Koloth the Wanderer

Description:

Dwarf2

Dwarf


Dwarf (P), Cleric (P) 12th, Paladin (P) 1st
Medium Humanoid (Dwarf) with 281,000 XP
Alignment: Lawful Good [Muamman Duathol]
Hit Dice: 12d8+60, 1d10+5 (131 hp)
Initiative: +1
Speed: 30' (6 sq) (heavy enc.)
Space/Reach: 5 ft./5 ft.


AC: 27 (+11 Armor, +1 Shield, +1 Dex, +1 Dodge, +1 Natural Armor, +2 Deflection), 
Touch 14, Flat-Footed 25

Saves: Fort +18, Ref +8, Will +19

Abilities: Str 10, Dex 13, Con 20, Int 8, Wis 23, Cha 16


Base Att/CMB/CMD: +10 / +12 / 24(+4*)


Single Attack:

Heavy Mace: +18 melee (1d8+1/20)
Dagger: +12 melee (1d4+1/19-20)
Light Crossbow: +13 ranged (1d8+1/19-20)


Full Attack:

Heavy Mace: +18/+13 melee (1d8+1/20)
Dagger: +12/+7 melee (1d4+1/19-20)
Light Crossbow: +13 ranged (1d8+1/19-20)


==| FEATS |==
Scribe Scroll, Channel Smite, Guided Hand, Craft Wondrous Item, Dodge, 
Extra Channel, Selective Channeling, Craft Contingent Spell.


==| SKILLS |==
Acrobatics -5, Appraise +3+2, Bluff +3, Climb -6, Diplomacy +7, Disguise +3, 
Escape Art -5, Fly -5, Heal +10, Intimidate +3, Linguistics +4, Perception +7+2, 
Ride -5, Sense Mot +11, Spellcraft +12, Stealth -5, Survival +6, Swim -6, 
Kn:Religion +7, Kn:Arcana +3.


==| Languages (x4) |==
Common, Dwarven, Undercommon, Goblin, Orc


==| CLERIC (P) SPELLS |==
Spells per Day: (4/6+1/6+1/5+1/4+1/4+1/3+1; save DC 16+spell level): 

Level 0 - Detect Magic, Guidance, Stabilize, Read Magic. 

Level 1 - Bless, Divine Favor, Protection from Evil, Remove Fear, Shield of Faith, Sanctuary, Longstrider. 

Level 2 - Delay Poison, Hold Person, Remove Paralysis, Resist Energy, Restoration (Lesser), 
Spiritual Weapon, Locate Object. 

Level 3 - Dispel Magic, Invisibility Purge, Magic Circle against Chaos, Tongues, Resist Energy (Communal), Fly, 

Level 4 - Dimensional Anchor, Dismissal, Neutralize Poison, Explosive Runes, Dimension Door. 

Level 5 - Breath of Life, Flame Strike, Summon Monster V, Teleport. 

Level 6 - Heal, Summon Monster VI, Blade Barrier.


==| Racial Traits: Dwarf (P) |==
Paladin favored class: +0 on concentration checks when casting Paladin spells
Slow and Steady: Dwarves have a base speed of 20', but their speed is never modified 
by armor or encumbrance
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: Cleric (P) 12th |==
Concentration check: 1d20+18
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:
      • 8/day   < OOOOOOOO >
      • 6d6 damage to Undead; Will DC19 for ½ damage
      • OR 6d6 points of healing to living creatures



==| Class Features: Paladin (P) 1st |==
Code of Conduct: Must be LG, respect legitimate authority, act with honor
Aura of Good (Ex): Level 13
Detect Evil (Sp): At will
Smite Evil (Su): 1/day: +3 Attack, +1 dmg   < O >
   • +2 dmg vs Evil Outsiders/Dragons or Undead, bypasses any DR
   • +3 deflection bonus to AC vs target of Smite Evil while it is in effect


==| Travel Domain (P) |==
Granted Power: Base land speed increased by 10'
Agile Feet (Su): 9/day   < OOOOOOOOO >
   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 120' 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


==| Language Subdomain (P) |==
Granted Power: Gain 'Scribe Scroll' as a bonus feat
Blast Rune (Su): 9/day   < OOOOOOOOO >
   As a std action, create an invisible Rune in any adjacent square. Any crt 
entering this square takes 1d6+6 dmg. This Rune deals either acid, cold, electricity, 
or fire dmg, decided when you create it. The Rune lasts 12 rnds or until discharged   
< OOOOOOOOOOOO >
Rune Shift (Su): As a swift action, change the location of one of your blast runes. 
The rune must be within 30'. You can place the blast rune in any square adjacent to 
you, including one occupied by another creature


==|  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]
+4 dodge bonus to AC vs creatures of the giant type [Defensive Training]
+2 racial bonus on saves vs poison, spells, and spell-like abilities [Hardy]
+4 to CMD vs Bull Rush or Trip while standing on the ground [Stability]
+2 to Perception vs unusual stonework/trap/hidden door [Stonecunning]


==| EQUIPMENT |==
ARMOR WORN: Magical Full Plate.
SHIELD: Buckler.
Basic Equipment List, Potion Belt, Heavy Mace, Dagger, 
Light Crossbow, 20xCrossbow Bolt Handy Haversack



==| MAGICAL ITEMS WORN |==
Headband of Mental Prowess CHA/WIS +4
Amulet of Natural Armor +1
Blessed Vestments
Gloves of Divine Favor
Ring of Sustenance
Belt of Mighty Constitution +2
Cloak of Resistance +3
Bracers of Protection from Evil


==| TOTAL CHARACTER VALUE |==
93,743 gp.

Bio:

“The wise man is patient,
not too hot-hearted, nor too quick tongued,
nor a warrior too weak, nor too foolhardy,
neither frightened nor fain, nor yet too wealth-greedy,
nor ever of boasts too eager, before he knows enough.
A warrior should wait when he speaks a vow,
until, bold in mind, he clearly knows
whither mind’s thought after will turn”
~The Wanderer from The Exeter Book, translated from Old English

Koloth Earthpounder son of Grumin, son of Brunor, son of Woljer was born and raised in Greysmere, a Dwarven citadel and fortified mine complex with passages into the Underdark. He is a skilled craftsman of metal and knows the ancient dwarven secrets of runes. He has two healthy sons Rurik and Brok and a wife Grilka (who sadly disappeared ten years ago deep in the tunnels while picking mushrooms.)

With his children grown and his home empty he looks to the outside world to keep his spirits high. He is likely to be found helping friendly people with tasks, including the crafting magic items, providing extra healing on a dangerous mission, facilitating negotiations for those unskilled at diplomacy, or protecting caravans to and from city to city.

Twenty years ago, Greysmere received word that Mindflayers has resurfaced and it was rumored that they had taken over several cities throughout the known world. Koloth and many of Greysmere’s warriors went deeper into the Underdark to look for signs of pending invasion, and they encountered the world’s new enemy. When the dwarves realized they were losing the battle, they managed to collapse the tunnels before the Mindflayers could surface and take Greysmere. As a result, Greysmere remained free of invasion. Knowing that the war was not over just delayed Koloth traveled to the surface looking for signs of Underdark activity.

Koloth teaches the example of his god Muamman Duathal. That dwarves must adapt and learn to live with other races if they are to survive. He preaches alliance with humans in particular. He also instructs the faithful to help wanderers who are lost and in need, and to explore new paths and ways in general. Since the war the Dwarves of Greysmere have become somewhat more willing to accept alliances with nearby human and gnomish territories.

Koloth in everyway is a Dwarf. Short, stocky and hairy. Like many Dwarves he takes great pride in his beard. His brown hair is long and often braided into elaborate griffon’s tails. His beard and mustache are likewise cared for. His skin is tan from working outdoors as he prefers and his dark brown eyes almost disappear under his bushy eyebrows. He has a scar beneath his right eye and his hands are hard and callused from working with tools of the forge which is a pasttime he very much prefers.

Koloth can be as gruff and stubborn as any dwarf, but he is a dedicated friend and ally. Contrary to his deep dwarven nature, he is quick to laugh and joke. He contributes that directly to the touch of his god. He cannot abide liars or dishonesty. Though unlike many Dwarves his is more understanding of magic and magic users.

He finds himself in the City of Eastfair relaxing at The Dancing Horse relaxing after another successful job protecting a local merchant’s caravan. He has heard of the destruction of Desolas and the rumors about Chathold and wonders if war again is coming to Flanaess.