====== Eve Forgeruby (Iri)======
^ Full Name | Stephanie Anne Deaton |
^ username | PoisonPeach |
^ Player | Iridescent |
^ Game | [[arcadianphoenix:Tyranny of the Sun King]] |
^ Height | 5'6" |
^ Weight | 136 pounds |
^ Age | 32 (born Sept. 20th) |
^ Apparent Age | Middle Aged |
^ Hair | Ginger, Super curly |
^ Eyes | Green |
^ Skin | Oh god my eyes |
^ Avatar ^^
^ Name | Eve Forgeruby |
^ Class | Cleric 5 / Effrit Bloodline 1 |
^ Level | 6 |
^ Race | Dwarf |
^ Alignment | Lawful Good |
^ Patron Deity | Moradin |
^ Height | 4'1" |
^ Weight | 184 pounds |
^ Age | 59 (born Oct. 31st) |
^ Apparent Age | Young Adult |
^ Hair | Auburn |
^ Eyes | Dirty Gold |
^ Skin | Reddish Tan |
===== Abilities & Secondary Statistics =====
**STR** 18[+3](+2); **DEX** 11[+0]; **CON** 17[+3]; **INT** 18[+4]; **WIS** 16[+3]; **CHA** 13[+1].\\
**HD:** 5d8+15 (cleric) [39 hp]; **DR:** 0; **Initiative:** +4; **SR:** +5 Fire; **PR:** 0.\\
**AC:** 18 (+6 Banded Mail, +1 Light Steel Shield, +1 Natural Armor), //Flat-Footed// 18, //Touch// 10, //Miss Chance// --, //Max Dex// 1, //Armor Check Pen// -7, //Spell Failure// --.\\
**Speed:** 20ft (ground); **Saves:** //Fortitude// 7[4], //Reflex// 1[1], //Willpower// 7[4].\\
**Size:** Medium; **Melee** 6, **Ranged** 3, **Grapple** 6.
===== Social Traits =====
**Languages:** Common (Native); Dwarven (Native); Celestial; Abyssal; Infernal; Elven .\\
**Proficiencies:** Simple Weapons, Heavy Armor, Shields \\
**Defining Traits:** Religious, Tough Loving, Earthy, Has a thing for Magma\\
**Status:** Holy Adventurer.\\
**Wealth:** 80gp 2sp 5cp.\\
===== Tracking =====
^ ^ Cur. ^^ Max/NL ^ Notes ^^
^ HP | 26 || 39 | **Lethal:** 13 | **Non-Lethal:** |
^ XP | 15,375 || 21,000 | must take next level in bloodline. ||
===== Attacks & Defenses =====
^ //Weapon// ^ //Atk Bonus// ^ //Damage// ^ //Critical// ^ //Range// ^ //Type// ^ //Size// ^
^ Masterwork Heavy Mace | +7 | 1d8+3 | x2 | 5ft | B | M |
^ Heavy Crossbow | +3 | 1d8+0 | 19-20/x2 | 120ft | P | M |
^ Rod of Wonder | +6 | 1d6+3 | x2 | 5ft | B | M |
^ Spiritual Warhammer | +8 | 1d8+0 | x2 | 100ft+10/Lvl| B | - |
^ //Ammunition// ||||||^
^ Crossbow bolts | 50/50 ( Quarrel Case ) ||||||
===== Special Attacks & Qualities =====
==== Dwarf Traits ====
? Darkvision
: Dwarves can seen in the dark up to 60 feet. Black and White only- can function fine without light at all
? Dwarven Stride
: Speed is not reduced from wearing Medium or Heavy armor, nor by Medium or Heavy loads.
? 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
: +4 bonus on ability checks made to resist being bull rushed or tripped while standing on the ground
? Suprise I'm Short
: Any time a creature loses its dexterity bonus to AC (such as when it's caught flat footed) it also loses its dodge bonus too.
: +2 racial saving throw bonus against poison.
: +2 racial saving throw bonus against spells and spell like effects.
: +2 racial bonus on Appraise checks related to stone or metal items
: +2 racial bonus on Craft checks related to stone or metal
: +4 Dodge bonus to AC against giants
: +1 racial bonus on attack rolls made vs orcs and goblinoids
==== Throwback ( major ) ====
? Effrit Descendant
: +2 Efreeti Affinity
: Improved Initiative bonus feat.
: Strength +1.
: +2 on Bluff Checks
: +1 to Natural Armor
: Resistance to Fire +5
==== Cleric ====
: Protective Ward (+ClericLvl to the next Saving Throw, 1hr, 1/day)
: +1 Caster Level to overcome resistance on Law Spells
~~REFNOTES~~
===== Spellbook =====
^ ::: ^ Lvl. ^ # ^ Used ^ Save DC ^ Known ^
^ Spells Per Day | 0 | 5 | 0 | 14 | -- |
^ ::: | 1 | 4+1 | 1 | 15 | -- |
^ ::: | 2 | 3+1 | 0 | 16 | -- |
^ ::: | 3 | 1+1 | 1 | 17 | -- |
==== Level 0 Spells ====
: Resistance: Subject gains +1 on saving throws.
: Create Water: Creates 2 gallons/level of pure water.
: Read Magic: Read scrolls and spellbooks.
: Mending: Makes minor repairs on an object.
==== Level 1 Spells ====
: Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
: Bless: Allies gain +1 on attack rolls and saves against fear.
: Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
: Shield of Faith: Aura grants +2 or higher deflection bonus.
==== Level 2 Spells ====
: Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
: Spiritual Weapon: Magic weapon attacks on its own.
: Silence: Negates sound in 15-ft. radius.
: Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
: Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
: Hold Person: Paralyzes one humanoid for 1 round/level.
==== Level 3 Spells ====
: Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
: Stone Shape: Sculpts stone into any shape.
: Searing Light: Ray deals 1d8/two levels damage, more against undead.
: Water Breathing: Subjects can breathe underwater.
: Glyph of Warding M: Inscription harms those who pass it.
: Dispel Magic: Cancels spells and magical effects.
: Speak with Dead: Corpse answers one question/two levels.
==== Law ====
: 1 Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
: 2 Calm Emotions: Calms creatures, negating emotion effects.
: 3 Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
: 4 Order’s Wrath: Damages and dazes chaotic creatures.
: 5 Dispel Chaos: +4 bonus against attacks by chaotic creatures.
: 6 Hold Monster: As hold person, but any creature.
: 7 Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
: 8 Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
: 9 Summon Monster IX*: Calls extraplanar creature to fight for you.
==== Protection ====
: 1 Sanctuary: Opponents can’t attack you, and you can’t attack.
: 2 Shield Other F: You take half of subject’s damage.
: 3 Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
: 4 Spell Immunity: Subject is immune to one spell per four levels.
: 5 Spell Resistance: Subject gains SR 12 + level.
: 6 Antimagic Field: Negates magic within 10 ft.
: 7 Repulsion: Creatures can’t approach you.
: 8 Mind Blank: Subject is immune to mental/emotional magic and scrying.
: 9 Prismatic Sphere: As prismatic wall, but surrounds on all sides.
===== Feats =====
: Divine Spell Focus [+1 Bonus to Spell DC]
: Extend Spell [Uses +1 Spell slot, Doubles Duration]
? Bloodline Feats
: Improved Initiative [General; +4 bonus on Initiative checks.]
===== Skills =====
^ Skills ^ CS ^ ABIL. ^ RANKS ^ TOTAL ^
| Appraise* | N | 4 | - | 6 [(dwarf)] |
| Autohypnosis | N | 3 | - | - |
| Balance* | N | 0 | - | -7 [(armor)] |
| Bluff | N | 1 | - | 3 [(efrit)] |
| Climb* | N | 3 | 1 | -3 |
| Concentration* | Y | 3 | 8 | 11 |
| Craft ( Gemcutting )* | Y | 4 | 2 | 8 [(dwarf)] |
| Decipher Script | N | 4 | - | - |
| Diplomacy* | Y | 1 | - | 1 |
| Disable Device | N | 4 | - | - |
| Disguise* | N | 1 | - | 1 |
| Escape Artist* | N | 0 | - | -7 [(armor)] |
| Forgery* | N | 4 | - | 4 |
| Gather Information* | N | 1 | - | 1 |
| Handle Animal | N | 1 | - | - |
| Heal* | Y | 3 | - | 3 |
| Hide* | N | 0 | - | -7 [(armor)] |
| Intimidate* | N | 1 | - | 1 |
| Jump* | N | 3 | - | -4 [(armor)] |
| Knowledge ( Religion )| Y | 4 | 2 | 6 |
| Knowledge (The Planes)| Y | 4 | 2 | 6 |
| Knowledge ( History ) | Y | 4 | 1 | 5 |
| Knowledge ( Arcana ) | Y | 4 | 4 | 8 |
| Listen* | N | 3 | - | 3 |
| Move Silently* | N | 0 | - | -7 [(armor)] |
| Open Lock | N | 0 | - | - |
| Perform | N | 1 | - | - |
| Profession | N | 3 | - | - |
| Psicraft | N | 4 | - | _ |
| Ride* | N | 0 | - | 0 |
| Search* | N | 4 | - | 4 |
| Sense Motive* | N | 3 | 2 | 5 |
| Sleight of Hand | N | 3 | - | - |
| Spellcraft | Y | 4 | 9 | 13 |
| Spot | N | 3 | 4 | 7 |
| Stabilize Self | N | 3 | 1 | 4 |
| Survival* | N | 3 | 2 | 5 |
| Swim* | N | 0 | - | 0 [(armor)] |
| Tumble | N | 3 | - | - |
| Use Magic Device | N | 4 | - | - |
| Use Psionic Device | N | 4 | - | - |
| Use Rope* | N | 3 | - | 3 |
[(dwarf>Gain a +2 appraise and gemcutting)]
[(armor>Gain -7 due to armor check penalty)]
[(efrit>Gain +2 on bluff checks)]
~~REFNOTES~~
===== Encumberance =====
^ Current Load ||| 111lbs. ||
^ Load ^ Capacity ^ Max Dex ^ Enc Pen ^ Run ^
^ Light | to 76lbs. | Normal | Normal | Normal |
^ Medium | to 153lbs. | +1 | -3 | x4 |
^ Heavy | to 230lbs. | +1 | -6 | x4 |
^ Movement ^^ Walk ^ Hustle ^ Run ^
^ ::: || 20 | 40 | 80 |
^ Lifting ^^ Lift over Head ^ Lift off Ground ^ Push/Drag ^
^ ::: || 230lbs. =Max Load | 460lbs. =2xMax Load | 1150lbs. =5xMax Load |
===== Equipment =====
^ Item ^ Cost ^ Weight ^ Description & Notes ^
|Artisan Tools||5lb|Gemcrafting tools used to clean, facet, and set rare stones into jewelry |
|Backpack||2lb|It's a bag... worn- but sturdy|
|Bedroll||5lb|Its a straw mat strung together with interwoven strings- used to soften hard stone grounds underground|
|Clerics Vestments||6lb|A white robe representing purity and holyness, draped over by colored stoles representing the church of Moradin|
|Cold Weather Outfit||7lb|Fur lined coat, boot and pants, heavy and made to ward off the harsh mountain winter|
|Flask (Alchemists Fire) x2||2lb|Two flasks filled with chemicals that ignite into a small burst of flames upon contact with oxygen, good for campfires, hiding the evidence, and warding off harrassing kobolds|
|Flint and Steel||-|For when you need to set things on fire or just really really angry|
|Holy Symbol (Silver)||1lb|The Silver crest of Moradin, the metal warhammer almost reflecting with meaning|
|Holy Symbol (Wooden)x7||-|Small pieces of pine carved into disks and hammers, to pass out to non believers or to burn into the flesh of infidels|
|Ink||-|A small vial of writing ink|
|Inkpen||-|an old fashioned caligriphy pen- to be dipped in ink and soak some up to write with|
|Paper(Sheet)x3||-|It's white and its paper- theres nothing on it yet|
|Platinum Ring x2||-|Two rings worn on Eve's left hand, they are smoothly polished, the silverish bands undecorated- bland even|
|Potion (Bless Weapon)||-|A vial of white swirling liquid- that adds a holy sharpness to any blade, or a heavy force to any hammer|
|Potion (Endure Elements)x2||-|Two Clear vials of liquid- they have a different texture than water- but their purpose isnt easily gleaned from a glance|
|Rations x10||10lb|If they didnt know any better- it might look like she eats rocks- mixture of dried meat, nuts, unleavened bread, and other unperishables|
|Rod of Wonder||5lb|A smooth metal pole roughly 4 feet in length, sturdy, potentially used as the haft of a mace, or the bar of a small cell, it tingles slightly when touched|
|Signet Ring||-|A decorated ring with her family's seal engraved on the front, small red gems are set into it's sides, the kiln of molten magma behind a pair of tongs holding a multi-faceted jewel, used to claim heritage, seal letters, or leave your mark on unruly bar-goers|
|Soap||1lb|It's a pound of soap... A WHOLE POUND. Theres a note on it: "Not for Eating"|
|Waterskin||4lb|a leather bag filled with clear temple water, refreshing and mold free|
===== Animal Companions =====