Kargstaad

Kragg Stoneheart's page

1,926 posts. Alias of Neltji.


Full Name

Kraag Stoneheart

Race

dwarf

Classes/Levels

Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Gender

Male

Size

M

Age

160 (That is snow in my beard)

Special Abilities

travel and protection domains

Alignment

LN

Deity

Abadar

Languages

Dwarf, Common, Terran, and gnome

Occupation

priest and wisdom giver to younger more impetuous Folks

Strength 14
Dexterity 10
Constitution 15
Intelligence 14
Wisdom 20
Charisma 10

About Kragg Stoneheart

kragg stoneheart vii
Dwarf cleric of Abadar 7 Holy Vindicator 1
LN Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +5 (+7 to notice unusual stonework)
Aura deflection aura (20 ft.)
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Defense
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AC 23, touch 11, flat-footed 23 (+10 armor, +2 light shield, +1 ring of protection)
hp 61 (7d8+1d10+14+1)
Fort +10, Ref +4, Will +13; +2 vs. poison, spells, and spell-like abilities, +2 charm and compulsion
Defensive Abilities defensive training
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Offense
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Speed 30 ft.
Melee +1 Shortsword +9/4 (1d6+3) 19-20/2
Morningstar +8/3 (d8+2)
MW longspear +9/4 (d8+3)x3
Ranged javelin +6 (1d6+2)
Special Attacks channel positive energy 3/day {x}{x}{} (DC 10, 4d6), hatred
Cleric Spells Prepared adventuring (CL 7; concentration +13)
4th- dimension door [D] [], blessing of fervor [x], summon monster 4 []
3rd- fly[D] [x], dispel magic[], resist energy communal [x], circle of protection evil [x]
2nd-barkskin +3 [D] [x], bull’s strength [x], calm emotions [x], bulls strength [x], summon monster 2 [x] (adventuring)
2nd-locate object [D] [], blood biography [], calm emotions [], zone of truth [], blank [] (town)
1st—enlarge person [x], divine favor [], Shield [D] [x], shield of faith [], Bless [], magic weapon [], protection from evil []
0 (at will)—light, guidance, create water, detect magic

wand of lesser extend [x ] [x ] [x ]
Ioun Stone 3 [x]

D Domain spell; Domains Protection (Defense[APG] subdomain), Travel

Agile feet domain ability [x][x][x][][][][] ignore difficult terrain as free action
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Statistics
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Str 14, Dex 10, Con 15, Int 14, Wis 20, Cha 10
Base Atk +6, CMB +8; CMD 18 (+4 vs. bull rush, trip)
Feats Breadth Of Experience[APG], armor proficiency heavy, craft magic arms and armor, elemental channel
Skills
Appraise +6 (+8 on items valued by weight when using scales),
Craft (alchemy) +7 (+9 on checks related to metal or stone),
Craft (armor) +8 (+10 on checks related to metal or stone),
Craft (weapons) +8 (+10 on checks related to metal or stone),
Craft (clockwork) +7 (+9 on checks related to metal or stone),
Diplomacy +11
Heal +13,
Knowledge (arcana) +8,
Knowledge (dungeoneering) +4,
Knowledge (engineering) +4, +5 more if mechanical
Knowledge (geography) +4,
Knowledge (history) +8,
Knowledge (local) +4,
Knowledge (nature) +4,
Knowledge (nobility) +8
Knowledge (planes) +8,
Knowledge (religion) +14
Linguistics +4,
Perception +5 (+2 to notice unusual stonework),
Profession (brewer) +13
Profession (engineer) +11 (+2 on checks related to metal or stone),
Profession (merchant) +11 (+2 on checks related to metal or stone),
sense motive +16
Spellcraft +13
Swim +6
Racial Modifiers:
craftsman[APG],
+2 Perception to notice unusual stonework

Languages Common, Dwarven, Gnome, Terran, Azlanti

SQ agile feet (6/day)

Other Gear
Full plate +1
Quick runner's Shirt
Rod of lesser extend
Lt shield +1
Shortsword +1
cold iron longspear,
Headband wisdom +2,
pearl or power 1
Pearl of Power 3
Insightful Scroll Case
engineer gloves
potion of cure light wounds x1
Ring of swimming
Bottle of air
scroll of water breathing (0)
wand of cure light wounds x 33 charges
wand of cure light wounds x35 charges
javelin (3),
morningstar,
backpack,
bedroll,
belt pouch,
blacksmith anvil[APG]*,
blanket[APG],
crowbar,
drill[APG]*,
drill[APG]*,
drill[APG],
fishhook,
fishing net,
flint and steel,
hammer,
hemp rope (100 ft.),
iron spike[APG] (4),
masterwork armorsmithing tools*,
masterwork weaponsmithing tools*,
merchant's scale*,
mug/tankard,
pot,
sack,
saw[APG],
shovel,
small tent*,
string or twine[APG],
trail rations (7),
waterskin,
whetstone,
wooden holy symbol,

66 gp, 2 sp, 1 cp + 3113.5 gp -2150 for fullplate -600 for scrolls of water breathing-410 for capital +20.7 from buildings=40.41+19.6+4+5454.50-5500=18.51

brewery 24/24 days 13-5ft squares
bar 16/16days 20-5 ft squares
common room (16/16 days) 27-5ft squares
bath (8/8days) 6-5ft squares
kitchen (12/12 days) 5-5ft squares
Laundry (8/8 days) 3-5ft squares
spent in-italics
Next upgrades are lodging (215gp), lavatory (60gp)

5days of earning from buildings needing to be rolled still.

Building bonuses: +37gp or +27 influence/+7 goods/+3 gp
* items are not carried currently
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Special Abilities
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Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
Cleric Channel Positive Energy 3d6 (3/day, DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Defense) 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.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Deflection Aura (5 rounds, 1/day) (Su) 20'r aura grants +2 AC and +2 CMD
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Brewmaster: +1 profession brewer and craft alchemy, -1 to dwarves diplomacy
Resourceful: craft items quicker
Vindicator's Shield: channel to imbue shield with sacred bonus to AC # of channel dice

future notes:

level 6 cleric
7 hp
More spells
5 sp
+1 bab
+1 all saves

book 2 quests...
Carver knows of a handful of locations spoken of in the first Pathfinder Chronicles volume, though not precisely where on the island they may be—if they’re even on Ancorato at all. These sites include an abandoned Ulfen settlement on the east coast, a cave behind a waterfall on the northeast side of the island, a sunken laboratory long swallowed by the earth, a crystal monument on a small island northwest of Ancorato, and an ancient observatory located somewhere in the mountains.