Harsk

Thograt Ironheart's page

146 posts. Alias of Kip84.


About Thograt Ironheart

Thograt Ironheart
Dwarf
Alignment: Lawful Good
Priest of Torag (Cleric 3)
Languages: Dwarven, Common
Init: 0, Perception: 3
Abilities:
Str: 14 (+2), Dex: 10 (+0), Con: 12 (+1), Int: 8 (-1), Wis: 17 (+3), Cha: 12 (+1)

Defence:
HP: 23
AC: 21 Touch: 11 Flat footed: 21 (+6 Mitheral Chainmail, +5 Tower Shield, +1 Feat)
CMD: 13
Fort: 6 (+1 Con, +3 Class, +1 Feat, +1 Protection Domain)
Ref: 3 (+0 Dex, +1 Class, +1 Feat, +1 Protection Domain)
Will: 8 (+3 Wis, +3 Class, +1 Feat, +1 Protection Domain)

Offense:
BAB: 2
CMB: 4

Melee
+1 Dwarven Waraxe: Atk:+5, Dmg: 1d10+3, Crit: 20/x3,

Spells/Day: Orisons: 4/At will DC:13, 1st: 3/Day +1 Domain DC:14, 2nd: 2/day +1 Domain.

Prepared Spells:
Orisons: Detect Poison, Guidance, Create water, Stabilize.
1st: Bless[X], Doom[_], Shield of Faith[_]
1st Domain: Sanctuary[_]
2nd: Darkness[X], Bulls Strength[_]
2nd Domain: Spiritual Weapon[_]

Skills:
Kn: Religion; +5 (+3 Class, +3 Rank, -1 Int)
Diplomacy; +6 (+3 Class, +2 Rank, +1 Cha)

Feats:
-Campaign Bonus feat; Luck of Stonecrusher: you gain +1 to AC (touch and flatfooted too), and you gain +1 to all saves. If you die, there is a small chance the dwarven gods will intervene and save you. If this happens, you lose all benefits of this feat. This feat can only be chosen at first level.
War Domain Bonus: Martial Weapon Pro Dwarven Waraxe.
-1st; Dwarven Toughness: Just as regular toughness, but this feat can stack with Toughness too. This feat may only be chosen at first level.
3rd: Tower shield proficiency

Class Features:
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 deities.

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. 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.

Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare 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)

FAQ/Errata
If I have the channel energy ability from more than one class, do they stack?
No—unless an ability specifically says it stacks with similar abilities (such as an assassin's sneak attack), or adds in some way based on the character's total class levels (such as improved uncanny dodge), the abilities don't stack and you have to use them separately. Therefore, cleric channeling doesn't stack with paladin channeling, necromancer channeling, oracle of life channeling, and so on.
[Source]
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 a neutral cleric 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 a neutral cleric 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 of 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 can cast 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 channel 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

Gods of Golarion

Major deities of Golarion

Abadar | Asmodeus | Calistria | Cayden Cailean | Desna | Erastil | Gorum | Gozreh | Iomedae | Irori | Lamashtu | Nethys | Norgorber | Pharasma | Rovagug | Sarenrae | Shelyn | Torag | Urgathoa | Zon-Kuthon

Minor deities

Achaekek | Apsu | Azathoth | Besmara | Chamidu | Dahak | Droskar | Ghlaunder | Groetus | Kurgess | Lissala | Milani | Peacock Spirit | Sivanah | Ydersius | Zyphus

Holy Symbols

Abadar | Aroden | Asmodeus | Calistria | Cayden Cailean | Dahak | Desna | Erastil | Gorum | Gozreh | Groetus | Iomedae | Irori | Lamashtu | Nethys | Norgorber | Pharasma | Razmir | Rovagug | Shelyn | Sarenrae | Torag | Urgathoa | Ydersius | Zon-Kuthon

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, activating a domain power is a standard action. Cleric domains are listed at the end of this class entry.

(Editor's Note: A complete listing of cleric domains can be found here: Cleric Domains)

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 treated 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 of 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 inf lict 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.


Domains:
War Domain

Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.

Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.

Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.

Domain Spells: 1st—magic weapon, 2nd—spiritual weapon, 3rd—magic vestment, 4th—divine power, 5th—flame strike, 6th—blade barrier, 7th—power word blind, 8th—power word stun, 9th—power word kill.

Protection Domain

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.


Racial Traits:
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and have 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. (see darkvision).
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially 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.

Gear:
M.W Dwarven Waraxe 30gp
Scale mail 50gp
Heavy Wooden Shield 7gp
Silver Holy Symbol of Torag 25gp

Backpack 2gp
Bedroll 1sp
Blanket winter 5sp
Rope Hemp 100 ft 2gp
Sack x3 3sp
Signal whistle 8sp 
Spade 2gp
Soap 5sp
Tankard, clay 2cp
Torch 5cp
Trail Rations 10 days 5gp 
Clerics Vestments 5gp
Cold weather outfit 8gp
Explorers Outfit free

Coins:
Gp 0
Sp 7
Cp 3