Traveller of the Deep Roads, Guide and Escort and in the Dark
Dwarf (P), Unbreakable (P) 1st, Cleric (P) 11th Medium Humanoid (Dwarf) with 105,000 XP Alignment: Neutral Good [Muamman Duathal] Hit Dice: 1d10+3, 11d8+33 (103 hp) Initiative: +0 Speed: 40' (8 sq) (light enc.) Space/Reach: 5 ft./5 ft. AC: 28 (+12 Armor, +5 Shield, +1 Natural Armor), Touch 10, Flat-Footed 28 Saves: Fort +14, Ref +5, Will +12 Abilities: Str 16, Dex 10, Con 16, Int 10, Wis 17, Cha 16 Base Att/CMB/CMD: +9 / +12(+2*) / 22(+4*) Single Attack: Dwarven Waraxe +1: +13 melee (1d10+4/20/x3) Full Attack: Dwarven Waraxe +1: +13/+8 melee (1d10+4/20/x3) ==| FEATS |== Endurance, Diehard, Toughness, Craft Wondrous Item, Craft Magic Arms & Armor, Combat Casting, Selective Channeling, Turn Undead. ==| SKILLS |== Acrobatics +0+4, Appraise +4+2, Bluff +3, Climb -2, Diplomacy +3, Disguise +3, Escape Art -5, Fly -5, Heal +7, Intimidate +3, Linguistics +5, Perception +8+2, Ride -5, Sense Mot +7, Spellcraft +14, Stealth -5, Survival +7, Swim -2+4, Kn:Dungeon +9, Kn:Eng +5, Kn:Planes +6, Kn:Religion +6. ==| CLERIC (P) SPELLS |== Spells per Day: (4/5+1/5+1/5+1/3+1/2+1/1+1; save DC 13+spell level): Level 0 - Detect Magic, Guidance, Resistance, Spark. Level 1 - Bane, Divine Favor, Shield of Faith, Entropic Shield, Sanctuary. Level 2 - Sound Burst, Instant Armor, Resist Energy, Spiritual Weapon, Weapon of Awe. Level 3 - Dispel Magic, Magic Circle against Evil, Protection from Energy, Prayer. Level 4 - Dismissal, Blessing of Fervor. Level 5 - Righteous Might. ==| DOMAIN SPELLS |== Level 1 - Longstrider Level 2 - Remove Disease Level 3 - Fly Level 4 - Dimension Door Level 5 - Teleport ==| Racial Traits: Dwarf (P) |== Slow and Steady: Dwarves have a base speed of 20', but their speed is never modified by armor or encumbrance Magic Resistant: Gain SR17 which can be lowered for 1 round as a std action • -2 penalty on all concentration checks vs arcane spells Stonecunning: Free Perception check to notice unusual stonework, such as traps and hidden doors whenever passing within 10' of those Weapon Familiarity: Proficient with battleaxes, heavy picks, and warhammers. Treat any weapon with the word “dwarven” in its name as a martial weapon ==| Class Features: Unbreakable (P) 1st |== Weapon & Armor Proficiency: An unbreakable is not proficient with tower shields Tough as Nails: Gain the 'Endurance' and 'Die Hard' feats • ?Add the 'Die Hard' feat to the Feats table? 0x bonus combat feat ==| Class Features: Cleric (P) 11th |== Concentration check: 1d20+14 Cannot cast spells of opposed alignment Spontaneous Casting: Replace spell by a healing spell, unprepared (same lvl) Orisons (Sp): Cast prepared 0-level spells at will Channel Energy (Su): Wave of positive energy in a 30' burst: • 6/day < OOOOOO > • 6d6 damage to Undead; Will DC18 for ½ damage • OR 6d6 points of healing to living creatures Level 2 - 9 (Dvorkin's cleric levels are as the Archetype: Seperatist) * Does not gain Diety's favored weapon as a weapon proficiency * Grants a domain choice outside of Diety's normal scope as if 2 levels lower * Source: Ultimate Magic pg 32 * Outside Domain: Restoration (sub-domain of Healing) ==| Travel Domain (P) |== Granted Power: Base land speed increased by 10' Agile Feet (Su): 6/day < OOOOOO > As a free action, you can gain increased mobility. For 1 round, you ignore all penalties to move through difficult terrain Dimensional Hop (Su): You can teleport up to 110' per day as a move action. This teleportation must be used in 5' increments does not provoke AoO. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought ==| Restoration Subdomain (P) |== Restorative Touch (Su): 6/day < OOOOOO > Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed Healer’s Blessing (Su): All your cure spells used on living creatures are treated as if they were empowered, increasing the damage healed by half (+50%). This does not stack with the Empower Spell metamagic feat ==| Languages (x4) |== Common, Dwarven, Undercommon, Aklo ==| Conditional Bonus - Feats |== +4 to Swim checks made to resist nonlethal damage [Endurance] +4 to CON to continue running, avoid NL-Dmg from forced march [Endurance] +4 to CON to hold breath, avoid NL-Dmg from starvation or thirst [Endurance] +4 Fort to avoid NL-Dmg from hot/cold env., and resist suffocation [Endurance] ==| Conditional Bonus - Dwarf (P) Race |== +1 racial bonus on attack vs Orcs and Goblinoids [Hatred] +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones [Greed] +2 dodge bonus to AC vs monsters of the Aberration type [Deep Warrior] +2 to CMB to grapple monsters of the Aberration type [Deep Warrior] +4 to CMD vs Bull Rush or Trip while standing on the ground [Stability] +2 to Perception vs unusual stonework/trap/hidden door [Stonecunning] ==| Conditional Skill and Synergies |== +4 on Acrobatics checks made to jump [Base Speed] ==| EQUIPMENT |== ARMOR WORN: Rust Proof Armor. SHIELD: Holy Shield. Dwarven Waraxe +1, Handy Haversack, Crowbar, 5xIron Spike, Rope, 3xSack, Scroll Case, String (50'), Tankard, 2xWeapon Cord, Whetstone, Hammer, Silver Holy Symbol ==| MAGICAL ITEMS WORN |== Headband of Alluring Charisma +3 Necklace of Adaptation Belt of Incredible Dexterity +2 Boots of Striding & Springing Ring of Sustenance Ring of Feather Falling Cloak of Resistance +2 Amulet of Natural Armor +1 Muleback Cords ==| MONEY |== Platinum:0 Gold:81 Silver:9 Copper:5. ==| TOTAL CHARACTER VALUE |== 83,650 gp.
“I am Dvorkin, son of Dvorgarin, grandson of Dvnah-Karush, great grandson of Dvnaga, House Darkmetal, and I walk the Deep Roads.”
Originally born in a noble house of the Under-Halls of Crystalmist mountains, Dvorkin studied as did his fathers before him, his brothers alongside him, and those who would have come after, as a warrior facing the creatures of the below realms. Tragedy brought low the house of Darkmetal although Dvorkin refuses to speak of it, nor does he wish to return to the old (now empty) halls of his ancestors. Instead, he took up the path of the Wanderer and follower of Muamman Duathal, dwarvish god of expatriates and travelers.
Unlike others of his faith, he believes that Muamman Duathal (whom he often praises as “the Broken Road”) promises renewal, restoration, and rest at the end of one’s long journey. As such, he helps guide those who need it through the perilous paths and roads (called the Deep Roads) that link all of the Flaness through the Underdark. Thus, while he has traveled extensively ‘under’ what is the commonly known areas of Greyhawk, his experience with the surface kingdoms and their wars, their culture, etc, severely is lacking. What little he has gleaned from the surfacers that he crosses paths with is that the stone shifts rapidly in the above world. This change (the Greyhawk wars, to be precise) is not something on which his regimented mind likes to dwell.
His most recent excursion has guided a small group of refugees from a shattered Ket to the city of Eastfair. On the way, he found that a large earthquake near the surface town of Desolace had been triggered, disrupting many of the paths he once traveled in the near region. Irate at this, he has joined (unusual for a lone wanderer such as himself) with a group of adventurers to prevent further damage to the Deep Roads.