Roryn Rockbottom - Level 1 - Chapter 2

Adventure Date: January 21, 2012
Last Updated: January 18, 2012


class:		Paladin                         race:		dwarf (gold)
level:		1                               alignment:	lawful good
xp:		0				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)


====================================================================================
STR:	18/16	+4/+3	HP: 	10			Speed:	20 ft 
DEX:	10/8	+0/-1	AC:	17				
CON:	10	+0	= 10   + 6     + 2      + 0   + 0    + 0   + 0       + -1 fatigued
INT:	10	+0	  base + armor + shield + dex + size + nat + deflect + misc
WIS:	12	+1	AC touch:	 9
CHA:	16	+3	AC flat-footed: 17		Initiative:	-1-4 = -5 deaf/fatigued
							Base Attack:	+1

			- AC vs giant-type = +4 dodge bonus


====================================================================================
		Total	= base	+Mod	+magic	+misc
Fortitude:	+2	= 2	+0
Reflex:		-1	= 0	+0	        -1 fatigued
Will:		+1	= 0	+1

- 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; -1 hit = +1 damage
- power attack: two-handed weapons; -1 hit = +2 damage
- smite evil: +3 hit, +1 damage vs. evil; 1/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
- fatigued = -1 to hit for melee and -1 damage for melee and thrown weapons
           = -1 to hit for thrown and projectile weapons

Attack		Bonus	Damage	Critical	Range	Type	Notes
------------	------	------	--------	-----	----	-----
dwarven waraxe	+7	1d10+4	x3		-	S	one-handed
- masterwork		1d10+6					two-handed

morningstar     +5      1d8+4   x2              -       B/P     one-handed
                        1d8+6					two-handed

falchion        +5      2d4+6   18-20/x2        -       S       two-handed

oak club	+5	1d6+4   x2              10 ft   B       one-handed
                        1d6+6					two-handed
                +1      1d6+4                                   thrown

sling           +1      1d4+4   x2              50 ft   B       cold iron
                        1d4+3                                   silver

shortbow        +1      1d6     x3              60 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  +2      na      -1      15%     na      15 lbs   masterwork
heavy


====================================================================================
SKILLS: Total = 8	max = 4/2	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		
+3	*diplomacy			CHA	+3	1       -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		
no	*handle animal			CHA	+3		
+1	*heal				WIS	+1	
-8	hide				DEX	+0		-8 AC.enc	
+2	intimidate			CHA	+3		-1 suspicious	
+4	jump				STR	+4		-8 AC.enc			
no	knowledge, arcana		INT	+0		
no	knowledge, architect/engineer	INT	+0		
no	knowledge, dungeoneering        INT	+0		
no	knowledge, geography		INT	+0		
no	knowledge, history		INT	+0		
no	knowledge, local                INT	+0		
no	knowledge, nature		INT	+0		
+1	*knowledge, nobility/royalty	INT	+0	1	
+4	*knowledge, religion		INT	+0	4	
no	knowledge, the planes		INT	+0		
+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		

fatigued = -1 to all STR and DEX based skill checks


=============================================================================
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 = 1 (faint)
- 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 = +3 to hit
  - extra damage = Paladin level = +1 damage


Weapon Focus (1st level bonus feat)
- dwarven waraxe: +1 to hit


Power Attack (flaw bonus feat 1) 
- melee bonus only, no light weapons (except unarmed strike or natural weapons) 
- one-handed weapons; -1 hit = +1 damage
- two-handed weapons; -1 hit = +2 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		



==============================================================================
GEAR	Total WT= 107.5 + 61 = 168.5
	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:	  Delzimmer Iron Collar (0 gp)
                  - used to mark a criminal/indentured servant of Delzimmer
                  - magic aura: faint divination magic
                  - magic aura: faint universal magic
0	SHOULDER: OPEN SLOT
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, masterwork (170 gp)

8	dwarven waraxe, masterwork (330 gp)

8       falchion (75 gp)

8       morningstar (8 gp)

3       oak club (0 gp)

0       sling
5       sling bullets, cold iron = 10 (0.2 gp)
2       sling bullets, silver = 4 (8.1)

2       shortbow (30 gp)
3       quiver #1 (1 gp)
        - normal arrows = x15
3       quiver #2 (1 gp)
        - normal arrows = x10

1	potion belt = 0/6 vials (1gp)
	- retrieving a potion/vial is a free action once per round

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

2	backpack (2 gp)
0		- wooden holy symbol: Moradin (1 gp)
5		- bedroll (0.1 gp)
3		- winter blanket (0.5 gp)
10		- trail rations, 10 days (5 gp)
4		- waterskin, full (1 gp)
10		- hemp rope, 50 ft; hp 2, burst = STR DC 23 (1 gp)
2		- empty sack x4 (1 sp each = 0.4 gp)
25              - Rath's chainshirt (100 gp)
                  - for wearing while asleep


==============================================================================
TREASURE			
pp = 			
gp = 1			
sp = 5			
cp = 			


=============================================================================
In Storage with caravan:
pp = 		
gp = 	
sp = 		
cp = 		

heavy wooden shield (7 gp, wt = 10 lbs)

==============================================================================
SPECIAL NOTES:
Starting gold = 240 gp + Regional bonus equipement = dwarven waraxe, masterwork

deafened for 1 hour: thunderstone trap
Unable to hear. A deafened character takes a -4 penalty on initiative checks, 
automatically fails Listen checks, and has a 20% chance of spell failure when 
casting spells with verbal components.

fatigued: due to forced march and lack of sleep
Tired to the point of impairment. A fatigued character can neither run nor charge 
and takes a -2 penalty to Strength and Dexterity. Doing anything that would 
normally cause fatigue causes the fatigued character to become exhausted. 
After 8 hours of complete rest, fatigued characters are no longer fatigued. 

Diseased: has failed 3 fortitude checks after 3 exposures to diseased items/creatures
- likely infected. If all the disease checks were the same, then only one to heal
- otherwise, could be fighting off 3 virulent strains.