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Rogan, Rod's character

Started by Balgin Stondraeg, May 25, 2007, 11:50:24 AM

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Balgin Stondraeg

Name: Rogan
Race: Dwarf
Class: Cleric of Esmia/The Earth Mother (uncertain exactly which)
Level: 5
XP: 10150

Str 12 +1
Dex 10 +0
Con 16 +3
Int 10 +0
Wis 16 +3
Cha 12 +1

Fortitude Save: +7 (+4 Base, +3 Con)
Reflex Save: +1 (+1 Base, +0 Dex)
Willpower Save: +7 (+4 Base, +3 Wis)
+2 to all saves against magic & poisons

Hit Points: 38
Armour Class: 18 (touch 10, flat footed 18)
(10 base, +7 armour, +1 shield, +0  dex, -7 armour check penalty)

Initiative: +0
BAB: +3

Melee: +4
(+3 base, +1 str)
Ranged: +3 (+3 base, +0 Dex bonus)

Attacks: +5 heavy mace +1, 1d8+2 damage, (20)x2 crits

Appraise: +0
(0 ranks, +0 int)
Balance: +1 (1 rank, +0 dex)
Bluff: +1 (0 ranks, +1 cha)
Climb: +1 (0 ranks, +1 str)
Concentration: +8 (5 ranks, +3 con)
Diplomacy: +3 (2 ranks, +1 cha)
Disguise: +1 (0 ranks, +1 cha)
Escape Artist: +0 (0 ranks, +0 dex)
Forgery : +0 (0 ranks, +0 int)
Gather Information: +1 (0 ranks, +1 cha)
Handle Animal: +1 (0 ranks, +1 cha)
Heal: +7 (4 ranks, +3 wis)
Hide: +0 (0 ranks, +0 dex)
Intimidate: +1 (0 ranks, +1 cha)
Jump: +1 (0 ranks, +1 str)
Knowledge, Religion: +1 (1 rank, +0 int)
Knowledge, the planes: +2 (2 ranks, +0 int)
Listen: +3 (0 ranks, +3 wis)
Move Silently: +0 (0 ranks, +0 dex)
Profession, sailor:+3 (0 ranks, +3 wis)
Ride: +0 (0 ranks, +0 dex)
Search: +0 (0 ranks, +0 int)
Sense Motive: +3 (0 ranks, +3 wis)
Spot: +3 (0 ranks, +3 wis)
Survival: +3 (0 ranks, +3 wis)
Swim: +0 (0 ranks, +0 str)
Use Rope: -1 (0 ranks, +0 dex)

Feats: combat casting, brew potion,

Class features: simple weapon proficiency, all armour proficiencies, shield proficiency, earth domain, healing domain, turn undead (4/day),

Racial Stuff: darkvision, stonecunning (+2 on Search checks to notice 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), weapon familiarity, stability (+4 against trips & bullrishes when standing on floor/ground), +2 to saves against poison & all spells, +1 to hit goblinoids, +4 ac against giants, +2 to appraise metal or stone, +2 to craft metal or stone

Balgin Stondraeg

#1
Belongings: Platemail, Buckler, Heavy Mace +1,
Longspear              5
Light Crossbow      35
40 bolts                 4
Backpack               2
Flint and Steel        1
Silver Holy Symbol 25
Spell Comp. Pouch   5
Traveller's Outfit     1
Torchx2                 0.02
2 Potions of clw (cl2)

Mule                     8
Scale Barding      200
Saddlebags            4
Bedroll                  0.1
Tent                   10
Caltropsx2             2
Vialx5                   5
Small Steel Mirror  10
Waterskinx2           2
Whetstone            0.02

Balgin Stondraeg

#2
Status & Stuff

Damage suffered: 2/38

Turning Used: 4/4

Conditions: None

40 crossbow bolts
2 bundles of caltrops

Spell List:

0: Detect Magic, Guidance, Read Magic, Resistance, Mending

1: Bless, Magic Weapon, Protection from Evil, Summon Monster 1
D: Cure Light Wounds

2: Bull's Strength, Lesser Restoration, Spiritual Weapon
D: Cure Moderate Wounds

3: Searing Light, Summon Monster 3
D: Stone Shape

Rod the Worm

#3
Turn Undead details:

May Turn Undead 4 times per day

Highest HD turnable:
Roll d20+1
Result         Most Powerful Undead Affected (Maximum Hit Dice)
0 or lower    Cleric's level – 4
1–3            Cleric's level – 3
4–6            Cleric's level – 2
7–9            Cleric's level – 1
10–12         Cleric's level
13–15         Cleric's level + 1
16–18         Cleric's level + 2
19–21         Cleric's level + 3
22 or higher Cleric's level + 4

Number of HD turned is 2d6+6

Effect and Duration of Turning: Turned undead flee from you by the best and fastest means available to them 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. (You can stand within 10 feet without breaking the turning effect—you just can't approach them.) You can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning effect.

Destroying Undead: If you have twice as many levels (or more) as the undead have Hit Dice, you destroy any that you would normally turn.