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01:11, 18th April 2024 (GMT+0)

Grollo Ironfist

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Name  : Grollo Ironfist     | Race  : Dwarf             | Height: 5.7
Player: M.                  | Gender: male              | Weight: 165 lbs.
Update:                     | Age   : 68                | Eyes  : blue
Align : lawful good         | Size  : medium            | Hair  : black
Deity : Moradin             | Speed : 20                | Hand  : right
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       Ability    |   Temporary   | Class   Fighter/cleric        Level 1/1
     Score   Mod  |  Score   Mod  |
STR  16      +3   |               |
DEX  12      +1   |               |
CON  16      +3   |               |
INT  10      0    |               |
WIS  16      +3   |               |XP  :                  Char Level:
CHA  10      0    |               |Need:                  ECL       :
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        Total   Current   Subdual |         Total   Dex   Misc
HP    :   13      13              | Init  :  +5   =  1  +  4
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        Total         Armour   Shield   Dex   Size   Natural   Defl   Misc
AC    :  16   =     +   3    +   2     + 1
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        Total   Base   Str
Melee :  4   =   1  +   3

Ranged:  2   =   1  +   1
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SAVES      Key                    Ability
         Ability   Bonus     Base   Mod   Magic   Misc
Fort  :    Con       5     =   2  +  3  +       +
Ref   :    Dex       1     =   0  +  1  +       +
Will  :    Wis       5     =   2  +  3  +       +
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RACE/CLASS ABILITIES & FEATS


Turn or rebuke undead

Improved Turning

improved initiative

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•Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.

•Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

•Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

•+2 racial bonus on saving throws against poison.
•+2 racial bonus on saving throws against spells and spell-like effects.
•+1 racial bonus on attack rolls against orcs and goblinoids.
•+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
•+2 racial bonus on Appraise checks that are related to stone or metal items.
•+2 racial bonus on Craft checks that are related to stone or metal.


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LANGUAGES: common, dwarven

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CC                         Ability  Mod    Rank    Synergy   Misc

x  Handle Animal           Cha      +0       +5      +0       +2
X  Knowledge Nature        Int      +0       +5      +0
X  Move Silently           Dex      +3       +5      +0
X  Ride                    Dex      +3       +5               +2
X  Search                  Int      +0       +5      +0       +2
X  Survival                Wis      -2       +5      +0



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WEAPON          TAB     DAM     CRIT     RNG   WGHT  SIZE  TYPE  PROPERTIES
heavy mace
battle axe



                                                  TOTAL WEIGHT:   14   LB
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                        ARMOUR CHECK    MAX  SPELL
ARMOR          TYPE    BONUS  PENALTY  DEX  FAIL  SPEED  WGHT  PROPERTIES

hide armor                3      -3      4   20%           25
heavy Wood shield         2      -2          15%           10
                                                  TOTAL WEIGHT:   35     LB
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Equipment

backpack
Flint and Steel
Rope, Silk
caltrops
case, map or scroll
trail rations x5
chalk x3
waterskin x3
oil x3
sack
crowbar


Wealth

2 GP


Spells


Earth Domain

Granted Power

Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.


Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.

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0 - Level (3)

Detect Magic: Detects spells and magic items within 60 ft.

Guidance: +1 on one attack roll, saving throw, or skill check

Resistance: Subject gains +1 on saving throws



1 - Level (1+1 (Domain)+1 (Bonus))

Bless: Allies gain +1 on attack rolls and saves against fear

Cure Light Wounds: Cures 1d8 damage +1/level (max +5).