Moire Nia-Taín
Medium-size Male Deep Dwarf
Fighter11 Cleric5
Hit Dice: (11d10)+(5d8)+80
Hit Points: 201
Initiative: +1
Speed: Walk 20 ft.
AC: 23 (flatfooted 22, touch 11)
Attacks: *Jok's Sword +4/Anarchic +26/+21/+16; ;
Damage: *Jok's Sword +4/Anarchic 1d8+16; ;
Vision: Darkvision (90')
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +1 racial bonus on attack rolls against orcs and goblinoids, +2 racial bonus on Appraise and Craft checks that are related to stone or metal., +3 racial bonus on saving throws against poison., +3 racial bonus on saving throws against spells and spell-like effects., +4 Dodge bonus to Armor Class against monsters of the giant type., Light Sensitivity: Deep Dwarves are dazzled in bright sunlight or within the radius of a daylight spell., Rebuke Undead (Su) 3/day (turn level 5) (turn damage 2d6+5), Spontaneous casting, Stability, Stonecunning
Saves: Fortitude: +16, Reflex: +5, Will: +10
Abilities: STR 24 (+7), DEX 12 (+1), CON 20 (+5), INT 13 (+1), WIS 16 (+3), CHA 10 (+0)
Skills: Appraise 1; Balance -4; Bluff 0; Climb 9; Concentration 5; Craft (Untrained) 1; Diplomacy 0; Disguise 0; Escape Artist -4; Forgery 1; Gather Information 0; Handle Animal 8; Heal 3; Hide -4; Intimidate 11; Jump 3; Knowledge (Arcana) 3; Knowledge (Religion) 2; Listen 3; Move Silently -4; Ride 12; Search 1; Sense Motive 3; Spellcraft 4; Spot 3; Survival 3; Swim 0;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Combat Casting, Combat Expertise, Exotic Weapon Proficiency (Sword (Two-Bladed)), Improved Critical (Sword (Two-Bladed)), Improved Overrun, Improved Sunder, Improved Trip, Knock Down, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Sword (Two-Bladed)), Weapon Specialization (Sword (Two-Bladed))
Challenge Rating: 16
Alignment: Chaotic Evil
Possessions: Belt of Giant Strength +4; Boots of Speed; Gauntlets of Ogre Power; Jok's Dwarven Plate +4 (Spell Resistance); Jok's Sword +4/Anarchic; Ring of Freedom of Movement; Ring of Mind Shielding;
Deity: None Domains: Chaos(You cast chaos spells at +1 caster level.) Evil(You cast evil spells at +1 caster level.)
Spells:
Spells per Day: (5/4+1/3+1/2+1/0/0/0/0/0/ DC:13+spell level)
Cleric - Known:
Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
Level 1: Bane, Bless, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Good, Protection from Good, Protection from Law, Protection from Law, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I
Level 2: Aid, Align Weapon, Augury, Bear's Endurance, Bull's Strength, Calm Emotions, Cure Moderate Wounds, Darkness, Death Knell, Delay Poison, Desecrate, Desecrate, Eagle's Splendor, Enthrall, Find Traps, Gentle Repose, Hold Person, Inflict Moderate Wounds, Make Whole, Owl's Wisdom, Remove Paralysis, Resist Energy, Restoration, Lesser, Shatter, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Zone of Truth
Level 3: Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Continual Flame, Create Food and Water, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Glyph of Warding, Helping Hand, Inflict Serious Wounds, Invisibility Purge, Locate Object, Magic Circle against Good, Magic Circle against Good, Magic Circle against Law, Magic Circle against Law, Magic Vestment, Meld into Stone, Obscure Object, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Speak with Dead, Stone Shape, Summon Monster III, Water Breathing, Water Walk, Wind Wall
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment