Reah Steelheart | |
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Aliases: | Steelheart |
Age: | 39 |
Hair: | Black |
Eyes: | Pale Green |
Height: | 4ft 5 |
Weight: | 128 lbs. |
Race: | Citadel Dwarf |
Class: | Cleric of Moradin 4, Ordained Champion 3 |
Alignment: | Lawful Good |
Level: | 7 |
Experience: | 22,600/28,000 |
Hit Points: | 77/77 |
Gold: | 5,684G, 7S, 8C |
Current Status: | Active |
Played by Lisa J |
- Description
- Abilities & Skills
- Feats & Class Abilities
- A.C.F's
- Equipment
- Spells
- Background
- Theme Song
Gallery
A freckle-faced young dwarf maiden, Rhea stands barely four and a half feet tall but like many of her kin, she is strongly built. Her hands are calloused from working the forge since she was very young and Rhea's emerald colored eyes shine with wisdom and strength. A gruff, stoic, but generally pleasant individual, Rhea brightens a room as she enters with a kind smile, but says little unless spoken to, or has something of import to say. Know however, when she comes to do battle in the name of the Dwarf-Father, she becomes a bulwark of defense, wading through enemies and cutting them down as a harvester!
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 19 | +4 | +21 | +5 |
Dexterity | 10 | +0 | +0 | +0 |
Constitution | 16 | +3 | +0 | +0 |
Intelligence | 10 | +2 | +0 | +0 |
Wisdom | 18 | +4 | +0 | +0 |
Charisma | 14 | +2 | +16 | +3 |
Armor Class | |
Total | Base 10 + Dexterity (0), +2 Dwarven Plate Armor (+13) +2 Mountain Kite Shield (+6) + Mithril Tonlet (+3) = 32 |
Flat-Footed | 32 |
Touch | 10 |
Saving Throws | Base | Bonus | Total |
Fortitude | +7 | +4 | +11 |
Reflex | +2 | +3 | +5 |
Will | +7 | +4 | +11 |
BAB | Mod | Total Range/Melee |
+7/+2 | +0 Dex/54 Str | +7/+2 +12/+7 |
Initiative |
Dex = +4 |
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
X | Appraise (Int) | +0 | +0 | +0 | +0 | +2 (With Racial) |
X | Balance (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Bluff (Cha) | +0 | +3 | +0 | +0 | +3 |
X | Climb (Str) | +0 | +3 | +0 | +0 | +3 |
C | Concentration (Con) | +6 | +3 | +0 | +0 | +9 |
C | Craft (Int, Blacksmith) | +0 | +0 | +0 | +0 | +0 |
X | Decipher Script (Int) | +0 | +0 | +0 | +0 | +0 |
C | Diplomacy (Cha) | +0 | +3 | +0 | +0 | +3 |
X | Disable Device (Int) | +0 | +0 | +0 | +0 | +0 |
X | Disguise (Cha) | +0 | +3 | +0 | +0 | +3 |
X | Escape Artist (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Forgery (Int) | +0 | +0 | +0 | +0 | +0 |
X | Gather Information (Cha) | +0 | +3 | +0 | +0 | +3 |
X | Handle Animal (Cha) | +0 | +3 | +0 | +0 | +3 |
C | Heal (Wis) | +0 | +4 | +0 | +0 | +4 |
X | Hide (Dex) | +0 | +0 | +0 | +0 | +0 |
C | Intimidate (Cha) | +0 | +3 | +0 | +0 | +3 |
X | Jump (Str) | +0 | +1 | +0 | +0 | +1 |
C | Knowledge (Religion) (Int) | +7 | +0 | +0 | +0 | +7 |
X | Listen (Wis) | +0 | +4 | +0 | +0 | +4 |
X | Move Silently (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Open Lock (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Perform (Cha) | +0 | +3 | +0 | +0 | +3 |
C | Profession (Wis) | +0 | +4 | +0 | +0 | +4 |
C | Ride (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Search (Int) | +0 | +0 | +0 | +0 | +0 |
X | Sense Motive (Wis) | +0 | +4 | +0 | +0 | +4 |
X | Sleight of Hand (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Speak Language (n/a) | +0 | +0 | +0 | +0 | +0 |
C | Spellcraft (Int) | +5 | +0 | +0 | +0 | +0 |
X | Spot (Wis) | +0 | +4 | +0 | +0 | +4 |
X | Survival (Wis) | +0 | +4 | +0 | +0 | +4 |
X | Swim (Str) | +0 | +4 | +0 | +0 | +4 |
X | Tumble (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Use Magic Device (Cha) | +0 | +3 | +0 | +0 | +3 |
X | Use Rope (Dex) | +0 | +0 | +0 | +0 | +0 |
Where C is Cross Class and X is a Class Skill
Languages Known: (Three Total) Common, Literate, Giant
Skill Tricks:
None, yet.
Skill Points: 2+ Int mod. (2/level)
Starter SP: 2+int mod X4
Skill Point Total: 16
Level 1: 8
Level 2: 10
Level 3: 12
Level 4: 14
Level 5: 16
Level 6: 18
Level 7: 20
Feats:
Metal Domain: Martial Weapon Proficiency: Warhammer
Metal Domain: Weapon Focus: Warhammer
Level 1: Lightning Reflexes
Level 3: Extra Turning
Level 6: Heavy Armor Optimization
Level 9: Pending
Level 12: Pending
Level 15: Pending
Level 18: Pending
Ordained Champion Combat Feats:
Improved Initiative (Good Domain Power Sacrificed)
Diehard
Rep: Divine Justice
Divine Shield
Class Abilities:
Cleric
Ordained Champion
Turns per day: 12
3 +Charisma Modifier (+3) + Extra Turning Feat (+4) + Reliquary Holy Symbol (+2)
Turn Check Data Not Listed, Will be used to fuel Divine Feats!
Domains: (Italicized Spells are not available yet)
Metal:Granted Power: You gain Martial Weapon Proficiency and Weapon Focus as bonus feats for either the light hammer or the warhammer (your choice).
Metal Domain Spells
Magic Weapon: Weapon gains +1 bonus.
Heat Metal: Make metal so hot it damages those who touch it.
Keen Edge: Doubles normal weapon's threat range.
Rusting Grasp: Your touch corrodes iron and alloys.
Wall of Iron: 30 hp/4 levels; can topple onto foes.
Blade Barrier: Wall of blades deals 1d6/level damage.
Transmute Metal to Wood: Metal within 40' becomes wood.
Iron Body: Your body becomes living iron.
Repel Metal or Stone: Pushes away metal and stone.
Good Domain Spells
Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
Magic Circle against Evil: As protection spells, but 10' radius and 10 min./level.
Holy Smite: Damages and blinds evil creatures.
Dispel Evil: +4 bonus against attacks by evil creatures.
Blade Barrier: Wall of blades deals 1d6/level damage.
Holy Word: Kills, paralyzes, slows, or deafens nongood subjects.
Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
Summon Monster IX: Calls extraplanar creature to fight for you (Good only).
War Granted Power: Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon.
War Domain Spells
War Domain Spells
Magic Weapon: Weapon gains +1 bonus.
Spiritual Weapon: Magical weapon attacks on its own.
Magic Vestment: Armor or shield gains +1 enhancement per four levels.
Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Blade Barrier: Wall of blades deals 1d6/level damage.
Power Word Blind: Blinds creature with 200 hp or less.
Power Word Stun: Stuns creature with 150 hp or less.
Power Word Kill: Kills creature with 100 hp or less.
Racial Abilities:
Citadel Dwarf
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant type.
Easy Appraisals: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Giant. Dwarves with high Intelligence scores can choose from the following: Sylvan, Goblin, Wildlander, Terran, and Undercommon.
Spontaneous Domain Casting
Prereq: Level 1
Replaces: If you select this option, you do not gain the ability to spontaneously convert prepared spells into cure or inflict spells.
Benefit: You can convert stored spell energy into spells of one of your domains. Pick one of your two domains. You can lose any prepared spell (Other than domains spells) to cast any spell of equal or lower level on that domain list. Your choice is permanent unless you change alignment, change deity or some other dramatic event leaves you incapable of accessing the domain.
In addition, when preparing spells you can choose to fill any or all of you domain spell slots with cure or inflict spells (Depending on whether you would normally convert prepared spell slots into cure or inflict spells) of the same level.
War Domain Selected for this A.C.F.
Weapon | Attack Bonus | Damage | Crit | Damage Type |
Masterwork Adamantine Warhammer | +10 | 1d8+4 | 20 x3 | B |
+1 Magic Dwarven Waraxe | +12 | 1d10+6 | 20 x3 | S |
Light Crossbow | +0 | 1d8 | 20/2X | P |
((50 Bolts for crossbow))
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
+2 Dwarven Plate | +13 | +2 | -4 | 50% | 20ft | 55lb |
+2 Mountain Kite Shield | +6 | - | +0 | 15% | - | 10lb |
Masterwork Mithril Tonlet | +3 | +0 | +0 | 10% | - | 4lb |
Slot | Item | Description |
Head | Item name goes here | Brief item description |
Face | Item name goes here | Brief item description |
Neck | Reliquary Holy Symbol | Increases Number of Turns per Day |
Shoulders | Cloak of Charisma | +2 Charisma |
Torso | Vest of Resistance | +1 to all saves |
Arms | Item name goes here | Brief item description |
Hands | Gauntlets of Ogre Power | +2 STR |
Right Ring | Item name goes here | Brief item description |
Left Ring | Item name goes here | Brief item description |
Waist | Healing Belt | +2 to heal checks, recover HP |
Feet | Item name goes here | Brief item description |
Pack | Starting Package | Starter Package Goodies |
Reliquary Holy Symbol:
As the repository of a tiny fragment of a long-dead high priest of a particular deity, a reliquary holy symbol functions just like any other holy symbol. In addition, for each of the following prerequisites that you meet, the holy symbol grants you one additional daily use of your turn or rebuke undead ability.
• At least 5 ranks in Knowledge (religion). *met*
• Improved Turning feat
• At least one divine feat (CD 77) *met*
Each reliquary holy symbol is crafted for a specific deity and is only useful to characters dedicated to that deity (or in the case of a character who isn’t devoted to a specific deity, whose alignment matches that of the deity). For example, a reliquary holy symbol of Heironeous can be used by
any cleric of Heironeous, or by any lawful good character.
Vest of Resistance: +1 Enhancement Bonus to all saves
Cloak of Charisma: +2 Enhancement Bonus to Charisma
Healing Belt:
While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation.
In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.)
- 1 charge: Heals 2d8 points of damage.
- 2 charges: Heals 3d8 points of damage.
- 3 charges: Heals 4d8 points of damage.
Potion, Cure Light Wounds X4: 200 GP
Potion of Shield of Faith+2 , X3 150 GP
Oil of Magic Weapon, X3, 150 GP
Potion of Barkskin, X2, 600 Gold.
Wands:
Divine Favor: (25 Charges, 375 Gold)
Protection from Evil: (25 Charges, 375 Gold)
Shield of Faith: (25 Charges, 375 Gold)
Level | Modifier | Spells/Domains a day | DC |
1st | +4 | 6+1 | 15 |
2nd | +4 | 3+1 | 16 |
3rd | +4 | 3+1 | 17 |
4th | +4 | 2+1 | 18 |
5th | +4 | - | 19 |
6th | +4 | - | 20 |
7th | +4 | - | 21 |
8th | +4 | - | 22 |
9th | +4 | - | 23 |
Orisons: Infinite
Character History:
Being Written
Read the words that are written in my face
Oh I believe them (I believe them)
It's a shame that they lost their head
A careless man who could wind up dead
You wear your sin like it's some kind of prize
Too many lies, too many lies
(Ohh, ohh…) These words are true and I'll make you believe
(Ohh, ohh…) Yeah, you fight for air and struggle just to breathe
(Ohh, ohh…) And you wear your cowardice well
(Ohh, ohh…) And I will see you ride it straight to Hell
It's written in my face, the shadows of my eyes
When the devil comes a-calling, it breaks your hurtin' ties
The land will break and the seas will rise
The wind will rage as it burns up the sky
All you believe will be broken and fall
On your final day, I'll end it all
(Ohh, ohh…) These words are true and I'll make you believe
(Ohh, ohh…) Yeah, your time is done and now it's time to bleed.
(Ohh, ohh…) And you wear your cowardice well
(Ohh, ohh…) And I will see you ride it straight to Hell
And I will see you ride it straight to Hell
(Guitar Solo)
(Ohh, ohh…) These words are true and I'll make you believe
(Ohh, ohh…) Yeah, your time is done and now it's time to bleed.
(Ohh, ohh…) And you wear your cowardice well
(Ohh, ohh…) And I will see you ride it straight to Hell.
And I will see you ride it straight to Hell.