Skills and Feats

Feats (Level 1):

  • Extra Channel: Can channel energy an extra two times a day.

Favored Class Bonus:

  • Level One: 1 additional skill point.

Class Skills:

The cleric’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.

Chosen Skills (Level 1):

Knowledge (religion) (Int): 1  {+3 Class Skill} 4 Ranks

Linguistics (Int): 1  (Orc language) {+3 Class Skill} 4 Ranks

Heal (Wis): 1  {+3 Class Skill} 4 Ranks

Spells and Abilities Available to Brox

Spells Able to Be Cast:

3 Orisons

1 Level One (First Level), 1 Level One (Bonus Spell for 18 Wis), 1 Level One (Domain Spell)

Orison Spells:

  • Read Magic (Read scrolls and Spellbooks.)
  • Detect Magic (Detects spells and magic items within 60 ft.)
  • Create Water (Creates 2 gallons/level of pure water.)

Level One Spells:

COMMAND:

School enchantment (compulsion) [language-dependent, mind-affecting]
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
  • Command: You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options:
    • Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
    • Drop: On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item until its next turn.
    • Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
    • Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
    • Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.
If the subject can’t carry out your command on its next turn, the spell automatically fails.

BLESS:

School enchantment (compulsion) [mind-affecting]
Casting Time 1 standard action
Components V, S, DF
Range 50 ft.
Area The caster and all allies within a 50-ft. burst, centered on the caster
Duration 1 min./level
Saving Throw none; Spell Resistance yes (harmless
  •  Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.Bless counters and dispels bane. (Bonus Spell)

MAGIC STONE:

School transmutation
Casting Time 1 standard action
Components V, S, DF
Range touch
Targets up to three pebbles touched
Duration 30 minutes or until discharged
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
  • Magic Stone: You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell’s enhancement bonus), or 2d6+2 points against undead. (Domain Spell – Earth)
Spells may be spontaneously converted to heal spells. (For ex. Cure Light Wounds, 1d8 + 1 points of healing energy on touch).

Channel Energy:

1d6 dmg or healing in 30 feet. (dmg is halved on a Successful DC 11 Will Save)

6 Uses / Day.  (3+1+2)

(+3 uses for 1st Level, +1 Use for Cha mod, and +2 uses for feat, extra channeling)

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.

Domain Abilities:

Earth

Acid Dar 1d6+1 (per two levels) in a 30 ft range. (Usable 7 / Day.)

Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.

  • Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.

Domain Spells: 1st—magic stone, 2nd—soften earth and stone, 3rd—stone shape, 4th—spike stones, 5th—wall of stone, 6th—stoneskin, 7th—elemental body IV (earth only), 8th—earthquake, 9th—elemental swarm (earth only).

Protection

Resistant Touch +1  bonus to all saving throws for 1 min. (Usable 7 / Day)

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.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment.

Brox has a Good aligned Aura.

Further Details on Brox

Details about Brox “Ox” Stonesinger

– Born in Bremel on October 8th in a frigid year.

– Ox got his nickname while doing chores hauling buckets of water.

– Ox met a gnome named Daisy by a stream one day and they became good friends, being young they played games and one involved hoisting a partner onto your shoulders and attempting to unseat your opponent, “Jousting”. Ox’s hauling days and Daisy’s spunk allowed them to best the others and win the game. Ever since they will “Joust” for fun.

– Ox had a terrible nightmare when he was young that he could not fully remember. It featured a tall man (human) wearing a distinctive hat.

– Ox likes the taste of berry’s and has always enjoyed a good song.

– The Temple of Torag has become a second home.

– Brox was a great student of Torag and developed a good report with the older members of the faith at his temple.

– Picked on while growing up by his peers, he dealt with the bullies by setting lose snakes and embarrassing the dwarves that were afraid.

– A great love for reading has kept him inside too often.

– An aunt once told him that it was his duty to carry the family name.

Character Sheet

Name: Brox “Ox” Stonesinger              Race: Dwarf (Male)                 Class: Cleric of Torag

Str: 10 (0)                     Age:   56     Ht: 4 ‘  Wt: 199 lbs  Hair: Black   Skin: Ruddy  Eyes: Blue

Dex: 10 (0)                                                               Hometown: Bremel       Clan: Stonesinger

Con: 12 (+1)                                                                        Wealth: 2 gp        HP: 9/9

Int: 10 (0)                                                                       AC: 14    BAB: 0    CMB: 0   CMD: 10

Wis: 18 (+4)                                                                Base Speed: 20 ft.     Darkvision: 60 ft.

Chr: 12 (+1)                                                                    Languages: Dwarven, Common and Orc.

XP: ________________                                                             

Saving Throws:

Fort: +4                              *Note: Additional bonuses apply to saving throws with regards

Reflex: +1                            to spells (+2), spell-like abilities (+2), poison (+2) and disease (+1). 

Will: +7                                                                                      

Domains:

  • Earth
  • Protection 

Weapons:

  • Club (1d6 Dmg) (x2 Crit) (3 lbs.) (Bludgeoning)
  • Sling (and bag of stones) (1d4 Dmg) (x2 Crit) (50 ft Range) (Bludgeoning)

Armor: (AC 14):

  • Leather Armor (10 gp cost) (+2 Armor)
  • Heavy Wooden Shield (7 gp cost) (+2 Armor)

Personal Items:

  • Holy Symbol of Torag

Racial Traits:

  • Craftsman: Craft checks relating to metal and stone are counted as +2 higher, even untrained. (Alternative Trait – Replaces Greed)
  • Stability: +4 on CMB checks to resist Bull Rush or Trip attempts while on the ground.
  • Hardy: +2 on saving throws against poison, spells and spell-like abilities.
  • Hatred: +1 on attack rolls against all goblin-kind and orcs.
  • Stonesinger: All abilities relating to spells with the earth descriptor are treated as 1 level higher for the purposes of effects. (Alternative Trait – Replaces Stonecunning)
  • Weapon Familiarity: Battle Axes, Heavy Picks, Warhammers and all weapons with Dwarven in the name are treated as martial weapons.

Talents:

Inquisitive (+10% xp).

Hireling: +10 morale.

Disease Resistant: +1 to saves, -1 dmg.(relating to Disease)

Sleeping Outside: +1 extra hp / night restored.

Snake Tamer: +4 to handle, +2 to hit.

Responsible Wisdom: +3 to Wis in certain situations involving responsibility.

Sculptor: +1 to hit w/ dagger.

Personal Relationships:

  • Man-at-Arms.
  • He comes equipped with a Short Bow, Hand Axe and Leather Armor for 12 gp / month.

 

Welcome!

Home of my Pathfinder Homebrew Character for Chronicles of Ashmont Part II.

Brox “The Ox” is my latest devoutee of Torag the Tenacious! He will be played (hopefully) more like a true dwarf…

With a determination and stoicism that could move mountains.

With a passion that could light a forge.

With a zeal for his friends, his food and his nectar of the gods…. beer.

Without further adieu, BROX THE OX, STONESINGER!!!!