Name: Nir’Zhif Steinbruck
CR: 7
Classes: cleric 7
Race: male dwarf
Experience: 33.500 / 34.000 (Stand vom 16.01.2009)
Alignment: chaotic neutral
Deity: Dol Dorn, Göttliche Heerscharr
Region of Origin: Festen von MrorSize: medium
Spoiler (Anzeigen)Ini: +1
Senses: Darkvision, Keen Senses,
Languages: Common, Dwarven, Giant
AC: 25 = 10 + 1(GE) + 9 (full plate+1) + 1(ring) + 3 (heavy shield+1) + 1(amulet)
HP: 84 (7 HD) = 12 +8(doppelter HitDice) +6x(5+4) +10(Toughness 3+7HD)
Saves: Fort: +10, Ref: +4, Wil:+9
Speed: 20ft (4 Squares)
Melee: +10 = 5(Base Atk) +3(Str) +1(magic dwarfen war axe) +1(weapon focus), damage 1d10+4
Ranged: +7 = 5 (Base Atk) +1 (Dex) +1 (masterwork heavy crossbow), damage 1d10
Base Atk +5; CMB +7
Action Points: 8 [1d6]
Spoiler (Anzeigen)Abilites: Str 16 (+3), Dex 12 (+1), Con 18 (+4), Int 12 (+1), Wis 16 (+3), Cha 8 (-1)
Feats: Combat Casting, Weapon Focus (Great Axe), Toughness, Power Attack
Class Features: Channel energy, Domain powers war and strength, orisons
Skills: Heal 13 = 10 + 3 (Wis), Spellcraft 11/15 = 10 + 1(Int) +4(Combat Casting), Knowledge Religion 11 = 10 + 1(Int)
Sum 30= 4x(2+1) + 6x(2+1)
Spoiler (Anzeigen)+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 60 feet: Dwarves can see in the dark up to 60 feet.
Stonecunning: Dwarves treat any Profession skill related to stone as a class skill. In addition, they receive
a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in
stone walls or f loors. They receive a check to notice such features whenever they pass within 10 feet of them,
regardless of whether or not they are actively looking.
Keen Senses: Dwarves receive a +2 bonus on taste- and touch-based Perception skill checks.
Greed: Dwarves treat Appraise as a class skill when attempting to determine the price of nonmagical goods
that contain precious metals and gemstones.
Hearty: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Weapon Familiarity: Dwarves are prof icient with battleaxes, heavy picks, and warhammers, and treat
any weapon with the word “dwarven” in its name as a martial weapon.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblin subtypes
due to special training against these hated foes.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant type.
Stability: Dwarves receive a +4 bonus to their combat maneuver bonus when resisting a bull rush or trip attempt
while standing on the ground.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can
choose any of the following: Elemental, Giant, Gnome, Goblin, Orc, and Undercommon.
Favored Class: The favored class of dwarves is cleric or fighter. This choice must be made at 1st level and cannot be changed.
Spoiler (Anzeigen)Spells per day: 0:4 / 1:5 / 2:4 / 3:3 /4:1
DC: 0:13 / 1:14 / 2:15 / 3:16 / 4:17
Domains: Krieg, Stärke
Spoiler (Anzeigen)1st Strength Surge (Su): As a standard action, you can touch a creature giving it great strength.
For the next 3 rounds, the target may add an enhancement bonus equal to 1/2 your caster
level on one melee attack roll or Strength check (minimum +1). The target must decide to use
this ability before rolling the dice. This effect fades after 3 rounds or when the reroll is used.
Once a target has been affected by strength surge, he gains no further benefit from it for 1 day.
2nd Enlarge Person (Sp): You can cast enlarge person 1/ day per 2 caster levels you possess.
4th Bull’s Strength (Sp): You can cast bull’s strength 1/day.
Spoiler (Anzeigen)1st Battle Smite (Su): You can touch your deity’s favored weapon and give it the ability to deal a battle
smite. For the next 3 rounds, anyone wielding the weapon may add an enhancement bonus on
one damage roll equal to 1/2 your caster level for one attack roll. The target must decide to use this
ability before rolling to attack. This effect fades after 3 rounds or when the battle smite is used.
Once a wielder has used a battle smite, he gains no further benefit from it for 1 day.
2nd Magic Weapon (Sp): You can cast magic weapon 1/ day per 2 caster levels you possess.
4th Spiritual Weapon (Sp): You can cast spiritual weapon 1/day.
Spoiler (Anzeigen) Bleed: Cause a stabilized creature to resume dying.
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Stabilize: Cause a dying creature to stabilize.
Virtue: Subject gains 1 temporary hp.
Spoiler (Anzeigen)Bane: Enemies take -1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water M: Makes holy water.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Curse Water M: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Doom: One subject takes -2 on attack rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Hide from Undead: Undead can’t perceive one subject/level.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Summon Monster I: Calls extraplanar creature to fight for you.
Spoiler (Anzeigen)Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Augury M F: Learns whether an action will be good or bad.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
Consecrate M: Fills area with positive energy, making undead weaker.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Desecrate M: Fills area with negative energy, making undead stronger.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Find Traps: Notice traps as a rogue does.
Gentle Repose: Preserves one corpse.
Hold Person: Paralyzes one humanoid for 1 round/level.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Make Whole: Repairs an object.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shatter: Sonic vibration damages objects or crystalline creatures.
Shield Other F: You take half of subject’s damage.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spiritual Weapon: Magic weapon attacks on its own.
Status: Monitors condition, position of allies.
Summon Monster II: Calls extraplanar creature to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.
Spoiler (Anzeigen)Animate Dead M: Creates undead skeletons and zombies.
Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Blindness/Deafness: Makes subject blinded or deafened.
Contagion: Infects subject with chosen disease.
Continual Flame M: Makes a permanent, heatless torch.
Create Food and Water: Feeds three humans (or one horse)/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Daylight: 60-ft. radius of bright light.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Dispel Magic: Cancels spells and magical effects.
Glyph of Warding M: Inscription harms those who pass it.
Helping Hand: Ghostly hand leads subject to you.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Invisibility Purge: Dispels invisibility within 5 ft./level.
Locate Object: Senses direction toward object (specific or type).
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Magic Vestment: Armor or shield gains +1 enhancement per four levels.
Meld into Stone: You and your gear merge with stone.
Obscure Object: Masks object against scrying.
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Searing Light: Ray deals 1d8/two levels damage, more against undead.
Speak with Dead: Corpse answers one question/two levels.
Stone Shape: Sculpts stone into any shape.
Summon Monster III: Calls extraplanar creature to fight for you.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Spoiler (Anzeigen)Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Chaos Hammer: Harms and slows lawful creatures (1d8/2 levels).
Control Water: Raises or lowers bodies of water.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to death spells and negative energy effects.
Dimensional Anchor: Bars extradimensional movement.
Discern Lies: Reveals deliberate falsehoods.
Dismissal: Forces a creature to return to native plane.
Divination M: Provides useful advice for specific proposed actions.
Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
Freedom of Movement: Subject moves normally despite impediments.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Holy Smite: Harms and blinds evil creatures (1d8/2 levels).
Imbue with Spell Ability: Transfer spells to subject.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Order’s Wrath: Harms and dazes chaotic creatures (1d8/2 levels).
Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar creature.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Restoration M: Restores level and ability score drains.
Sending: Delivers short message anywhere, instantly.
Spell Immunity: Subject is immune to one spell per four levels.
Summon Monster IV: Calls extraplanar creature to fight for you.
Tongues: Speak any language.
Unholy Blight: Harms and sickens good creatures (1d8/2 levels).
Spoiler (Anzeigen)16450 Galifar (bisherige Summe: 15075gp 2sp)
Weapons and Armor:
full plate +1 (2650 gp) RM -5, AC+9
Shield heavy steal +1 (1170 gp) RM -1, AC+3
Dwarfen war axe +1 (2330 gp), damage 1d10+1+Str
Masterwork heavy crossbow (350 gp) damage 1d10
Rings, Wondrous Items:
Amulet of Natural Armor +1 (2000gp)
Ring of Protection +1 (2000gp)
Belt of Strenght +1 (1000gp)
Resistenzumhang +1 (1000gp)
Potions:
!!!!!!!!!Tränke !!!!!!!!
Wands:
Cure moderate wounds, 50 Ladungen, cure 2d8+3 (4500GP)
Adventuring Gear:
Explorer's Outfit (-)
Standard Kit, bag (15 gp)
Identification papers with portrait (5 gp)
Travelling papers (2 sp)
Silbernes Symbol von Dol Dorn (50gp)
Spell Component Pouch (5gp)?
Wealth:
2324 gp, 8 sp
Spoiler (Anzeigen)Beschreibung:
Nhir’Zhif ist ungefähr 5 Fuß groß und für einen Zwerg von normaler Statur mit guten 200 Pfund. Sein grauweißer Bart und die Haare zeugen von einer gewissen Lebenserfahrung. Auch augrund seiner Falten würde man ihn als Mensch auf die 50 Lenze schätzen, aber als Zwerg hat er schon immerhin 136 Jahre auf dem Buckel. Auffällig an ihm ist sein strahlende Vollrüstung, über die er normalerweise einen Umhang trägt. Sollte man ihn genauer anschauen, fällt auch das heilige Symbol aus Silber von Dol Dorn auf, welches er an einer Kette um seinen Hals hängt.
Hintergrund:
„Hoffentlich habe ich nichts vergessen.“ denkt Nhir’Zhif während er sich ein letztes Mal in seiner Hütte umschaut. Seine persönlichen Gegenstände, die er nicht auf die Reise mitnehmen wollte, hatte er am Tag zuvor schon im Haus Kundurak abgegeben. Selbst das Bild seiner verstorbenen Zwergenfrau, dessen gemeinsamer Weg nach fast 82 Jahren nun vorbei war, wollte er nicht mitnehmen.
„Aber die wichtigsten Dinge habe ich bei mir, meine Rüstung und meine Waffen.“ Dann schultert er sich seinen Beutel mit den Reiseutensilien und ein letzter Seufzer entfährt ihm, als er dann hinaus geht, die Türe schließt und den Schlüssel dem bereits vor der Hütte wartenden neuen Besitzer übergibt.
Auf dem Weg aus der Stadt hinaus nahm er zum letzten mal die vielen Gerüche und die ihm bekannten Gesichter war, die ihn mitleidig oder fragend anschauten. Ein Freund der großen Abschiede war er nie und so brachte er meist nur ein paar knappe Worte des Abschieds über die Lippen.
Sharn sollte seine neuen Heimat werden, dort erhoffte er sich der Vergangenheit zu entkommen, dort hatte man ihn mit einer neuen Aufgabe betraut. „Wie kann man nach so einer Zeit neu beginnen“ hatte er sich oft gefragt, und ihm wurde mit der Zeit klar, das er hier nicht mehr bleiben konnte. Alles hier erinnerte ihn an sie. Die Hütte in der sie gemeinsam gelebt haben, die Küche in der ihm seine Lieblingsspeisen zubereitete. Auch an alles andere was ihn mit ihr verband wollte er nicht mehr erinnert werden, befürchtete er doch bei den Gedanken an seine Frau depressiv zu werden. Und so verließ er seine Heimat mit einer neuen Aufgabe für das Haus Kundurak in dem Alter, in dem andere sich auf einen ruhigen Lebensabend freuen würden.
Hier wurde Nhir’Zhif bereits vor dem großen Krieg in den Festen von Mror geboren. Er erlebte als junger Zwerg den grausamen Krieg, wie seine Clanmitglieder im Kampf gefallen sind und verschrieb sich aufgrund dieser Erlebnisse bereits während dem Krieg der Heilkunde. Und bei der Ausführung seiner Pflichten als Kleriker lernten sie sich kennen, seine zukünftige Frau. Sie war Mitglied im Haus Kundurak. Für sie ist er dem Haus Kundurak beigetreten und dann diese unheilbare Krankheit, bei der seine Heilkünste versagten und auch die Heiler ihnen nicht helfen konnte. Vielleicht konnte er woanders eine Antwort darauf finden, wie er seinem Leben einen neuen Sinn geben konnte.