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Nov 13th, 2021, 06:53 PM
Icereach
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Halls of Honor
This space is reserved En Memorium of characters that have come and gone, to honor their names forever more.
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Nov 13th, 2021, 06:57 PM
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The House of Ejlvajn
Anja-Birgit Mestet-Jente
Name :
Anja-Birgit Mestet-Jente
Played By:
GeneT
Race :
Half-elf
Classes :
Shifter (
Sheet
)
Alignment :
Neutral
Intended Role :
When uncertainty comes, it needs uncertain ways, whether that be the cunning of a scavenger, the danger of a hunter, or the speed of a runner. And if pressed by darkness, by things made in the Void of un-life, then the power of the land, that which holds us in its great hand and courses in our veins even if we are deaf to its thrumming, may break from our breathing and consume the blackness that surrounds us in the North. Us Nanuc, born of land and bone, of fire and breath, of water and blood. We are the fox and eagle, earth and fire. We are the living. --- Words of Solace, Eastern Glade, Misted Falls.
Physical Description :
I once forgot my face and sat upon a smooth rock just beneath the Falls. Misted water formed droplets on my smooth sleek skin, then my golden feathers, and finally settled damp into my brown fur. I shifted from one thing to the next trying to find my face, peering into the shivering waters at the changes, eyes bright for some memory of who I was. What I was. My eyes are both green and blue. My face small, pointed at the chin. My hair dark, but there is life in the swirls and bends, shimmerings in the deep brown, except a single lock of Void black that snakes over my right ear. I am small and slight when I find myself staring back in the water. So small. So slight. I have lost my bear's teeth. And my hands are soft and blunt unlike the claws of the great cat. I have not wings. I cannot fly. My teeth are bright and my mouth does an odd thing. I look at it for some time, the corners of my lips curled up. Lines crinkle around my eyes like the rings inside a tree until I laugh at it and that laughing sound startles myself quiet. Now that I am found, I sit so long looking at my face that I begin to shiver, wet thru from the Falls, as the Sun flees the Void. The Lady is lost from the night sky and it is very dark but I do not take the owl so to see and walk away on my soft feet. I remember my face. Even if I cherish all the others, it is mine. My secret. Mine and the Foundlings. They have seen my eyes. And chin. And smile.
Personality :
Neither hunter nor prey, I am both. I watch and listen and remember. The sound of the wind thru foliage turned bright by coming winter is my voice. Soft yet loud and harsh when the need is greatest. I am slow to move until the timing is come. An owl waiting for its moment. Or a great ram weighing until front legs raise and down crash its horns. Balance upon those rocky cliff-sides demands patience and surefooted-ness. But I can be tempestuous when roused and headless like a bear surprised in the brush by one who walks too quiet for their own good. You must make noise around me then so I remember you are there and a friend. Something to trust then to growl against. I will defend your life if given and equally give mine. My den is yours least you try to take it by force. Or bring darkness to the North. Then I will do whatever it takes, by whatever means, and in whatever form to strip your skin from your bones and offer you to Gaia. That you can Trust. Nothing lies in the wild. Only Others have taught themselves that trick so as to separate themselves from all else.
Background :
I am not Nanuc. That I know. But they are me.
They taught me to speak and listen. They taught me Change, the Lady, the North, the Void. And I do not remember being without them. I have seen their true selves. And shown them my own face. I have looked upon the Mist of their Falls and changed. At first by need. Then by chant. Then by will alone. And I forgot my own face for a time while I ranged in the sky, and forest, and icy cold mountains. I have been more things for more time than I have worn my own skin. And they let me free until I found myself again from being lost. It took some time to remember and I needed many songs and chants before they would even tell me my name again.
I was four when they found me wandering dirty, starved to point of tear-lessness, huddled in with an abandoned nest of new born foxes. I used to think the bits of fur and nesting stuck to my grimy skin fooled them into thinking I was Nanuc. But that isn't really true. They knew what I was. When I smelled them coming and as their eyes found me I changed. A small fox among the others, sharp little teeth snapping. Change by Need then Chant then Will. A Nanuc life. Child, Adolescent, Adult.
My heart says I am Nanuc, fox born. For a while, I was Mestet-Jenta. Until they gave my name back. Until I returned to them, stumbling along the dark path by my own soft feet and showed them my true face. They gave back my name then, Anja Birgit. And then showed me their own eyes, and cheeks, and smiles. For a time, I was happy. I'm not certain for how long, whether is was days or multiple comings of the Lady. But I kept my face and they kept theirs. And we sang of the North, and the Sun, and the Lady. And we sang of the Void.
And I left them when they asked it of me, when their need swallowed my own, and took my face to Others, became a Foundling, and discovered Family in a different way. My song must be sung least the Lady be forever lost and the Void consume all that is.
I am Nanuc no matter what skin I was born with. I am Foundling. I am of the House. I am wind and eagle. Earth and stag. Water and otter. Mountain and ram. I am an Eve of the Garden. A child of Gaia.
"What will I see Basil,"
I asked.
"Each sees something different Anja. Some the face of a mate or pups unborn. Some a past moment or future chance. But most Anja, most see nothing but a blank mist and take sleep. Even those that see the past or some future life forget most of it until the moment of choice arrives."
Basil hands me a cup of filmjölk in which simalanceata has been left to soak. He smiles as I lift the wooden cup to my lips and lay back into a carpet of ferns in the deep quiet of the forest the House has made for me in a room that is ours. This is my Deas-ghnàth, my Dreaming Passage. I feel my eyes grow heavy and I suddenly heave a breath thinking I had forgotten life and try to sit up.
"Let it take you Anja,"
I hear Basil say.
"Is there danger,"
I begin to say before everything is lost and the dreaming takes me. I don't hear that Basil never responds or see the thin line of his pursed lips. I don't wonder at the concern on his face for me.
I hear the running water first. The sound of it pulls me through the white mist until the mist frays and disintegrates like the leading edge of storm clouds. I watch him pace before the foot of a wooden bridge spanning turbulent water. His red eyes scan the far side where white ghostly trees stand resolute and stiff. His features are brutish and mis-shapened. His forehead slopes back sharply. His cheekbones are high and his nose is wide and flat. I know him and he is beautiful to me. In that instant, as recognition dawns, I am at his side, standing next to him at the foot of the bridge. The scent of him washes over me and I calm, forget this is a dreaming, forget that despite knowing his name I have yet heard him speak it to me. That I have yet to meet him in the world.
"You should be gone with the others. We agreed,"
he says to me.
"No,"
I say in response.
"I will stay by your side."
"Why? Why waste your life here? I will hold the way so you and others can escape and fight another day,"
he says turning to face me, his thin lips barely able to cover the sharpness of his teeth.
"I will not leave you,"
I hear myself say as another part of me watches a growing blackness that begins to ooze through the white trees on the far bank. It is the only thing solid in this place. That lifeless color. The only thing with strong borders. It slithers toward the bridge and us, and the white trees dissolve under its touch.
"I will not let you die here no matter,"
he begins to say before I stop him by raising one of my hands.
"I'd rather die with you than live without you friend."
We face each other, him and I. The silence between us holds the Darkness at bay for a small moment. Three breaths. Seven beats of my heart. Until he smiles, sharp teeth and all.
"You're a stubborn woman Anja-Brigit,"
he says to me. But I can hear softness in the clamor of those syllables.
"And you are beautiful to me Oota Dabun."
His laugh is a rough thing. Like the cry of an eagle and just as powerful.
"Beautiful? No one thinks this wreck of a face is beautiful?
"It doesn't matter what anyone else believes. I believe it. And you know I believe it. And that is enough."
His smile is so bright I see it even as the Darkness covers and consumes us.
"Anja......ANJA,"
Basil shouts shaking me by the shoulders and hips, by the arms and legs.
"Basil,"
I say, waking at last.
"I am right. I am returned to you."
"You were thrashing,"
he says, a worry drawn on his face that I have never witnessed.
"Darkness was in my Dreaming, Basil, crossing a bridge over running water. Malice and despair. A Greed for Bones."
Basil sat back on his heels, his face flat and calm again. His voice even but unrelieved.
"It is a fearsome thing to face the Void alone in one's Dreaming. Few are tested in such ways. Few receive such knowledge. Crying out is no weakness."
I shake my head and partially sit up, barely able to support myself on my thin sharp elbows.
"I was not alone Basil and we were not filled with fear."
'Not alone,"
Basil says, reaching to cup my face and gather the truth of it from my eyes. But I spoke it anyway. More for myself than him.
"Defiance Basil. It was the sound of our Defiance. Mine and His. The Foundlings."
I am a white and grey. I run on four legs through the snow along the edge of the forest, in the lee and shadow of brave trees that guard the border of forest from meadow and meadow from road. I cannot stop. I must run. I am a solitary wolf, an interloper, and I sprint south through the territory of an established pack. It hunts me and I cannot shift. There is no other form that will save my life from them then this one. My own skin could not fight such a pack and taking the sky as owl or eagle is even more dangerous. Birds lack the intelligence to hold to them for such a long time. I would be lost to the wind. Lost to myself so completely that even the Nanuc, Basil, or those of the House would be unable to guide me home. Many have lost themselves from too long in the clouds.
So I run and with each step, as Basil said I would, I forget my dreaming. I forget his name. I forget his face. I forget his eyes. But I remember the sound of my own name in his mouth and pray that it is enough. That I will remember him when the time comes. There is something hunting far worse than eager wolves trying to chase down an interloper. And I run in a house made family, with the only kin that I have every known, toward a memory of someone I am losing and a Darkness I can't forget.
Gilda Gemdelver
Name:
Gilda Gemdelver
Played by:
Noquarter19
Race:
Dwarf
Alignment:
Lawful Good
Class:
Cleric
Physical Description:
Gilda Gemdelver is a little ball of a dwarf, despite standing 4' 0" Her dark brown eyes stare at everyone and everything, always on the lookout for her friends' mischief. She wears a brown and white dress when she is not dressing up in her armor for playtime, and ler long, curly, strawberry blonde hair tumbles down against her ruddy pink cheeks - which are usually more flushed with irritation at her friends not listening. Secretly, she is very self conscious about her weight and appearance, especially when compared to her pretty drow friend. She has been working out, doing push-ups and sit-ups to improve her physical strength, and has recently taken to showing off her biceps to her friends.
Personality:
"Why do you have to break the rules so often? They're there to protect us!"
Some might describe Gilda as cautious, safe, or a follower. The more inconsiderate may even refer to her as a goody-twoshoes, tattletale, or a narc, but the young dwarf pays them no mind - outwardly, at least. Inside, she hurts to hear the others criticize her when all she wants is for them all to just not get in trouble. Still, despite her rigidity in adhering to the rules, she is strong-willed when she decides on a course of action, and is one of the most stubborn of the foundlings.
Motivations:
Gilda never knew her mother, and has only a vague recollection of her father. She remembers his big smile, his rough, strong hands, and his smell - a mixture of dirt and sweat. She doesn't know what happened to him, whether he lives or not, but the fact that he left his mining pick behind with a note to give it to Gilda upon her 18th birthday tells her that he's not coming back. Despite this, she's never really given up hope, and her one major goal in life is to find out where she came from, and what happened to her father.
Achievements:
-
The Hope Diamond
: Acquire a gem worth 1,000 gold
-
Welcome to Jurassic Park
: Mine a piece of amber
-
Get back in there, soldier
: In one channel, heal a total of 50HP or more
-
Roll the Bones
: Destroy three or more undead with a single channel
Gilda and Anja-Birgit Mestet-Jente
:
It has taken a long time for Gilda and Anja-Birgit to feel the same level of comfort with one another as she holds with some of the other foundlings. In her mind, Anja was always a troubled soul, a face with wild eyes that seemed to be looking about for shadows Gilda could not see. The dwarf began to truly see the human girl come into her own during one of their trips into the wild with Argady. The two had gone to fetch water, and a fog had rolled in. Night began to arrive, and the two of them had been separated from the rest of the group. Although Gilda was not afraid, she did feel concern, mostly over the possibility of getting in trouble. That never occurred, because Anja’s senses and bond with nature were so keen that they found the others soon enough even through the misty haze. Gilda holds a deep respect for her human friend, and though the two have not held too many long conversations, there is a level of trust between them that is strong as steel.
Gilda and Dorin
:
The two of them have a closeness that comes with being of the same kind, though on a personal level, there is more than just race that binds them. While their magics diverge into the arcane and the divine, both Gilda and Dorin have grown up and developed insecurities related to their bodies, their appearances. Although Gilda has only trace memories of her father, she knows he was at least a dwarf. Dorin, on the other hand, seemed to only remember his time in the house, and his feelings of being different among the others had made him feel uncomfortable for a long time. When the two grew older and it became clear that Gilda was not, in fact, going to have a growth spurt, that she was actually a dwarf like Dorin, he seemed to relax a bit more. She did have to remind him often that he needed to lighten up a little bit.
"You should be doing the things you
want
to do, not just what you think a dwarf should do. Like, I enjoy jewelcrafting - is that something you would think a dwarf should do? Alright, bad example maybe, but still. Be you, Dorin, be who
you
want to be, and don't just shoehorn yourself into some sort of mold of what a dwarf should be like. I mean, do you even
like
smithing?"
Some days were better than others, but overall she felt close to Dorin - even if he did sometimes come off as a know-it-all.
Gilda and Argonar
:
It took a
long
time for Gilda to see Argonar as anything more than an overactive, reckless, rowdy boy. There wasn't hardly a day that went by that Argonar wasn't doing something to rile her up. Whereas Gilda found comfort in being steadfast and adhering to the order of the home and the boundaries put forth to keep them safe, Argonar seemed like his main goal in life was to shatter those same boundaries with nothing more than his muscles and his wild nature. He had never hit her, even when they would occasionally spar in the courtyard, but she had seen rage in his eyes whenever she happened to inform on the boy and his frequent misdeeds. As he grew taller and more muscular, the rages went away, but she never truly forgot the looks he had given her when things hadn't gone his way. Things were... they were better now, now that they were older. He seemed to have calmed some, and he had taken to investing more time into developing his body than pulling pranks. He still did, sometimes, and he thought he was better at hiding in when he had done something - only now that they were closer together, he was hard pressed to keep the guilty look out of his face when she was around. And she was happy because deep down, she knew Argonar knew the pest of a dwarven girl only wanted to protect him.
Gilda and Henry
: At this point, Gilda has washed her hands of trying to 'fix' Henry. The young thief has always had nimble fingers, and hardly any room has been untouched by his dexterous digits. For a long time, Gilda made it a point to report to Creyton any time she caught the boy knicking something, or if she found an odd item of hers in his room. She prayed often for strength and guidance for her friend to stop his criminal ways, and for patience for herself. In the end - she gave up. Some of us are born to be sinners, and Henry was one of these. She tended to avoid going into his room so as to avoid going into conniptions at all the stolen goods in his possession. Her relationship with Henry could be considered cordial at best, and cool at its worst. Thieving just seemed to be in his nature, and her solution to that was to limit her contact with him, lest it drive her into a tizzy.
Gilda and Creyton
:
Ever since she first arrived at the House of Ejlvajn as a very young dwarven girl, Gilda has harbored a sort of dreadful wonder at their strange, unearthly housekeeper. Hovering above the ground like he does, she had tentatively reached out a hand to feel for any sort of walking appendages when she saw one of the other children do so, but didn’t like the idea of what she was doing to another, even though it may have been a strange sentient robot as opposed to a person – even at such a young age, she had begun to develop a respect for others that would only grow as she aged. Now in her teens, Gilda has always tried to do her best to keep her area of the house clean and tidy as a show of respect for the robotic housekeeper. And though there is no real emotion expressed from the one to the other, Gilda makes no distinction between “programming” and “caring,” especially as Creyton is the only continuous guardian the children have.
Gilda and Basil, the Kindly Man
:
The concept of souls is one that has been ruminated upon extensively by the Abadaran cleric, and no one, not a single other entity she has met or gotten to know in her short life, embodies as beautiful a soul as Basil. When she was very young, and first met the scarred half-orc, she couldn’t help but stare at the wounded countenance of Basil, and she didn’t stop until she heard one of the others giggling and saw them pointing at the scarred visage.
”That’s not nice!”
she had said vehemently, hot tears springing to her eyes. It was the first time the young dwarf had felt real empathy for another being, and ever since then she has learned to view others for who they are below the surface. The half-orc always treated her as an adult, and never talked down to her or tried to discourage her. In fact, Basil was the driving force behind her becoming a protection cleric of Abadar, because she wanted to grow up and be able to protect others from harm so that they would not have to take wounds like Basil had. The half-orc is as close to a father as she has in the house, and she is always joyful when he is around. It might have surprised her that her dwarven kin held such hatred for those of the orc race; for Gilda, there was nothing but love and respect for the kindly Basil.
Gilda and Isaralta Hildet, Esquire
:
The feelings she held for Basil could not be any more different than those she held for the demonic Isaralta. Gilda always,
always
dreaded when the purple winged creature came around the house, which was thankfully rare. The arcane magics of the woman were strange and unnatural, her beauty otherworldly, and her tone severe. Gilda always felt like a little foolish piggy girl whenever Isaralta happened to cast her piercing gaze in Gilda’s direction. She couldn’t deny the woman was immensely smart, but she’s still never been able to feel comfortable around the sorceress.
Gilda and Argady, Walker in the Woods
:
It’s strange. Argady the wolfen skinchanger was the most fearful and savage of the instructors to assist those of the House of Ejlvajn, and should have terrified her immensely. What she felt instead was a kind of curious fascination, a sense of wonder she could not put her finger on. Argady was a beast of nature, a savage wildling – but to her, he was like nature incarnate. A tree cannot help its nature, nor can a wolf, nor a fish. Everything must follow its own path, and Argady was a very good leader. She had had some wonderful times out in the wilds with Argady, and though she had never really grasped much in the way of knowledge of nature, the stars, or the animal kingdom, she always had faith that her guide would lead them where they needed to go without fault. Her one wish was to see Argady when he was not in his werewolf form – but she doubted that dream would ever come true.
Gilda and Benjamin "Benny" Hamish, Detective
:
Ugh.
Benny.
Don’t even get her started on that… that big monkeyman. From his cheap suits to the reek of tobacco which hung about the room whenever he was around, to the
incredibly disarming
way he would just appear out of nowhere in her room in the dead of night, there was little she cared for about the strange, simian detective. Ever since she had first awakened to the orange ember glow of his cigar in the darkness of her room, she had always found the strange detective very creepy. About the only thing she appreciated about Benny was his fondness for alchemy, which she found intriguing, but also beyond her skills. That wasn’t enough to make up for his
other
, less reputable skills. She didn’t have the dexterity – or the inclination – to pick locks, and she found the practice itself distasteful, even if it
could
come in handy if she ever “locked herself out,” as Benny was fond of saying. He always seemed to enjoy lording his height over the young dwarven girl, and she was usually irritated by his habit of stretching out whenever he saw her, like his height was supposed to impress her. It would take more than that to earn her favor.
Gilda and Gander Elden, Tyrant of the Ring
If Basil the half-orc was her surrogate father, then by all rights Lady Gander was a natural fit for her surrogate mother. Between the two of them, Gilda had picked up her ability to swing a weapon and hold a shield aloft, and she always put her best effort into impressing the two guardians. Gander had such a gentle, nurturing nature, that Gilda was taken aback when the swordmaster would strike out on her own for the quiet, contemplative calm of nature. Once she realized that Gander was not and would not be her mother, and that the warrior preferred to keep them all at an emotional arms reach, she calmly let that dream die and contented herself with sitting quietly in the garden – at a distance, of course. But as gentle as Gander was in conversation, she was a tempest on the sparring grounds. Many a time she had gone to bed with her shield arm throbbing, but as she grew and came into her own as a cleric, she learned to utilize her protection spells to create a buffer for herself when Gander’s attacks began to grow too relentless.
Gilda and Daniel Nightcaller, Jacka-er... of-all-Trades
:
Maybe it was because he talked too much, or thought too highly of himself; maybe it was the strong odor of his cologne that he was constantly dabbing on his neck, or maybe it was simply that she felt he was weak in character. Whatever the reason, whenever the Nightcaller came calling, Gilda usually found an excuse to find a quiet corner of the house, one well away from his nattering. It wasn’t that he wasn’t handsome and charming (he was) – but he was also seemingly so self-centered and shallow, and every word seemed like a lie, or at best, an exaggeration. He was a great storyteller, however, and even if she didn’t necessarily believe every word that came out of his mouth, she enjoyed hearing tales of far off places, interesting customs, and yes, even his tales of getting into and out of trouble. She still didn’t think it was a very smart way to live, constantly on the move with no real home, no attachments, no spiritual anchor in the world – but she also learned that just because someone is different, does not necessarily mean that they are bad. And this philosophy was a great aid to the young dwarf, who was still learning things about her fellow housemates every day.
Gilda and the House of Ejlvajn
:
It’s certainly uncommon to live in a teleporting house, but to Gilda, it was just her home. Having lived there for nearly fifteen years, she didn’t know or remember any place different, and so it never really seemed strange to be in one place one week, and then somewhere else the next. To her, the house was just the house. Her bed was still soft, the door was still blue, and the kitchen was still warm and inviting. She enjoyed walking through the halls, looking at the books, practicing against the sparring dummies down in the basement or looking at constellations through the telescope in the attic. To her, the home was perfect, no matter where it was.
Standard Action:
Swift Action:
Free Action:
Movement:
Ammunition:
Crossbow bolts x25
3 + WIS mod + ½ uses per day
Acid Darts
:
7/7 available (1d6
treated as 1 level higher – from Stonesinger
+1
)
3 + WIS mod uses per day
Resistant Touch
:
7/7 available
Spell Slots:
1 1 D
Inspired:
Available for today
Stat Block
Gilda Gemdelver
Cleric 1
Hit Points:
10/10|
AC
:
10 +7 (armor) +1 (shield). Bonus +4 AC dodge bonus vs monsters of the giant subtype
18
|
Speed
:
Slow and Steady: speed not affected by armor or encumbrance
20
|
Initiative:
+0
Hardy: +2 racial bonus on saves against poison, spells, and spell-like abilities
Saves:
Fort
+5 |
Reflex
+1 |
Will
+7
STR
15 (+2)
DEX
11 (+0)
CON
15 (+2)
INT
11 (+0)
WIS
18 (+4)
CHA
13 (+1)
Hatred: +1 to attacks vs orc and goblinoid subtypes
Attacks
:
Melee BAB
+2 |
Ranged BAB
+0 |
Combat Maneuver Bonus
+2 |
Stability: +4 to bull rush or trip attempts while standing on the ground
Combat Maneuver Defense
+12
Weapons:
Heavy Pick. Crit x4
Papa’s Mining Pick
+2, 1d6+2 |
Range 80 ft, crit 19-20/x2
Light Crossbow
+0, 1d8
Spell Save DC
:
Level 1
15
|
Spells Slots
1st
: 2+
Domain
1
Cantrips
: |
Casting Time 1 standard action
Components V, S
Effect
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
Description
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength | Duration of Lingering Aura
Faint |1d6 rounds
Moderate | 1d6 minutes
Strong | 1d6 x 10 minutes
Overwhelming | 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.
Spell or Object |Aura Power
|Faint | Moderate | Strong | Overwhelming
Functioning spell (spell level) | 3rd or lower |4th-6th| 7th-9th |10th+ (deity-level)
Magic item (caster level) |5th or lower |6th-11th |12th-20th |21st+ (artifact)
Detect Magic
(
Link
) |
Casting Time 1 standard action
Components V, S
Effect
Range touch
Target creature touched
Duration 1 minute or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes
Description
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.
Guidance
(
Link
) |
Casting Time 1 standard action
Components V, M/DF (a firefly)
Effect
Range touch
Target object touched
Duration 10 min./level
Saving Throw none; Spell Resistance no
Description
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
Light
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Link
)
1st Level:
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Source: Player's Handbook
Casting Time 1 standard action
Components V, S, DF
Effect
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)
Description
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.
Bless
(
Link
) |
Casting Time 1 standard action
Components V, S, DF
Effect
Range touch
Target weapon touched
Duration 1 min./level
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
Description
Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.
You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.
Magic Weapon
(
Link
) | D:
Casting Time 1 standard action
Components V, S, DF
Effect
Range touch
Target creature touched
Duration 1 round/level
Saving Throw Will negates; Spell Resistance no
Description
Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area of effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.
Sanctuary
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Link
)
Skills:
Heal +8 | Linguistics + 4 | Perception +4 | Profession (Jewelcrafting) +8 | Sense Motive + 8 |
Skill
Mod
Skill
Mod
Acrobatics
-8 (AC pen)
Knowledge (Local)
+0
Appraise
+0
Knowledge (Nature)
+0
Bluff
+1
Knowledge (Nobility)
+0
Climb
-6 (AC pen)
Knowledge (Religion)
+0
Craft
+1
Knowledge (The Planes)
+0
Diplomacy
+0
Linguistics
+4
Disable Device
-8 (AC pen)
Perception
+4
Disguise
+1
Perform
+1
Escape Artist
-8 (AC pen)
Profession (jewelcrafting)
+8
Fly
-8 (AC pen)
Ride
-8 (AC pen)
Handle Animal
+1
Sense Motive
+8
Heal
+8
Sleight of Hand
-8 (AC pen)
Intimidate
+1
Spellcraft
+0
Knowledge (Arcana)
+0
Stealth
+0 (+3 LL)
Knowledge (Dungeoneering)
+0
Survival
+4
Knowledge (Engineering)
+0
Swim
-6 (AC pen)
Knowledge (Geography)
+0
Use Magic Device
+1
Knowledge (History)
+0
Skills Table
Race/Class Abilities, Feats, etc.
(Earth Domain) 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 Dart
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(Earth Domain) At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.
(Acid Resistance)
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(class) 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).
Aura
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(Protection Domain) 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.
(Aura of Protection)
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(class) 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 one 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 one 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 who worships 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 casts 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 channeled 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.
Channel Energy
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(class) 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.
Chaotic, Evil, Good and Lawful Spells
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(racial) Dwarves can see in the dark up to 60 feet.
Darkvision
(racial) Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.
Defensive Training
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(class) 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, using a domain power is a standard action.
Domains
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(racial) Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power. (Acid Dart)
Favored Class Option
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(Earth Domain) You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures. (Protection Domain) 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.
Granted Powers
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(racial) Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Greed
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(racial) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Hardy
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(racial) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hatred
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(trait)You automatically stabilize when reduced below 0 hit points. Once per day when brought below 0 hit points, you can accept 1 point of damage to regain consciousness for 1 round, though you remain staggered and only able to take a single move or standard action.
Broken, Not Beaten
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(trait) A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration. Once per day as a free action, roll twice and take the better result on a skill check or ability check.
Inspired
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(racial) Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. (class) A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
Languages
(class) 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 cast like any other spell, but they are not expended when cast and may be used again.
Orisons
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(Protection Domain) 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.
Resistant Touch
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(racial) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Slow and Steady
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(class) A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. 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 (see Table: Ability Modifiers and Bonus Spells). Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of 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.
Spells
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(class) 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 who worships 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 inflict 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).
Spontaneous Casting
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(racial) Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stability
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(racial) Some dwarves’ affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the deep earth bloodline or earth elemental bloodline, and revelations of the oracle’s stone mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. This racial trait replaces stonecunning.
Stonesinger
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Weapon Familiarity: (racial) Dwarves are prof icient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Armor Proficiency, Heavy: (feat) You are skilled at wearing heavy armor. (class) 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 deity. (crossbow)
Weapon and Armor Proficiencies
Languages:
| Common | Dwarvish | Elvish |
Equipment
3 scrolls CLW
__________________
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Icereach's Character Compendium
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