Helgun the Dim
Male Dwarf Cleric 4
Neutral Good
Strength 14 (+2)
Dexterity 10 (+0)
Constitution 16 (+3)
Intelligence 8 (-1)
Wisdom 20 (+5)
Charisma 10 (+0)
Size: Medium
Height: 3' 11"
Weight: 170 lb
Eyes: Amber
Hair: White Wavy; Thick Beard
Skin: Pale
Domains: Healing Strength
Energy: Positive [Healing / Damages Undead]
Total Hit Points: 55
Speed: 20 feet
Armor Class: 20 = 10 + 8 [full plate] + 2 [heavy steel]
Touch AC: 10
Flat-footed: 20
Initiative modifier: + 0 = + 0 [dexterity]
Fortitude save: + 7 = 4 [base] + 3 [constitution]
Reflex save: + 1 = 1 [base]
Will save: + 9 = 4 [base] + 5 [wisdom]
Attack (handheld): + 5 = 3 [base] + 2 [strength]
Attack (missile): + 3 = 3 [base]
Combat Maneuver Bonus: + 5 = 3 [base] + 2 [strength]
Combat Maneuver Defense: + 15 = 10 + 3 [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: Abyssal Common Dwarven
Gauntlet [1d3, crit x2, 1 lb, light, bludgeoning]
Morningstar [1d8, crit x2, 6 lb, one-handed, bludgeoning/piercing]
Heavy Crossbow [1d10, crit 19-20/x2, range inc 120 ft., 8 lb., piercing]
Full plate armor [heavy; + 8 AC; max dex + 1; check penalty -6 50 lb.]
Heavy Steel Shield [ + 2 AC; check penalty -2; hardness 10; hp 20; 15 lb.]
Feats:
Armor Proficiency (heavy) Removes attack penalty
Combat Casting +4 on concentration checks for defensive casting
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Acrobatics Dex* -8 =
+0
-6 [armor] -2 [shield]
Appraise Int -1 =
-1
Bluff Cha 0 =
+0
Climb Str* -6 =
+2
-6 [armor] -2 [shield]
Craft_1 Int -1 =
-1
Craft_2 Int -1 =
-1
Craft_3 Int -1 =
-1
Diplomacy Cha 0 =
+0
Disguise Cha 0 =
+0
Escape Artist Dex* -8 =
+0
-6 [armor] -2 [shield]
Fly Dex* -8 =
+0
-6 [armor] -2 [shield]
Heal Wis 9 =
+5
+ 1 + 3 [class skill]
Intimidate Cha 0 =
+0
Knowledge (religion) Int 3 =
-1
+ 1 + 3 [class skill]
Linguistics Int 3 =
-1
+ 1 + 3 [class skill]
Perception Wis 5 =
+5
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* -8 =
+0
-6 [armor] -2 [shield]
Sense Motive Wis 5 =
+5
Spellcraft Int 3 =
-1
+ 1 + 3 [class skill]
Stealth Dex* -8 =
+0
-6 [armor] -2 [shield]
Survival Wis 5 =
+5
Swim Str** -6 =
+2
-6 [armor] -2 [shield]
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers
This character also has 1 ranks in Linguistics.
Zero-level Cleric spells: 4 can be selected per day, unlimited casting
Light, Create Water, Guidance, Virtue
First-level Cleric spells: 5 (3 + 2) per day + 1 from a domain:
Compel hostility, cure light wounds (can be cast 5 extra times a day due to dwarven cleric ability), Doom
Second-level Cleric spells: 3 (2 + 1) per day + 1 from a domain:
Bear's Endurance, Cure Moderate wounds
Favored class points: Hit points +4; Skill points +0
Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.
Dwarf
+ 2 constitution, +2 wisdom, -2 charisma (already included)
Can move 20 feet even if in heavy armor
Darkvision (see 60 feet in pitch-dark)
Stonecunning ( + 2 on perception checks regarding stonework; automatic check if passing in ten feet)
All dwarves are proficient with battleaxes, heavy picks, and warhammers.
+ 4 to avoid being bullrushed / tripped while standing on ground
+ 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
+ 2 racial bonus on appraise checks if stone/metal
Cleric
Alignment Aura
Spontaneous casting -- trade prepared spells for curative spells
Channels positive energy (3x/day)
High wisdom gains bonus spells daily
Domain choices give additional abilities. See the rulebook for details
Healing clergy can touch the dying to restore them, and at 6th level all cure spells are enhanced by half as if empowered
Strength clergy can confer half their leevel to melee attacks and combat maneuver checks, plus strength basedskills and strength checks At 8th level, you can add cleric level to your strength score for a number of rounds per day equal to your cleric level.
Concentration check: d20 + cleric level + wisdom modifier vs. DC
Class HP rolled
Level 1: Cleric 8
Level 2: Cleric 8
Level 3: Cleric 8
Level 4: Cleric 8 + 1 to strength
Helgun the Dim's Equipment:
80 lb
2 lb
2 lb
1 lb
2 lb
_____
87 lb Weapons / Armor / Shield (from above)
Crossbow bolts (quiver of 10) x2
Flasks x1
Ink vial
Ink pen
Parchment sheets x1
Rations (1 day) x1
Signal whistle
Spell component pouch
Total
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