Roryn Rockbottom - Level 2 - Chapter 3

Adventure Date: May 18, 2012
Last Updated: January 22, 2012


class:		Paladin/Cleric                  race:           dwarf (gold)
level:		2 = 1/1                         alignment:      lawful good
xp:		1,000				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 = 15
====================================================================================
STR:	18	+4	HP: 	16			Speed:	20 ft 
DEX:	10	+0	AC:	18				
CON:	10	+0	= 10   + 6     + 2      + 0   + 0    + 0   + 0       + 0
INT:	10	+0	  base + armor + shield + dex + size + nat + deflect + misc
WIS:	12	+1	AC touch:	10
CHA:	16	+3	AC flat-footed: 18		Initiative:	+0
							Base Attack:	+1

			- AC vs giant-type = +4 dodge bonus


====================================================================================
		Total	= base	+Mod	+magic	+misc   +grace
Fortitude:	+6	= 4	+0              +2
Reflex:		+0	= 0	+0	        
Will:		+3	= 2	+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


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

morningstar     +5      1d8+4   x2              -       B/P     one-handed, cold iron

warhammer       +5      1d8+3   x3              -       B       one-handed, silver

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

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

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

longbow         +1      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  +2      na      -1      15%     na      15 lbs   masterwork
heavy


====================================================================================
SKILLS: Total = 8+2	max = 5/2.5	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			
+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	
+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		

* = 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 isnít 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 itís 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 = 1 + 1 = 2 (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 = +3 to hit
  - extra damage = Paladin level = +1 damage


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 + 3 + 0 = 6/day
	- Turning Checks = 1d20 + CHA + Knowledge, religion synergy
			 = 1d20 + 3 + 0 
			 = 1d20+3 (see table in PHB pg 159 for highest HD rebuked)
	- Turning Damage = 2d6 + cleric level + CHA
			 = 2d6 + 1 + 3
			 = 2d6+4 (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 + 3 + 0 = 6/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.
	- range = 60 ft, standard action
	- Times/Day = 3 + CHA + extra-turning = 3 + 3 + 0 = 6/day
	- Turning Checks = 1d20 + CHA + Knowledge, religion synergy
			 = 1d20 + 3 + 0 
			 = 1d20+3 (see table in PHB pg 159 for highest HD rebuked)
	- Turning Damage = 2d6 + cleric level + CHA
			 = 2d6 + 1 + 3
			 = 2d6+4 (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 + 3 + 0 
			   = 1d20+3 (see table in PHB pg 159 for highest HD rebuked)
	  - Turning Damage = 2d6 + cleric level + CHA + Divine Energy Focus
			   = 2d6 + 1 + 3 + 0
			   = 2d6+4 (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


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		


=============================================================================
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	create water, create water, create water
1: 13	divine favor, magic weapon (D), sign (+4 initiative)


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 + 61 = 180.5
	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, cold iron (16 gp)

5       warhammer, silver (102 gp)

3       oak club (0 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

5       flask of alchemist's fire (20 gp each) = x5 

1	potion belt, masterwork = 1/10 vials (60 gp)
	- retrieving a potion/vial is a free action once per round
		- Potion of Cure Moderate Wounds: 2d8+3 hp (300 gp) = x1

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

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 = 20			
gp = 1			
sp = 			
cp = 			


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


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