Roryn Rockbottom - Level 6 - Chapter 10

Adventure Date: TBD, 2013
Last Updated: November 30, 2013


class:      Paladin/Cleric                  race:           dwarf (gold)
level:      6 = 5/1                         alignment:      lawful good
xp:         15,000                          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 = 51
====================================================================================
STR:	18	+4       HP:  51                             Speed:  20 ft 
DEX:	10	+0       AC:  21				
CON:	10	+0       = 10   + 9     + 2      + 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: 21                   Initiative:   +0
                                                              Base Attack:  +5

                        - AC vs giant-type = +4 dodge bonus
                        - DR 3/- = 30 hp/day  
                        - fire resistance = 5

- Once per day, while performing an act of good, you may call upon your smith 
  patron to gain a +1 luck bonus on any one roll or check.


====================================================================================
            Total = base      +Mod    +magic  +misc   +grace
Fortitude:  +13   = 6         +0      +1      +2      +4
Reflex:     +6    = 1         +0      +1              +4
Will:       +9    = 3         +1      +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; -5 hit = +5 damage
- power attack: two-handed weapons; -5 hit = +10 damage
- smite evil: +4 hit, +6 damage vs. evil; 2/day
- charging smite: +4 hit, +16 damage vs. evil 
  (only while charging, if miss, smite not used)
- divine might: +4 damage to weapon for one full round; 7/day  (1 used)
- 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  +11     1d10+5     x3          -       S        one-handed, magic +1
                        +1d6                           fire

Warhammer       +10     1d8+4      x3          -       B        one-handed, magic +1
(if thrown)     +6      2d8+4                  30 ft            Lesser Dwarven Thrower

warhammer       +9      1d8+3      x3          -       B        one-handed, silver

morningstar     +9      1d8+4      x2          -       B/P      one-handed, cold iron

oak club        +9      1d6+4      x2          -       B        one-handed
                +5      1d6+4                  10 ft            thrown

dagger          +9      1d4+4      19-20/x2    -       S/P      light
                +5      1d4+4                  10 ft            thrown

sling           +5      1d4+4      x2          50 ft   B        cold iron
                        1d4+3                                   silver

longbow         +5      1d8        x3          100 ft  P       


Protective              AC      Max    Check    Spell	
Item            Type    bonus   Dex    penalty  Failure  Speed   WT       Notes
-------------   ----    -----   ----   -------  -------  -----   ---      ------
Fullplate       armor,  +9      +1      -5      35%      20 ft   50 lbs   magic +1
                heavy                                                     

Steel Shield,   shield  +2      na      0       5%       na      5 lbs    magic +1
Light                                                                     

encumbrance     medium  na      +3      -3      na       20 ft   na


====================================================================================
SKILLS: Total = 14+2	max = 9/4       Ability Mod    Ranks    Misc
+0	appraise                        INT     +0	
+2	appraise, stone/metal           INT     +0              +2 dwarf	
-5	balance			        DEX     +0              -5 AC.enc
+3	bluff                           CHA     +3		
+4	climb                           STR     +4              -5 AC.enc/+5 ring		
+0	+*#concentration                CON     +0	 
+0	+*#craft                        INT     +0		
+2	+*#craft, stone/metal           INT     +0              +2 dwarf
+0	decipher script                 INT     +0		
+6	+*#diplomacy                    CHA     +3      4       -1 suspicious
+10	+*#diplomacy, halflings         CHA      "      "        & +4 yondalla shield
no	disable device		        INT     +0		
+3	disguise                        CHA     +3		
-6	escape artist                   DEX     +0              -5 AC.enc/-1 stout	
+0	forgery                         INT     +0		
+3	gather information              CHA     +3		
+4	*handle animal                  CHA     +3      1		
+1	+*#heal                         WIS     +1	
-5	hide                            DEX     +0              -5 AC.enc	
+2	intimidate                      CHA     +3              -1 suspicious	
-1	jump                            STR     +4              -5 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		
-5	move silently                   DEX     +0               -5 AC.enc	
no	open lock                       DEX     +0		
+3	perform                         CHA     +3		
no	+*#profession                   WIS     +1		
+0	*ride                           DEX     +0		
+0	search                          INT     +0		
+4	*#sense motive                  WIS     +1       2      +1 suspicious
no	sleight of hand                 DEX     +0              -5 AC.enc			
no	+spellcraft                     INT     +0		
+1	spot                            WIS     +1		
+1	survival                        WIS     +1		
-6	swim                            STR     +4              -10 AC.enc x2			
no	tumble                          DEX     +0              -5 AC.enc		
no	use magic device                CHA     +3		
+2	use rope                        DEX     +0              +2 silk rope		
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 = 5 + 1 = 6 (strong)
- Detect Evil:
  - at will, paladin can use detect evil, as the spell
- Smite Evil:
  - usable 2/day
  - one normal melee attack roll to hit = CHA = +4 to hit
  - extra damage = Paladin level + Engraved Pommel = 5 + 1 = +6 damage
- Charging Smite: PHB2 (page 53): Alternative class feature 
  - 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 = (5 x 3) +1 = +16 damage
    (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.
- Divine Grace:
  - CHA bonus to all saving throws = +4
- Lay on Hands:
  - heal "CHA bonus" x "Paladin level" = 4 x 5 = 20 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)
- Turn Undead:
  - see cleric ability below


Cleric:
- Divine Spellcasting
  - can spontaneously cast "cure" spells
- Turning Undead: Effective cleric level = cleric + (Paladin -3) = 1 + 2 = 3
	- 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 + 3 + 4
			 = 2d6+7 (total HD rebuked)
	- Destroy Undead = cleric level/2 
                         = 3/2  
                         = 1 HD
- Dwarf Domain
  - Great Fortitude
    - get a +2 bonus on all Fortitude saving throws
- Earth Domain:
  - This granted power is a supernatural ability.
      - Effective cleric level = cleric + holy symbol = 1 + 1 = 2
	- 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 + 2 + 4
			 = 2d6+6 (total HD rebuked)
	- Destroy Air Creature
                         = cleric level/2
                         = 2/2 
                         = 1 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 + 2 + 4 + 0
			   = 2d6+6 (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
			 = 2 HD (but attempts to command = 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.


Servant of the Forge (i.e. Servant of the Heavens: 6th level bonus exalted feat)
- sworn allegiance to the holy smiths of Moradin, and in exchange gain power 
  to act on their behalf.
- Once per day, while performing an act of good, you may call upon your smith 
  patron to gain a +1 luck bonus on any one roll or 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; -5 hit = +5 damage
- two-handed weapons; -5 hit = +10 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: 1  2: 0  3: 0  4: 0 
 
Caster Level = paladin level/2 = 5/2 = 2

   DC
1: 12	  rhino's rush (double damage when charging)
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, guidance, mending
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= 123 + 37 = 160
        load: light = 100      medium = 200       heavy = 300

WT      Item
---     ---------------------
0       traveler's outfit
1       holy symbol: Moradin's Forge (350 gp) 
        - see "Notes" below
0       HEAD:       OPEN SLOT
0       FACE:       OPEN SLOT
1       THROAT:     Amulet of Protection from Flying Vermin
                        - styrges are unable to approach within 10 feet
2       SHOULDER:   Cloak of Charisma +1 (1,000 gp)
                        - provides a +1 enhancement bonus to CHA
50      BODY:       Full Plate +1 (2,650 gp)
0       worn        Iron Ward Diamond (2,000 gp)
                        - lesser armor crystal, only usable on medium or heavy armor +1
                        - gain +3 DR/-, 30 hp/day
0                   Restful Crystal: least armor crystal (500 gp)
                        - least armor crystal, only usable on masterwork armor
                        - not fatigued after sleeping in armor
0                   Crystal of Aquatic Action (250 gp)
                        - least armor crystal, only usable on masterwork armor
                        - no AC check penalty for armor on swim checks
1       TORSO:      Vest of Resistance +1 (1,000 gp)
                  	- provides a +1 resistance bonus to all saves
0       WAIST:      OPEN SLOT
0       FEET:       OPEN SLOT
0       ARMS:       OPEN SLOT
0       HANDS:      OPEN SLOT
0       RING1:      Ring of Climbing (2,500 gp)
                        - provides a +5 competence bonus to climb skill checks
0       RING2:      OPEN SLOT
5       SHIELD:     Light Steel Shield +1, Lesser Fire Resistance (6,000 gp)
                        - dwarven made
                        - fire resistance = 5

8       Dwarven Waraxe +1 (3,330 gp)
                - Engraved Pommel (Haft): smite attack = +1 damage (Dragon 331)
0       Crystal of Fire Assault (3,000 gp)
                - lesser weapon crystal, only usable on weapon +1 (Dwarven Waraxe +1)
                - add +1d6 fire damage done by weapon

5       Warhammer +1, Lesser Dwarven Thrower (10,000 gp)
                - non-dwarf = Warhammer +1
                - dwarf = throwing and returning property
                        = range 30 ft, damage = +1d8 if thrown

5       warhammer, silver (102 gp)

8       morningstar, cold iron (16 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 = x20
3       quiver #2 (1 gp)
               - normal arrows = x20

0.5     bandoleer, masterwork = 12/12 items (5 gp)
4              - flask of acid (10 gp each) = x4
4              - flask of alchemist's fire (20 gp each) = x4 
4              - flask of holy water (25 gp each) = x4

1       potion belt, masterwork = 6/10 vials (60 gp)
        - retrieving a potion/vial is a free action once per round
                - Potion of Cure Moderate Wounds; 2d8+3 (300 gp) x3
                - Potion of Lesser Restoration (300 gp) x1
                - Potion of Spider Climb (300 gp) x1
                - Vial of Universal Solvent (50 gp) x1

2       spell component pouch

0.5     belt pouch (1 gp)
1               - COINS
0               - flint and steel (1 gp)
0               - wooden holy symbol: Moradin (1 gp)
0               - Blessed Bandages x2 (10 gp each)
                  - standard action, automatically stabilizes the recipient 

0.5     scroll case
                - Divine Scroll: bless weapon CL=2 (50 gp) x2

0.5     scroll case
                - Divine Scroll: divine sacrifice CL=2 (50 gp) x2

0       Wand of Cure Light Wounds (105 gp)
                - heals 1d8+1/charge; charges = 7 

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 (3.5 gp)
4               - waterskin, full (1 gp)
2               - empty sack x4 (1 sp each = 0.4 gp)
4               - grappling hook
                  - use rope check to use, DC = 10 +2/10 ft thrown
10              - silk rope, 50 ft x2
                  - hp = 4, burst = DC 25 vs STR
                  - get +2 circumstance bonus with "use rope" checks



==============================================================================
TREASURE			
pp = 7                  platinum ring (25 gp)	
gp = 6                  - component for Leeloo's "shield other" spell
sp = 8			
cp = 			pearl (100 gp)
                        gemstone (400 gp)


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


==============================================================================
SPECIAL NOTES:

Our Heroes have built up goodwill in Luiren by stopping the drought and 
liberating lighthouse tower.  As a result, anywhere in Luiren, they receive 
a 10% discount on any goods purchased.

And currently receiving a 15% discount when in Beluir for rescue of Angel.

Roryn recieved a steel and gold pin set with small gems in the shape of a cornucopia.
- enchanted with an "arcane mark" that proclaims the hero to be "Yondalla's Shield".
- very rare to get, grants a +4 cirumstance bonus to diplomacy checks with halflings, 
  while worn and plainly visible.

1       Moradin's Forge: holy symbol (350 gp) 
        - Usually made of a heavy metal (lead, adamantine, or even gold) 
          and painted flat black, this talisman comes in two parts - a model 
          hammer and a tiny anvil. Most crafters attach the two parts with a 
          thin but strong and flexible wire, so that the hammer can be struck 
          against the anvil during casting. Doing so isn't strictly necessary, 
          but many worshipers of the Soul Forger feel the action is appropriate.
        - When used to cast Earth domain spells or spells that have the earth 
          descriptor, Moradin's forge increases the save DC by 1. In addition, 
          it increases your effective caster level by 1 when used to turn air 
          creatures or rebuke earth creatures (as the Earth domain granted power).