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Specialty Priest of Gorm

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Specialty Priest of Gorm

Post  Colin Marcus on Fri Mar 12, 2010 12:27 am

Thought I'd post this for two reason....
1) I find it usefull to pull up my info without having to dig through papers or files...

2) Most of the other kits you all are playing are fairly well known or easily found... This is kind of an odd one out. If curious how or why Torin knows where everyone is at any given time... There it is Wink


Dogma: Never waver in your duty to Gorm's sacred charges. Defend, protect, and keep safe the children of the Morndinsamman from the hostile forces of the outside world. Be always vigilant and ever alert so that you are never surprised. If need be, be prepared to pay the greatest price so that the clan and the community survive, and your name will be honored for generations



Specialty Priests Barakor

REQUIREMENTS: Strength 9, Constitution 10, Wisdom 9
PRIME REQ.: Strength, Constitution, Wisdom
ALIGNMENT: LG, LN
WEAPONS: Any
ARMOR: Any
MAJOR SPHERES: All, combat, divination, guardian, healing, law, protection, sun, war, wards

MINOR SPHERES: Animal, charm, creation, elemental (earth), necromantic, summoning
MAGICAL ITEMS: Same as clerics
REQ. PROFS: Armorer or weaponsmithing
BONUS PROFS: Alertness, blindfighting

• While most barakor are shield dwarves or gold dwarves, dwarves of nearly every subrace are called to be specialty priests of Gorm's clergy.

• Barakor are not allowed to multiclass.

• Barakor may select nonweapon proficiencies from the warrior group without penalty.

• Barakor who are serving as guardians are never surprised and are able to interpret noises, half-seen movements, and other symptoms of approach and movement orrectly with an accuracy of 10% per level. For instance, a barakar might hear a faint scuffling and identify it as studded leather worn by a crawling man against a particular stone she or he noticed earlier. A barakor always checks around his or her feet and overhead often and takes care to know the distance and exact direction of features in his or her surroundings. The guardian-priest described above, for instance, would know exactly where, and how far away, the unseen intruder in studded leather was - and just where to throw an axe in order to hit him or her. These carefully developed skills give barakor an attack bonus of +5 with missiles of any sort, against any target within 60 feet of their guardpost. If they have not had time to examine the surroundings, this bonus drops to +2. In addition, barakor always win initiative rolls when on active guard duty, even when they are charged by multiple opponents coming out of the darkness.

• Barakor can cast sentry of Gorm (as the 1st-level priest spell detailed in Faiths & Avatars under the name sentry of Helm) or blessed Watchfulness (as the 1st-level priest spell) once per day.

• At 3rd level, barakor can cast iron vigil (as the 2nd-level priest spell) or sacred guardian (as the 1st-level priest spell) once per day.

• At 3rd level, barakor become immune to attack forms, spells, spell-like abilities, and psionics that would put them to sleep. They still need natural sleep, however.

• At 5th level, barakor can cast spike stones (as the 5th-level priest spell) or shield (as the 1st-level wizard spell) once per day.

• At 7th level, barakor can cast fire eyes (as the 4th-level priest spell) once per day.

• At 7th level, barakor can make three melee attacks every two rounds.

• At 10th level, barakor can cast unceasing vigilance of the holy sentinel (as the 5th-level priest spell) or wall of stone (as the 5th-level wizard spell) once per day.

• At 10th level, barakor need only have half the normal amount of natural sleep per night to function as if fully rested and to naturally heal damage.

• At 13th level, barakor can cast know alignment (as the 2ndlevel priest spell) at will. Unlike the priest spell, however, this granted power is unerring, overriding even the strongest magical concealments and misdirections. Spellcasting is not possible
while exercising this granted power, but a barakor doing so need not remain stationary and can even participate in strenuous, acrobatic combat.

• At 13th level, barakor can make two melee attacks per round.

• At 15th level, barakor can cast true seeing (as the 5th-level priest spell) twice per day.
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Colin Marcus
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Posts : 1800
Join date : 2009-09-19
Age : 40
Location : Impresk

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