Adventure Date: June 16, 2012
Last Updated: June 15, 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 = 13
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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
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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
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- 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 dwarven made
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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
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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 = 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.
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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)
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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, dwarven made (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 = 0/10 vials (60 gp)
- retrieving a potion/vial is a free action once per round
-
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
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TREASURE
pp = 20
gp = 1
sp =
cp =
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In Storage with caravan:
pp =
gp =
sp =
cp =
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SPECIAL NOTES:
Starting gold = 240 gp + Regional bonus equipement = dwarven waraxe, masterwork