Adventure Date: October 28, 2017
Last Updated: October 30, 2017
class: Paladin/Cleric/Fist of Moradin race: dwarf (gold) level: 12 = 6/1/5 alignment: lawful good xp: 66,000 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 = 103 ==================================================================================== STR: 18/20 +4/+5 HP: 103 Speed: 30 ft DEX: 10 +0 AC: 23 (25/30) CON: 10 +0 = 10 + 9 + 4 + 0 + 0 + 0 + 0 (+2) + 0 (+5) INT: 10 +0 base + armor + shield + dex + size + nat + deflect + misc WIS: 13/14 +1/+2 AC touch: 10 CHA: 18/19 +4/+4 AC flat-footed: 23 Initiative = +0 Base Attack = +6+0+5 = +11/+6/+1 - AC vs giant-type = +4 dodge bonus - DR 3/- = 30 hp/day ; current = 30 --> 0 - fire resistance = 10 - 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. - sacred AC bonus for 10 rounds (law devotion) = +5 Fist Magic Circle and Paladin aura = all within 10 ft get: - deflection AC bonus vs attacks made/created by evil creatures = +2 - resistance saving throw bonus vs attacks made/created by evil creatures = +2 - gain morale bonus on saving throws against fear effects = +4 ==================================================================================== Total = base +Mod +resistance +grace +misc Fortitude: +19 = 5+2+4 +0 +2 +4 +2 Reflex: +9 = 2+0+1 +0 +2 +4 Will: +13 = 2+2+1 +2 +2 +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; -11 hit = +11 damage - power attack: two-handed weapons; -11 hit = +22 damage - smite evil: +4 hit, +12 damage vs. evil; 7/day --> 3/day - good aligned and auto-confirm critical hits - holy damage = +2d6 - charging smite: +4 hit, +34 damage vs. evil (only while charging, if miss, smite not used) - Turn Undead attempts = 7/day ; current = --> 2 - divine might: +4 damage to weapon for 1 full round; 1 turn undead/use - law devotion: +5 sacred to hit bonus for 10 rounds, swift action; 1/day plus once per 3 turn undead 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 = +11, trip = STR +4 = +9, overrun = STR +2 = +7 - 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 +18/+13/+8 1d10+6 x3 - S one-handed, magic +1 +1d6 fire +2d6 belt 1/day, swift action +1 vs evil or good-aligned vs DR +1d4 vs evil outsiders or undead Warhammer +17/+12/+7 1d8+6 x3 - B one-handed, magic +1 (if thrown) +12 2d8+6 30 ft Lesser Dwarven Thrower warhammer +16/+11/+6 1d8+4 x3 - B one-handed, silver morningstar +16/+11/+6 1d8+5 x2 - B/P one-handed, cold iron Morningstar +16/+11/+6 1d8+6 x2 - B/P one-handed, magic +1 oak club +16/+11/+6 1d6+5 x2 - B one-handed, wood +11 1d6+5 10 ft thrown heavy shield +16/+11/+6 1d4+5 x2 - B one-handed, darkwood dagger +16/+11/+6 1d4+5 19-20/x2 - S/P light +11 1d4+5 10 ft thrown longbow, +12 1d8+5 x3 110 ft P cold iron composite 1d8+4 silver - mw, STR 20 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 Heavy Sheild, shield +4 na 0 15% na 5 lbs magic +2 Darkwood encumbrance medium na +3 -3 na 20 ft na ==================================================================================== SKILLS: Total = 16+2+10 max = 15/7 Ability Mod Ranks Misc +2 +0 appraise INT +0 +4 appraise, stone/metal/gems INT +0 +2 dwarf & +2 scale/lens -5 balance DEX +0 -5 AC.enc +4 bluff CHA +4 +7 climb STR +5 -5 AC.enc/+5 ring/+2 kit +0 +*#concentration CON +0 +0 +*#craft INT +0 +2 +*#craft, stone/metal INT +0 +2 dwarf +0 decipher script INT +0 +8 +*#diplomacy CHA +4 5 -1 suspicious +12 +*#diplomacy, halflings CHA " " & +4 yondalla shield no disable device INT +0 +4 disguise CHA +4 -6 escape artist DEX +0 -5 AC.enc/-1 stout +0 forgery INT +0 +4 gather information CHA +4 +5 *handle animal CHA +4 1 +2 +*#heal WIS +2 -5 hide DEX +0 -5 AC.enc +3 intimidate CHA +4 -1 suspicious +0 jump STR +5 -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 +3 listen WIS +2 +1 headband -5 move silently DEX +0 -5 AC.enc no open lock DEX +0 +4 perform CHA +4 no +*#profession WIS +2 +0 *ride DEX +0 +0 search INT +0 +13 *#sense motive WIS +2 9 +1 suspicious/+1 headband no sleight of hand DEX +0 -5 AC.enc no +spellcraft INT +0 +3 spot WIS +2 +1 headband +2 survival WIS +2 -5 swim STR +5 -10 AC.enc x2 no tumble DEX +0 -5 AC.enc no use magic device CHA +4 +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 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 Fist of Moradin (Fist of Raziel: Book of Exalted Deeds p62) - Cleric caster level = 1 + 4 = 5 - Magic Circle against Evil - always on, 10 foot radius, caster level = character level = 12 - AC deflection bonus vs attacks made or effects created by evil creatures = +2 - saving throw resistance bonus vs attacks made or effects created by evil creatures= +2 - blocks any attempt to possess the warded creature or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). - keeps out a possessing life force. This works regardless of alignment. - prevents bodily contact by summoned creatures. - Smite Evil - 3/day and stacks with paladin smites = 2 + 3 + 2 = 7/day - good-aligned for overcoming DR - confirming: all critical hits automatically confirmed - holy = +2d6 holy damage - Sanctify Martial Strike - war axe = +1 damage to evil creatures or +1d4 to evil outsiders and evil undead. = considered good-aligned for overcoming DR 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 + Fist Level = 6 + 1 + 5 = 12 (Overwhelming) - Detect Evil: - at will, paladin can use detect evil, as the spell - Smite Evil: - usable paladin 2/day + fist 3/day + extra smiting 2/day = 7/day - one normal melee attack roll to hit = CHA = +4 to hit - extra damage = Paladin level + Engraved Pommel + Fist = 6 + 1 + 5 = +12 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+fist) level to any evil creature you hit = (11 x 3) +1 = +34 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 6 = 24 hp/day = 0 - 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) - Remove Disease - as the spell, usable 1/week - Turn Undead: - see cleric ability below Cleric: - Divine Spellcasting - can spontaneously cast "cure" spells - Turning Undead: Effective cleric level = cleric + (Paladin -3) = 1 + 3 = 4 - 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 + 4 + 4 = 2d6+8 (total HD rebuked) - Destroy Undead = cleric level/2 = 4/2 = 2 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) - can also "Bolster Earth Creature" and "Dispel Turning" 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 Law Devotion (9th level bonus feat); complete champion, page 61 - usable as a swift action, 1/day, duration = 1 minute = 10 rounds - usable additional times/day, each extra use requires 3 turn undead uses - gain +5 sacred bonus to hit or to AC, can reallocate the bonus each round (Note: increases to +5 at 10th level, and +7 at 15th level) Extra-Smiting (12th level bonus feat) - gain +2 smite attempts per day Power Attack (flaw bonus feat 1) - melee bonus only, no light weapons (except unarmed strike or natural weapons) - one-handed weapons; -11 hit = +11 damage - two-handed weapons; -11 hit = +22 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: 2 2: 0 3: 0 4: 0 Caster Level = paladin level/2 = 6/2 = 3 DC 1: 12 rhino's rush, x-rhino's rush (double damage when charging) 2: 13 3: 14 4: 15 ============================================================================= CLERIC SPELLS 0: 5 1: 3+1b+D 2: 2+1b+D 3: 1+0b+D 4: 0 5: 0 6: 0 7: 0 8: 0 9: 0 Cleric caster level = 1 + 4 = 5 DC 0: 12 x-create water, guidance, mending, x-purify food/water, read magic (cure minor wounds = 1 hp) 1: 13 x-bless, magic weapon (D), resurgence, x-sign, x-vision of glory (cure light wounds = 1d8+5 hp) 2: 14 x-bear's endurance (D), x-close wounds, x-lesser restoration, remove stun (cure moderate wounds = 2d8+5 hp) 3: 15 x-blindsight, x-stone shape (D) (cure serious wounds = 3d8+5 hp) 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= 115 + 43 = 158 load: light = 133 medium = 266 heavy = 400 WT Item --- --------------------- 0 traveler's outfit 1 holy symbol: Moradin's Forge (350 gp) - see "Notes" below 0 HEAD: Owl Headband (1,400 gp) - provides a +1 enhancement bonus to WIS (base: 1,000 gp) - provides a +1 competence bonus to Listen (+150 gp) - provides a +1 competence bonus to Sense Motive (+100 gp) - provides a +1 competence bonus to Spot (+150 gp) 0 FACE: OPEN SLOT 1 THROAT: OPEN SLOT 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 attached Iron Ward Diamond (2,000 gp) - lesser armor crystal, usable on medium or heavy armor +1 or better - gain +3 DR/-, 30 hp/day 0 Restful Crystal: least armor crystal (500 gp) - least armor crystal, usable on masterwork armor or better - not fatigued after sleeping in armor 0 Crystal of Aquatic Action (250 gp) - least armor crystal, usable on masterwork armor or better - no AC check penalty for armor on swim checks 1 TORSO: Vest of Resistance +2 (4,000 gp) - provides a +2 resistance bonus to all saves 1 WAIST: Belt of Giant Strength and One Mighty Blow (5,500 gp) - provides a +2 enhancement bonus to STR - as swift action (command), 1/day - grants extra damage on next melee attack before end of turn - light weapon = +1d8 damage - one handed weapon = +2d6 damage - two handed weapon = +3d6 damage 0 FEET: Boots of the Light Step: MIC pg. 198, item not part of set (9,000 gp) - base land speed = +10 ft enhancement bonus - ignore any extra movement costs for diffcult terrain (PH 148) (so can charge over difficult terrain) - leave no tracks, as if affected by "pass without trace" - "water walk", duration = 60 minutes total max, 1/day can share with up to 5 other people, total time divided between them 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: Heavy Darkwood Shield +2 (4,257 gp) 0 attached Crystal of Fire Resistance (1,500 gp) - lesser shield crystal, usable on Magic Shields +1 or better - grants fire resistance 10 Crystal of Bent Sight (500 gp) - least shield crystal, usable on masterwork shields or better - do not have to avert eyes but still get no miss chance on attack rolls against creatures with gaze attacks 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) 6 morningstar, cold iron (16 gp) 6 Morningstar +1 (2,308 gp gp) 3 oak club (0 gp) 1 dagger (2 gp) 3 masterwork composite longbow: STR 20/+5 dam (900 gp) 3 quiver #1 (2 gp) - cold iron arrows = x18 3 quiver #2 (40 gp) - silver arrows = x20 0.5 bandoleer, masterwork = 10/12 items (5 gp) 4 - flask of acid (10 gp each) = x2 4 - flask of alchemist's fire (20 gp each) = x4 4 - flask of holy water (25 gp each) = x4 1 potion belt, masterwork = 7/10 vials (60 gp) - retrieving a potion/vial is a free action once per round - Potion of Blur (300 gp) - Potion of Cure Moderate Wounds; 2d8+3 (300 gp) x3 - Potion of Lesser Restoration (300 gp) x1 - vial of anti-toxin; +5 alchemy bonus vs poison (50 gp) - 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) x1 0 Wand of Cure Light Wounds (720 gp) - heals 1d8+1/charge; charges = 48 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 5 - climber's kit (80 gp) - gain a +2 circumstance bonus on "Climb" checks. 1 - merchant's scale (2 gp) - appraise vs precious metals/wt = +2 circumstance bonus 0 - magnifying glass (100 gp) - grant +2 circumstance bonus to appraise small & detailed items e.g. gems ============================================================================== TREASURE pp = 7 platinum ring (50 gp) gp = 4 - component for Leeloo's "shield other" spell sp = 4 cp = 5 gem (100 gp) 3 masterwork composite longbow: STR 16/+3 dam (700 gp) ============================================================================= In Storage: 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). ---------------------------------------- Item's to get/stuff to do: - Caduceus Bracers (2,000 gp) - use "lay on hands" to heal ability damage or remove a condition: 5 hp = 1 point or condition - Ugrade Cloak of Charisma from +1 to +2 (+3,000 gp) so that at 12th level can raise CHA to 20 - add +1 diplomacy (100 gp) - get Mithral Dwarven Waraxe +1, with engraved pommel (7,000 gp) - mithral = 8 lbs x 500 gp/lb = 4,000 gp - engraved pommel = 1,000 gp - enhancement +1 hit/dam = 2,000 gp - get masterwork cold iron dwarven waraxe, with engraved pommel (1,360 gp) - get Adamantine Warhammer +1, with engraved pommel (6,000 gp) - get masterwork oak club (300 gp) or great club with Oil of Shillelagh = +1 hit, +2d6+1 damage, 10 rounds (50 gp each) x2 Items to sell - sell silver warhammer - morningstar, cold iron (16 gp) - Morningstar +1 (2,308 gp gp) - dagger (give to Irrstra) - masterwork composite longbow: STR 16/+3 dam (700 gp) - Heavy Darkwood Shield +1 (1,257 gp) Roryn = Level 13 Crusader 1 ----------- Stance = 1 Maneuvers = 5 (max level =4) DE 3 = Thicket of Blades = stance = 5-steps/withdraw give attacks of opportunity Prereq = 1 DE DE 4 = Divine Surge = +8d8 damage with strike Prereq = 1 DE DE 2 = Foehammer = overcome DR, +2d6 damage. WR 2 = battle leader’s charge = +10 dam, no attacks from MV Prereq = 1 WR WR 2 = tactical strike = +2d6 dam, allies get free MV 5 ft step if adj to target. Prereq = 1 WR WR 1 = Douse the flames = enemy no make attacks of opportunity for 1 round