Balak Hearthealer
Male Dwarf Cleric 5 / War Priest 1
True Neutral
Representing Cole Caecus
Strength 16 (+3)
Dexterity 10 (+0)
Constitution 20 (+5)
Intelligence 13 (+1)
Wisdom 18 (+4)
Charisma 11 (+0)
Size: Medium
Height: 4' 0"
Weight: 190 lb
Skin: Tan
Eyes: Dark Brown
Hair: Red; Wavy; Thick Beard / Hirsute
Domains: Healing Strength
Energy: Positive [Healing / Turns Undead]
Total Hit Points: 51
Speed: 30 feet [quick]
Armor-Mountain plate +10 +0 –9
Armor Class: 19 = 10 +10 -1 [vulnerable]
Touch AC: 9
Flat-footed: 19
Initiative modifier: +0 = +0 [dexterity]
Fortitude save: +11 = 6 [base] +5 [constitution]
Reflex save: +1 = 1 [base]
Will save: +8 = 4 [base] +4 [wisdom]
Attack (handheld): +7 = 4 [base] +3 [strength]
Attack (unarmed): +7 = 4 [base] +3 [strength]
Attack (missile): +4 = 4 [base]
Grapple check: +7 = 4 [base] +3 [strength]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
76 lb. or less
77-153 lb.
154-230 lb.
230 lb.
460 lb.
1150 lb.
Languages: Common Dwarven Goblin
Heavy Crossbow [1d10, crit 19-20/x2, range inc 120 ft., 8 lb., piercing]
Greathammer, goliath 1d12 ×4 — 30 lb. Bludgeoning
Feats:
Combat Casting
Exotic Weapon Proficiency Weapon: Goliath Greathammer
Leadership
Power Attack
Murky-Eyed [flaw]
Vulnerable [flaw]
Dwarven Armor Proficiency [hand-edit as needed]
Traits:
Quick
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Appraise Int 1 =
+1
Balance Dex* 0 =
+0
Bluff Cha 0 =
+0
Climb Str* 3 =
+3
Concentration Con 14 =
+5
+9
Craft_1 Int 1 =
+1
Craft_2 Int 1 =
+1
Craft_3 Int 1 =
+1
Diplomacy Cha 10 =
+0
+8 +2 [sense motive]
Disguise Cha 0 =
+0
Escape Artist Dex* 0 =
+0
Forgery Int 1 =
+1
Gather Information Cha 0 =
+0
Heal Wis 9 =
+4
+5
Hide Dex* 0 =
+0
Intimidate Cha 0 =
+0
Jump Str* 3 =
+3
Listen Wis 4 =
+4
Move Silently Dex* 0 =
+0
Perform_1 Cha 0 =
+0
Perform_2 Cha 0 =
+0
Perform_3 Cha 0 =
+0
Perform_4 Cha 0 =
+0
Perform_5 Cha 0 =
+0
Ride Dex 4 =
+4
Search Int 1 =
+1
Sense Motive Wis 9 =
+4
+5
Spot Wis 4 =
+4
Survival Wis 4 =
+4
Swim Str** 3 =
+3
Use Rope Dex 0 =
+0
* = check penalty for wearing armor
Zero-level Cleric spells: 5 per day
First-level Cleric spells: 4 (3+1) per day +1 from a domain:
Second-level Cleric spells: 4 (3+1) per day +1 from a domain:
Third-level Cleric spells: 3 (2+1) per day +1 from a domain:
Dwarf:
* +2 constitution / -2 charisma (already included)
* Can move 20 feet even if in heavy armor
* Darkvision (see 60 feet in pitch-dark)
* Stonecunning (+2 on searching stone, intuit depth)
* +4 to avoid being bullrushed while standing on ground
* +2 racial bonus on saves vs. poison
* +2 racial bonus on saves vs. spells / spell-like abilities
* +1 racial bonus to hit orcs and goblinoids
* +4 dodge bonus on AC against giants
* +4 stability bonus to avoid being tripped/bull rushed standing on ground
* +2 racial bonus on appraise checks if stone/metal
Cleric:
* Alignment Aura
* Spontaneous Casting (heal)
* Turn Undead (3x/day)
* High wisdom gains bonus spells daily
* Domain choices give additional abilities
War Priest
* Hit dice d10
* Fast increase in attack bonuses
* Fast increase in fortitude saves
* Slow increase in reflex saves
* Slow increase in will saves
* Base 2 skill points per level
* Heavy armor proficiency
* No bonus feats
* Additional cleric spell levels: 1
Bonus Domain: At 1st level, a warpriest gains the Glory domain (if he turns undead) or the Domination domain (if he rebukes undead).
Rally (Ex): A warpriest who currently is not suffering from a fear effect can use this ability as a standard action. Allies within 60 feet who are suffering from any fear effect and who can hear the warpriest are allowed another saving throw against the fear effect, with a +1 morale bonus per warpriest level.
Turn or Rebuke Undead (Su): Levels of warpriest stack with any of the character’s cleric or paladin levels when turning or rebuking undead.
More:
Class HP rolled
Level 1: Cleric 7
Level 2: Cleric 1
Level 3: Cleric 2
Level 4: Cleric 4 +1 to strength
Level 5: Cleric 3
Level 6: War Priest 4
Balak Hearthealer's Equipment:
8 lb
3 lb
2 lb
5 lb
3 lb
2 lb
5 lb
4 lb
3 lb
5 lb
10 lb
1 lb
20 lb
8 lb
1 lb
1 lb
2 lb
_____
83 lb Weapons / Armor / Shield (from above)
Crossbow bolts (quiver of 10) x3
Backpack
Bedroll
Bell
Blanket, winter x1
Caltrops
Candle
Crowbar
Flint and steel
Grappling hook
Oil flasks x3
Rations (1 day) x5
Rope (50', silk) x2
Signal whistle
Signet ring
Spyglass
Tent
Waterskins x2
Whetstone
Healer kit
Spell component pouch
Amulet of retributive healing- 2000
Ring of Mystic Healing- 3500
Scouts Headband- 3400
Anklet of Translocation- 1400
Greatreach Bracers- 2000
Everlasting Rations- 350
Potion of Cure Light x4- 200
Enlarge Person Potion x3 - 150
Total
Gold Left 30
More about Balak Hearthealer:
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Guest Message by DevFuse
2 replies to this topic
#1
Posted 22 November 2009 - 05:28 PM
#2
Posted 22 November 2009 - 06:32 PM
troops:
1 Scout (Elf)
1 Mage (Human)
2 Archer (Elf)
1 Fighter (Dwarf)
Commander ability:
Troops get +3 will save
1 Scout (Elf)
1 Mage (Human)
2 Archer (Elf)
1 Fighter (Dwarf)
Commander ability:
Troops get +3 will save
Edited by Mercenary_Leader, 28 November 2009 - 07:00 PM.
#3
Posted 10 March 2010 - 10:22 PM
My Cohort
Raina Stonehand
Female Dwarf Druid 4
True Neutral
Strength 12 (+1)
Dexterity 18 (+4)
Constitution 14 (+2)
Intelligence 12 (+1)
Wisdom 18 (+4)
Charisma 11 (+0)
Size: Medium
Height: 4' 0"
Weight: 135 lb
Skin: Tan
Eyes: Dark Brown
Hair: Black
Total Hit Points: 21
Speed: 30 feet [quick]
Armor Class: 17 = 10 +3 [hide] +1 [light wooden] +4 [dexterity] -1 [vulnerable]
Touch AC: 13
Flat-footed: 13
Initiative modifier: +4 = +4 [dexterity]
Fortitude save: +6 = 4 [base] +2 [constitution]
Reflex save: +5 = 1 [base] +4 [dexterity]
Will save: +8 = 4 [base] +4 [wisdom]
Attack (handheld): +4 = 3 [base] +1 [strength]
Attack (unarmed): +4 = 3 [base] +1 [strength]
Attack (missile): +7 = 3 [base] +4 [dexterity]
Grapple check: +4 = 3 [base] +1 [strength]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
43 lb. or less
44-86 lb.
87-130 lb.
130 lb.
260 lb.
650 lb.
Languages: Common Druidic Dwarven Goblin
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Scimitar [1d6, crit 18-20/x2, 4 lb, one-handed, slashing]
Hide armor [medium; +3 AC; max dex +4; check penalty -3; 25 lb.]
Light Wooden Shield [+1 AC; check penalty -1; hardness 5; hp 7; 5 lb.]
Feats:
Combat Casting
Inattentive [flaw]
Vulnerable [flaw]
Spell Focus (Abjuration)
Spell Focus (Enchantment)
Spell Focus (Evocation)
Traits:
Quick
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Appraise Int 1 =
+1
Balance Dex* 4 =
+4
Bluff Cha 0 =
+0
Climb Str* 1 =
+1
Concentration Con 9 =
+2
+7
Craft_1 Int 1 =
+1
Craft_2 Int 1 =
+1
Craft_3 Int 1 =
+1
Diplomacy Cha 0 =
+0
Disguise Cha 0 =
+0
Escape Artist Dex* 4 =
+4
Forgery Int 1 =
+1
Gather Information Cha 0 =
+0
Heal Wis 11 =
+4
+7
Hide Dex* 4 =
+4
Intimidate Cha 0 =
+0
Jump Str* 1 =
+1
Knowledge (nature) Int 12 =
+1
+7 +2 [druid] +2 [survival]
Listen Wis 0 =
+4
-4 [inattentive]
Move Silently Dex* 4 =
+4
Perform_1 Cha 0 =
+0
Perform_2 Cha 0 =
+0
Perform_3 Cha 0 =
+0
Perform_4 Cha 0 =
+0
Perform_5 Cha 0 =
+0
Ride Dex 4 =
+4
Search Int 1 =
+1
Sense Motive Wis 4 =
+4
Spellcraft Int 8 =
+1
+7
Spot Wis 0 =
+4
-4 [inattentive]
Survival Wis 13 =
+4
+7 +2 [druid]
Swim Str** 1 =
+1
Use Rope Dex 4 =
+4
* = check penalty for wearing armor
Know Nature >=5 ranks gives +2 on survival checks above ground.
Zero-level Druid spells: 5 per day
First-level Druid spells: 4 (3+1) per day
Second-level Druid spells: 3 (2+1) per day
Dwarf:
* +2 constitution / -2 charisma (already included)
* Can move 20 feet even if in heavy armor
* Darkvision (see 60 feet in pitch-dark)
* Stonecunning (+2 on searching stone, intuit depth)
* +4 to avoid being bullrushed while standing on ground
* +2 racial bonus on saves vs. poison
* +2 racial bonus on saves vs. spells / spell-like abilities
* +1 racial bonus to hit orcs and goblinoids
* +4 dodge bonus on AC against giants
* +4 stability bonus to avoid being tripped/bull rushed standing on ground
* +2 racial bonus on appraise checks if stone/metal
Druid:
* Spontaneous Casting (summon nature's ally)
* Animal Companion
* Wild Empathy
* +2 on Knowledge (nature) and Survival (already included)
* Woodland Stride (level 2)
* Trackless Step (level 3)
* Resist Nature's Lure (level 4)
* Wild Shape (level 5)
* Venom Immunity (level 9)
* A Thousand Faces (level 13)
* Timeless Body (level 15)
* High wisdom gains bonus spells daily
Class HP rolled
Level 1: Druid 7
Level 2: Druid 0
Level 3: Druid 4
Level 4: Druid 2 +1 to dexterity
Raina Stonehand's Equipment:
35 lb
2 lb
_____
37 lb Weapons / Armor / Shield (from above)
Holly and mistletoe
Spell component pouch
Total
Animal Companion: Dog
* Small Animal
* Hit dice 3d8+6 (19 hit points)
* Initiative +4 (Dex)
* Speed 40 feet
* AC: 18 ( +1 small +4 Dex +3 natural)
* Attacks: Bite +5 melee;
* Damage 1d4+3 (bite);
* Special Qualities: Scent
* Saves: Fort +5; Ref +7; Will +2
* Abilities: Str 14, Dex 18, Con 15, Int 2, Wis 12, Cha 6
* Skills: Listen +5; Spot +5; Swim +6; Survival +1;
* The animal is entitled to distribute an additional 2 skill points.
* Link, share spells
* Evasion
* Bonus tricks: 2
More about Raina Stonehand:
Raina Stonehand
Female Dwarf Druid 4
True Neutral
Strength 12 (+1)
Dexterity 18 (+4)
Constitution 14 (+2)
Intelligence 12 (+1)
Wisdom 18 (+4)
Charisma 11 (+0)
Size: Medium
Height: 4' 0"
Weight: 135 lb
Skin: Tan
Eyes: Dark Brown
Hair: Black
Total Hit Points: 21
Speed: 30 feet [quick]
Armor Class: 17 = 10 +3 [hide] +1 [light wooden] +4 [dexterity] -1 [vulnerable]
Touch AC: 13
Flat-footed: 13
Initiative modifier: +4 = +4 [dexterity]
Fortitude save: +6 = 4 [base] +2 [constitution]
Reflex save: +5 = 1 [base] +4 [dexterity]
Will save: +8 = 4 [base] +4 [wisdom]
Attack (handheld): +4 = 3 [base] +1 [strength]
Attack (unarmed): +4 = 3 [base] +1 [strength]
Attack (missile): +7 = 3 [base] +4 [dexterity]
Grapple check: +4 = 3 [base] +1 [strength]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
43 lb. or less
44-86 lb.
87-130 lb.
130 lb.
260 lb.
650 lb.
Languages: Common Druidic Dwarven Goblin
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Scimitar [1d6, crit 18-20/x2, 4 lb, one-handed, slashing]
Hide armor [medium; +3 AC; max dex +4; check penalty -3; 25 lb.]
Light Wooden Shield [+1 AC; check penalty -1; hardness 5; hp 7; 5 lb.]
Feats:
Combat Casting
Inattentive [flaw]
Vulnerable [flaw]
Spell Focus (Abjuration)
Spell Focus (Enchantment)
Spell Focus (Evocation)
Traits:
Quick
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Appraise Int 1 =
+1
Balance Dex* 4 =
+4
Bluff Cha 0 =
+0
Climb Str* 1 =
+1
Concentration Con 9 =
+2
+7
Craft_1 Int 1 =
+1
Craft_2 Int 1 =
+1
Craft_3 Int 1 =
+1
Diplomacy Cha 0 =
+0
Disguise Cha 0 =
+0
Escape Artist Dex* 4 =
+4
Forgery Int 1 =
+1
Gather Information Cha 0 =
+0
Heal Wis 11 =
+4
+7
Hide Dex* 4 =
+4
Intimidate Cha 0 =
+0
Jump Str* 1 =
+1
Knowledge (nature) Int 12 =
+1
+7 +2 [druid] +2 [survival]
Listen Wis 0 =
+4
-4 [inattentive]
Move Silently Dex* 4 =
+4
Perform_1 Cha 0 =
+0
Perform_2 Cha 0 =
+0
Perform_3 Cha 0 =
+0
Perform_4 Cha 0 =
+0
Perform_5 Cha 0 =
+0
Ride Dex 4 =
+4
Search Int 1 =
+1
Sense Motive Wis 4 =
+4
Spellcraft Int 8 =
+1
+7
Spot Wis 0 =
+4
-4 [inattentive]
Survival Wis 13 =
+4
+7 +2 [druid]
Swim Str** 1 =
+1
Use Rope Dex 4 =
+4
* = check penalty for wearing armor
Know Nature >=5 ranks gives +2 on survival checks above ground.
Zero-level Druid spells: 5 per day
First-level Druid spells: 4 (3+1) per day
Second-level Druid spells: 3 (2+1) per day
Dwarf:
* +2 constitution / -2 charisma (already included)
* Can move 20 feet even if in heavy armor
* Darkvision (see 60 feet in pitch-dark)
* Stonecunning (+2 on searching stone, intuit depth)
* +4 to avoid being bullrushed while standing on ground
* +2 racial bonus on saves vs. poison
* +2 racial bonus on saves vs. spells / spell-like abilities
* +1 racial bonus to hit orcs and goblinoids
* +4 dodge bonus on AC against giants
* +4 stability bonus to avoid being tripped/bull rushed standing on ground
* +2 racial bonus on appraise checks if stone/metal
Druid:
* Spontaneous Casting (summon nature's ally)
* Animal Companion
* Wild Empathy
* +2 on Knowledge (nature) and Survival (already included)
* Woodland Stride (level 2)
* Trackless Step (level 3)
* Resist Nature's Lure (level 4)
* Wild Shape (level 5)
* Venom Immunity (level 9)
* A Thousand Faces (level 13)
* Timeless Body (level 15)
* High wisdom gains bonus spells daily
Class HP rolled
Level 1: Druid 7
Level 2: Druid 0
Level 3: Druid 4
Level 4: Druid 2 +1 to dexterity
Raina Stonehand's Equipment:
35 lb
2 lb
_____
37 lb Weapons / Armor / Shield (from above)
Holly and mistletoe
Spell component pouch
Total
Animal Companion: Dog
* Small Animal
* Hit dice 3d8+6 (19 hit points)
* Initiative +4 (Dex)
* Speed 40 feet
* AC: 18 ( +1 small +4 Dex +3 natural)
* Attacks: Bite +5 melee;
* Damage 1d4+3 (bite);
* Special Qualities: Scent
* Saves: Fort +5; Ref +7; Will +2
* Abilities: Str 14, Dex 18, Con 15, Int 2, Wis 12, Cha 6
* Skills: Listen +5; Spot +5; Swim +6; Survival +1;
* The animal is entitled to distribute an additional 2 skill points.
* Link, share spells
* Evasion
* Bonus tricks: 2
More about Raina Stonehand:
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