp)= 4 3 longbow (75 gp) 3 quiver #1 (1 gp) - normal arrows = x15 3 quiver #2 (1 gp) - normal arrows = x10 4 flask of alchemist's fire (20 gp each) = x4 1 potion belt, masterwork = 3/10 vials (60 gp) - retrieving a potion/vial is a free action once per round - Potion of Cure Light Wounds; 1d8+1 (50 gp) - vial of anti-toxin (50 gp) - Vial of Universal Solvent (50 gp) 2 spell component pouch 0.5 belt pouch (1 gp) 1 - COINS 0 - flint and steel (1 gp) 2 bag of marbles: flawed rock crystal spheres (0.2 gp) - covers area 5 ft square - DC 15 balance check or no move for 1 round, or fall if fail check by 5 or more 1 flotation bags (5 gp) - provide +2 swim bonus to stay afloat, -2 to swim underwater 2 backpack (2 gp) 0 - wooden holy symbol: Moradin (1 gp) 5 - bedroll (0.1 gp) 3 - winter blanket (0.5 gp) 7 - trail rations, 7 days (5 gp) 4 - waterskin, full (1 gp) 2 - empty sack x4 (1 sp each = 0.4 gp) 25 - chainshirt, masterwork (250 gp) - dwarven made - for wearing while asleep ============================================================================== TREASURE pp = 9 gp = 7 sp = 7 cp = ============================================================================= In Storage with caravan: pp = gp = sp = cp = ============================================================================== SPECIAL NOTES: 8 falchion (75 gp) - being used to barricade the outer door to the tower - left behind in tower 10 hemp rope, 50 ft; hp 2, burst = STR DC 23 (1 gp) - left behind on cliff face