Breg

Breg
Male Dwarf Cleric of Marthammor Duin 10 / Rogue 3
Lawful Good
Played by Fergus
Strength 14 (+2)
Dexterity 16 (+3)
Constitution 16 (+3)
Intelligence 20 (+5)
Wisdom 18 (+4)
Charisma 10 (+0)
Size: Medium
Height: 4' 3"
Weight: 180 lb
Skin: Tan
Eyes: Green
Hair: Dark Brown Curly; Thick Beard / Hirsute

Domains: Good Travel
Energy: Positive [Healing / Turns Undead]
Total Hit Points: 102
Speed: 20 feet
Armor Class: 18 = 10 +3 [studded] +5 [dexterity]
Touch AC: 15
Flat-footed: 15
Initiative modifier: +3 = +3 [dexterity]
Fortitude save: +15 = 8 [base] +3 [constitution]
Reflex save: +13 = 6 [base] +3 [dexterity]
Will save: +16 = 8 [base] +4 [wisdom]
Attack (handheld): +13/+8 = 9 [base] +2 [strength] +2 Magic Mace
Attack (unarmed): +11/+6 = 9 [base] +2 [strength]
Attack (missile): +12/+7 = 9 [base] +3 [dexterity]
Grapple check: +11/+6 = 9 [base] +2 [strength]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag: 58 lb. or less
59-116 lb.
117-175 lb.
175 lb.
350 lb.
875 lb.
Languages: Common Dwarven Gnomish Goblin Orc Terran Undercommon

Breg's Equipment:
Heavy Mace +2(1d8 +2 Critx2)
Studded Leather Armour +2

Handy Haversack:
Rations for 15
Winter Blankets and Bedrolls for 5
Flint and Steel
Fish hook
Hooded Lantern
5 flasks of oil
Climber’s Kit
20 Pitons
300 ft of Hempen Rope
Shovel
Spyglass
Tent
Winter clothing for 5
Thieves Tools (masterwork)
Holy Symbol of MD
Magnifying Glass

Cloak of Resistance +4
Rod of Security
This item creates a nondimensional space, a pocket paradise. There the rod’s possessor and as many as 199 other creatures can stay in complete safety for a period of time, up to 200 days divided by the number of creatures affected. All fractions are rounded down.
In this pocket paradise, creatures don’t age, and natural healing take place at twice the normal rate. Fresh water and food (fruits and vegetables only) are in abundance. The climate is comfortable for all creatures involved. Can be activated Once per week.

Feats
Alertness
Investigator
Track
Endurance
Diehard

Skill Name
Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 5 = +5
Balance Dex* 3 = +3
Bluff Cha 0 = +0
Climb Str* 2 = +2
Concentration Con 13 = +3 +10
Craft_1 Int 5 = +5
Craft_2 Int 5 = +5
Craft_3 Int 5 = +5
Diplomacy Cha 2 = +0 +2 [sense motive]
Disable Device Dex 8 = +3 +5
Disguise Cha 0 = +0
Escape Artist Dex* 3 = +3
Forgery Int 5 = +5
Gather Information Cha 14 = +0 +10 +2 [know local] +2 [investigator]
Heal Wis 4 = +4
Hide Dex* 3 = +3
Intimidate Cha 0 = +0
Jump Str* -4 = +2 -6 [speed 20]
Knowledge (arcana) Int 10 = +5 +5
Knowledge (dungeoneering) Int 10 = +5 +5
Knowledge (local) Int 10 = +5 +5
Knowledge (religion) Int 15 = +5 +10
Knowledge (planes) Int 9 = +5 +4
Listen Wis 22 = +4 +16 +2 [alertness]
Move Silently Dex* 3 = +3
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 3 = +3
Search Int 23 = +5 +16 +2 [investigator]
Sense Motive Wis 20 = +4 +16
Spot Wis 22 = +4 +16 +2 [alertness]
Survival Wis 20 = +4 +16
Swim Str** 2 = +2
Use Rope Dex 3 = +3

  • = check penalty for wearing armor

Know Dungeoneering >=5 ranks gives +2 on survival checks underground.
Know Religion >=5 ranks gives +2 on turn/rebuke the undead.
Search >=5 ranks gives +2 on survival checks while tracking.

GOOD DOMAIN
Granted Power: You cast good spells at +1 caster level.
Good Domain Spells
Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
Holy Smite: Damages and blinds evil creatures.
Dispel Evil: +4 bonus against attacks by evil creatures

TRAVEL DOMAIN
Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability.
Add Survival to your list of cleric class skills.
Travel Domain Spells
Longstrider: Increases your speed.
Locate Object: Senses direction toward object (specific or type).
Fly: Subject flies at speed of 60 ft.
Dimension Door: Teleports you short distance.
Teleport: Instantly transports you as far as 100 miles/level

Zero-level Cleric spells: 6 per day 14
First-level Cleric spells: 5 (4+1) per day +1 from a domain 15
Second-level Cleric spells: 5 (4+1) per day +1 from a domain 16
Third-level Cleric spells: 4 (3+1) per day +1 from a domain 17
Fourth-level Cleric spells: 4 (3+1) per day +1 from a domain 18
Fifth-level Cleric spells: 2 per day +1 from a domain 19
Standard Spell List:
0
Create Water – 2 Gallons/L water
3 x Detect Magic
3 x Detect Poison

1
Domain: Protection From Evil
Endure Elements
Detect Undead
Protection from Evil +2AC(deflection) and saves. 1min/L Blocks mental control, possession.
Bless Allies 50ft burst. +1 Attack rolls (morale) and saves vs fear. 1min/L
Summon Monster I

2
Domain: Locate Object
Consecrate 20ft emanation 2hrs/L +3 to Cha turning rolls. -1 to undead attack rolls, damage rolls and saves. Undead cannot be created or summoned.
Delay Poison 1hr/L
Resist Energy 10min/L Ignore fist 10 pts damge from chosen Energy type
Status Mentally monitor position and health. 1hr/L 1 creature/3L
Zone of Truth (will) 20ft radius emanation. 1min/L

3 (CSW 3d8 +11)
Domain: Fly
Dispel Magic
Remove Curse
Magic Circle against Evil
Invisibility Purge. 5ft/L 1min/l no saves or SR

4
Domain: Dimension Door
Recitation 60ft burst 1rd/L +2/-2
Tongues
Restoration

5
Domain: Teleport
Break Enchantment
True Seeing 1min/L

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)
+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 solid 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
Rogue:
Sneak Attack +2d6
Trapfinding
Evasion (level 2)
Trap Sense (level 3)

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