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Eve Forgeruby (Iri)

Full Name Stephanie Anne Deaton
username PoisonPeach
Player Iridescent
Game 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
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.


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 -
Crossbow bolts 50/50 ( Quarrel Case )

Special Attacks & Qualities

Dwarf Traits

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.
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.
+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


Protective Ward (+ClericLvl to the next Saving Throw, 1hr, 1/day)
+1 Caster Level to overcome resistance on Law Spells


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.


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.


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.


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.]


Appraise* N 4 - 6 1)
Autohypnosis N 3 - -
Balance* N 0 - -7 2)
Bluff N 1 - 3 3)
Climb* N 3 1 -3
Concentration* Y 3 8 11
Craft ( Gemcutting )* Y 4 2 8 1)
Decipher Script N 4 - -
Diplomacy* Y 1 - 1
Disable Device N 4 - -
Disguise* N 1 - 1
Escape Artist* N 0 - -7 2)
Forgery* N 4 - 4
Gather Information* N 1 - 1
Handle Animal N 1 - -
Heal* Y 3 - 3
Hide* N 0 - -7 2)
Intimidate* N 1 - 1
Jump* N 3 - -4 2)
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 2)
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 2)
Tumble N 3 - -
Use Magic Device N 4 - -
Use Psionic Device N 4 - -
Use Rope* N 3 - 3

1) Gain a +2 appraise and gemcutting
2) Gain -7 due to armor check penalty
3) Gain +2 on bluff checks


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


Item Cost Weight Description & Notes
Artisan Tools5lbGemcrafting tools used to clean, facet, and set rare stones into jewelry
Backpack2lbIt's a bag… worn- but sturdy
Bedroll5lbIts a straw mat strung together with interwoven strings- used to soften hard stone grounds underground
Clerics Vestments6lbA white robe representing purity and holyness, draped over by colored stoles representing the church of Moradin
Cold Weather Outfit7lbFur lined coat, boot and pants, heavy and made to ward off the harsh mountain winter
Flask (Alchemists Fire) x22lbTwo 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)1lbThe 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 x1010lbIf they didnt know any better- it might look like she eats rocks- mixture of dried meat, nuts, unleavened bread, and other unperishables
Rod of Wonder5lbA 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
Soap1lbIt's a pound of soap… A WHOLE POUND. Theres a note on it: "Not for Eating"
Waterskin4lba leather bag filled with clear temple water, refreshing and mold free

Animal Companions

arcadianphoenix/characters/eve_forgeruby.txt · Last modified: 2016/03/04 05:10 by arcadianphoenix