Drinking & Dragons

ROR:PC/Hilma-Old

From Drinking and Dragons


Skills

  • Armor Check Penalty: -5 armor -1 shield = -6 total (both included below)
  • Whenever you fail a roll that has a clause like, "if you fail this roll by 5 or more", you get the worse result. (Not the worst; if it has ranges from fail by 0-4 no effect, 5-10, bad effect, 10+ horrible effect, it becomes 0-10 bad effect, 10+ horrible effect.) Skill check rolls of a 1 are automatic failures regardless of the end result. (Am I Really A Dwarf?)
Skill Total Class Stat Ranks ACP Misc
Acrobatics -2 DEX 0 3
Acrobatics JUMP +3 DEX 0 3 +5 competence ring
Appraise +1 INT 1
Bluff +1 CHA 1
Climb -6 STR 0
Diplomacy +1 CHA 1
Disguise +1 CHA 1
Escape Artist -6 DEX 0
Fly -6 DEX 0
Heal +11 WIS 6 2
Intimidate +1 CHA 1
Perception +12 WIS 6 3 +2 stonework, etc, 10'
Ride -6 DEX 0
Sense Motive +12 WIS 6 3
Spellcraft +12 INT 1 8
Stealth -6 DEX 0 Size
Survival +6 WIS 6
Swim -6 STR 0
Knowledge
History +6 INT 1 2 +2 dwarves, enemies
Planes +7 INT 1 3
Religon +9 INT 3 3
Trade
Craft +1 INT 1
Perform +1 CHA 1
Profession (Siege) +10 WIS 6 1

Overview

Hilma Eighth Level Lawful Good Dwarf Cleric of Torag

  • Senses: Darkvision 60'
  • Languages: Common, Darven
  • Movement: 20'
  • Base Statistics: Str: 11 (0), Dex: 11 (0), Con: 14 (2), Int: 12 (0), Wis: 20 (5), Cha: 12 (1)
  • Magically Enhanced: Str: 11 (0), Dex: 11 (0), Con: 14 (2), Int: 12 (0), Wis: 22 (6), Cha: 12 (1)

Combat

  • Space/Reach: 5/5 (Medium)
  • Initiative: +0 (DEX 0)
  • Hit Dice: 8d8
  • Hit Points: 66+2d4
    • HP damage from Magic Missile soaked by amulet (see logsheet).

Defense

  • Armor: 9, Shield: 2, DEX: 0, Natural: 0, Deflection: 0, Dodge: 0, Size: 0
  • Armor Class: 21 (10, DEX, Size, Armor 9, Shield 2, Natural, Deflection, Dodge)
  • Touch: 10 (10, DEX, Size, Deflection, Dodge)
  • Flat-footed: 21 (10, Size, Armor 9, Shield 2, Natural, Deflection)
  • Combat Maneuver Defense: 16 (10, BAB 6, STR 0, DEX 0, Size)
    • +4 racial vs bull rush, trip
  • +4 dodge AC vs Giants
Saving Throws
  • Fort: +9 (Base 6, CON 2, Resistance 1)
  • Refl: +3 (Base 2, DEX 0, Resistance 1)
  • Will: +13 (Base 6, WIS 6, Resistance 1)
  • +2 racial vs poison, spells, spell-like
  • +4 vs visual effects (gaze, sight-based illusions, etc)

Offense

  • Base Attack Bonus: +6/1
  • Combat Maneuver Bonus: +6 (BAB 6, STR 0, Size)
  • Melee Attack: +6/+1 (BAB 6, STR 0, Size)
  • Ranged Attack: +6/+1 (BAB 6, DEX 0, Size)
  • +1 racial attack vs orc, goblin

Routines

Single Attack
Full Attack

Spellcasting

  • Caster Level: 8
    • +1 Cure
  • Concentration: +18 (CL 8 + WIS 6 + Combat Casting 4)
  • Save Modifier: +6 (WIS 6)
  • 0th: (DC 10+SM=16) Slots: 4
  • 1st: (DC 11+SM=17) Slots: 4+D+2
  • 2nd: (DC 12+SM=18) Slots: 3+D+1
  • 3rd: (DC 13+SM=19) Slots: 3+D+1
  • 4th: (DC 14+SM=20) Slots: 2+D+1
  • 5th: (DC 15+SM=) Slots: +D+1
  • 6th: (DC 16+SM=) Slots: +D+1
  • 7th: (DC 17+SM=) Slots: +D
  • 8th: (DC 18+SM=) Slots: +D
  • 9th: (DC 19+SM=) Slots: +D
Ranges
  • Close (25 + 5*[CL 8/2]): 45
  • Medium (100 + 10*CL 8): 180
  • Far (400 + 40*CL 8): 720

Channeling

Channel 6/day (3+CHA 1+2feat)
  • 30' radius; choose heal or harm
  • 5d6 ((1+(CLR 8 -1)/2)d6)
  • DC 17 {{Detail|(10+(CLR 8)/2+CHA 2+1trait)

Misc. Powers

  • Can prepare Disrupt Undead.
  • Spontaneous Cure.
  • 1/day spontaneous Torag the Strategist spell.
Touch of Good
  • 9/day (3+ WIS 6)
  • Standard action
  • Grant sacred bonus equal to CLR 8/2 = 4 to attack, skill, ability, saves for 1 round.
Resistant Touch
  • 9/day (3+ WIS 6)
  • Standard action
  • Grant your resistance bonus to saves for 1 minute; you lose.
Aura of Menace
8 rounds/day CLR 8
Standard action to start, free to drop, 30-foot aura
Enemies inside –2 penalty to AC, attacks, saves.
Aura of Protection
8 rounds/day CLR 8
Standard action to start, free to drop, 30-foot aura
Allies +1 deflection to AC, and resist 5 acid/cold/electricity/fire/sonic
Athletic Exploit
9/day 3 + WIS 6
Swift action; Relevant skills: acrobatics, climb, escape artist, swim
Armor Check Penalty halved; + CLR 8 / 2 = 4 bonus
Teaching Moment
1/day (CLR/4) - 1
Immediate action: Self or 30' ally; natural 1 or 20 on attack, ability, skill, save
30' all allies each can once reroll a d20 and take better result

Traits

Student of Faith (Campaign, Rise of the Runelords)
While you have personally dedicated your life to a single deity, you study all religions and mortal faiths. Upon hearing that the town of Sandpoint recently completed a cathedral dedicated to the six deities most popular in the area, you had to see the place for yourself, and have arrived in time for the consecration of this holy edif ice.
Benefit: Because of your strong faith and broad range of study, you cast all cure spells at +1 caster level, and whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
Two-World Magic (Magic, Sargava the Lost Colony)
Benefit: Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list (or a 1st-level spell if your class doesn't have 0-level spells). For example, if you are a druid, you could select mage hand and thereafter prepare it as a 0-level druid spell; if you are a sorcerer, you could select know direction as a 0-level sorcerer spell known.
Disrupt Undead

Race - Dwarf

+2 Constitution, +2 Wisdom, –2 Charisma
Dwarves are both tough and wise, but also a bit gruff.
Medium
Dwarves are Medium creatures and receive no bonuses or penalties due to their size.
Slow and Steady
Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision
Dwarves can see in the dark up to 60 feet.
Defensive Training
Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Greed
Replaced by Lorekeeper.
Hatred
Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hardy
Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability
Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning
Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity
Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Languages
Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Lorekeeper
Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.

Class - Cleric

Class Skills
The cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
Weapon and Armor Proficiency
Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.
Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Spells
A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Channel Energy (Su)
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Domains
A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.
Orisons
Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).
Chaotic, Evil, Good, and Lawful Spells
A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Bonus Languages
A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Domain - Good

Granted Powers
You have pledged your life and soul to goodness and purity.
Touch of Good (Sp)
You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Holy Lance (Su)
Replaced by Archon subdomain.
Domain Spells
1st, 2nd—align weapon (good only), 3rd, 4th—holy smite, 5th—dispel evil, 6th, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).

Subdomain - Archon

Associated Domains
Good, Law.
Replacement Power
The following granted power replaces the holy lance power of the Good domain or the staff of order power of the Law domain. Archons are a race of lawful good outsiders.
Aura of Menace (Su)
At 8th level, you can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a –2 penalty to AC and on attacks and saves as long as they remain inside the aura. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Replacement Domain Spells
1st—divine favor, 3rd—prayer, 6th—planar ally (archon only).

Domain - Protection

Granted Powers
Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Resistant Touch (Sp)
As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Protection (Su)
At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.
Domain Spells
1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere.

Domain - Adventuring

Athletic Exploit (Su)
As a swift action, you gain the ability to overcome physical obstacles with ease. Until the beginning of your next turn, you halve your armor check penalty when attempting Acrobatics, Climb, Escape Artist, and Swim skill checks, and you gain a bonus equal to 1/2 your cleric level (minimum +1) on such skill checks. [from Competition subdomain, Heroes of the Street] Implied: You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Teaching Moment (Su)
At 8th level, when you or an ally within 30 feet rolls a natural 1 or a natural 20 on an attack roll, an ability check, a skill check, or a saving throw, as an immediate action you can grant all allies within 30 feet special insights that help them overcome similar challenges. Once during the next minute, each affected creature can choose to roll twice and take the better result before attempting an attack roll, ability check, skill check, or saving throw. You can use this ability once per day at 8th level, and one additional time per day for every 4 cleric levels beyond 8th. [from Education subdomain, Heroes of the Street]
Domain Spells
1st — Borrow Skill (APG), 2nd — Shield Other, 3rd — Water Walk, 4th — Invisibility Sphere, 5th — Telepathic Bond, 6th — Passwall, 7th — Regenerate, 8th — Discern Location, 9th — Heal, Mass

Minor Domain - Torag, the Strategist

Granted Powers
Add the following spells to your spells you can prepare from (though you gain no 0-level domain spell slot). Once per day you may spontaneously convert a prepared spell of the appropriate level to one of these.
Domain Spells
0th—Thuderclap, 1st—Hobble Mount, 2nd—Grudge Match

Feats

Combat Casting
1st level
You are adept at spellcasting when threatened or distracted.
Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Extra Channel
3rd level
You can channel divine energy more often.
Prerequisite: Channel energy class feature.
Benefit: You can channel energy two additional times per day.
Special: If a paladin with the ability to channel positive energy takes this feat, she can use lay on hands four additional times a day, but only to channel positive energy.
Craft Wand (Item Creation)
5th level
You can create magic wands.
Prerequisite: Caster level 5th.
Benefit: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. To craft a wand, you must use up raw materials costing half of this base price. A newly created wand has 50 charges. See the magic item creation rules in Magic Items for more information.
Covering Fire (Combat, Teamwork)
Misgivings Bonus Feat 🎲 DM Shared with Tokki
You distract your enemies with ranged attacks to protect your allies.
Prerequisite(s): Point-Blank Shot.
Benefit(s): You can use the aid another action with a ranged attack against an opponent, regardless of whether the opponent threatens an ally. Range penalties apply to this attack roll. Choose one ally when making the attack.
If the attack is successful, that ally gains a +2 bonus to AC against that opponent's next attack, as long as the attack comes before the beginning of your next turn. All allies with this feat also gain this bonus against that opponent.
Shielded Caster (Teamwork)
Misgivings Bonus Feat 🎲 DM Shared with Haneet
Your allies cover you while you cast complicated spells.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks.
If your ally is wielding a buckler or a light shield, this bonus increases by +1.
If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2.
Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.
Craft Wondrous Item (Item Creation)
7th level
You can create wondrous items, a type of magic item.
Prerequisite: Caster level 3rd.
Benefit: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item creation rules in Magic Items for more information.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

Description

  • Favored Class: Cleric
  • Deity: Torag
  • Homeland:
  • Gender: Female
  • Handedness:
  • Age (Category):
  • Height/Weight: 4'1
  • Skin/Eyes:
  • Hair/Style/Facial:
  • Hilma.png