====== 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 =====