Junco Eliade (Sample Character)

A scholarly dwarven priest of Boccob interested in the study of the "Four Forgotten Ones", a quartet of demigods trapped beneath Castle Greyhawk by the archmage Xagyg.

Description:

Race: Dwarf
Class (level): Cleric (Cloistered) 2nd / Fighter (Lore Warden) 1st
Favored Class: Cleric
Patron Deity: Boccob
Alignment: Lawful Neutral
Experience: 7915 (earn +2%)
Cash: 3 gp, 9 sp
Languages: Common, Dwarven, Giant, Infernal, Elvish, Goblinoid, Gnome, Ancient Suel

Abilities:

  • Str: [+1] 13
  • Dex: [+2] 15
  • Con: [+2] 14
  • Int: [+2] 14
  • Wis: [+1] 12
  • Cha: [-2] 6

Hit Points: (1d10+2d8+6) = 26
AC: 15 (2 Dex, 3 armor, 0 shield)
CMD: 15 (19 vs. Bull Rush or Trip)

Attack: +3 melee, +4 ranged

  • BAB: +2
  • CMB: +3
    • Heavy Pick: +3 melee
      • Damage: 1d6+1 piercing, x4 Crit
    • Staff: +3 melee
      • Damage: 1d6+1 bludgeoning, x2 Crit

Saves: includes +1 resistance bonus

  • Fort: +8
  • Ref: +4
  • Will: +5
    • Spell Resistance 8
    • +2 vs. Glyphs, Runes, or Symbols

Speed:

  • Movement: 20 ft.
  • Initiative: +2

Skill Points: 20

Weapon/Armor Proficiencies:

  • Simple Weapons
  • Martial Weapons
  • Dwarven Maulaxe, Dwarven Waraxe, Dwarven Dorn Dergar, Dwarven Urgrosh
  • Light Armor

Skills: includes armor penalty

  • Acrobatics (0 ranks): +1
    • +2 on balance-related checks
  • Appraise (1 rank): +6
  • Climb (1 rank): +4
  • Craft [any] (0 ranks): +2
  • Diplomacy (2 ranks): +3
  • Heal (1 rank): +5
  • Knowledge [religion] (2 ranks): +11
  • Knowledge [history] (2 ranks): +11
    • +2 to know about Dwarves or their enemies
  • Knowledge [local] (0 ranks): +7
  • Knowledge [any other] (0 ranks): +5
  • Linguistics (3 ranks): +8
  • Perception (0 ranks): +1
    • +2 vs. unusual stonework
  • Perform [oratory] (3 ranks): +1
  • Profession [scribe] (3 rank): +9
  • Profession [any other] (0 ranks): +3
  • Spellcraft (1 rank): +6
  • Stealth (0 ranks): +1
  • Survival (1 ranks): +5
    • +2 to track giants

Class Skills: Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).


Feats

Flash of Divine Insight
Prerequisites: Worshiping a deity with the Knowledge Domain
Benefit: You gain a +5 divine bonus to a single Knowledge, Craft or Profession check, once every day. If you have 10 or more ranks in the skill this bonus is about to be applied to, the divine bonus increases to +10.

Breadth of Experience
Prerequisites: Dwarf, elf, or gnome; 100+ years old.
Benefit: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

Let Them Come [Bonus]
Prerequisites: Dwarf
Benefit: You treat all one- or two-handed melee weapons as if they had the brace special feature.
Normal: Only weapons with the brace special feature can be readied against charges.


Traits

Propitiation (Dwarven Religious Trait)
Your knowledge of the dwarven pantheon tells you precisely which gods have jurisdiction over which aspects of your life, and you can call upon their help even if they are not your patron.
Benefit: At the start of each day, pick one of the following skills: Appraise, Bluff, Craft (pick one craft skill), Diplomacy, Intimidate, or Knowledge (local). You gain a +2 trait bonus on that skill until the start of the next day.

Grounded (Dwarf Racial Trait)
You are well balanced, both physically and mentally.
Benefit: You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.

Family Hero (Campaign Trait)
Benefits: You get a +1 trait bonus to all Knowledge (history), Knowledge (local), and Knowledge (religion) checks.

Bilingual Background (Regional Trait)
Benefits: You gain one regional language as a free bonus language. You also gain a +1 trait bonus to Knowledge (local).


Race Abilities
  • +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. (see darkvision).
  • Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
  • Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) skill checks that pertain to dwarves or their enemies. They can make such skill checks untrained.
  • Giant Hunter: Some dwarves train from a young age in the best tactics to fight against giants. As a result, giant hunter dwarves gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype.
  • Magic Resistant: Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells.
  • Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense 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 Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Class Abilities:

Diminished Spellcasting: A cloistered cleric chooses only one domain from her deity’s list of domains, and her number of non-domain spells per day for each spell level is one less than normal (for example, a 4th-level cloistered cleric has three cantrips, two 1st-level spells, one 1st-level domain spell, one 2nd-level spell, and one 2nd-level domain spell). If this reduces the number of spells per day for that level to 0, she gains only the bonus spells she would be entitled to based on her Wisdom score for that level, plus her domain spell for that level.

Breadth of Knowledge (Ex): At 1st level, a cloistered cleric gains a bonus on Knowledge skill checks equal to half her class level (+1) and can make Knowledge skill checks untrained.

Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting: A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (Cure). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy.

Magic (Divine) Domain

  • Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.
    • Divine Vessel (Su): Whenever you are the target of a divine spell, you can, as a swift action, grant each ally within 15 feet of you a divine boon. This boon grants a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (4/day).
    • Dispelling Touch (Sp): At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.
  • Domain Spells: 1st—identify, 2nd—bless water, 3rd—dispel magic, 4th—imbue with spell ability, 5th—cleanse, 6th—antimagic field, 7th—resurrection, 8th—protection from spells, 9th—miracle.

Channel Positive Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A neutral cleric of a neutral deity must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting). Junco channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6. Creatures that take damage from channeled energy receive a Will save (DC 9) to halve the damage. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier (1/day). This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.

Well-Read (Ex): At 2nd level, a cloistered cleric gains a +2 bonus on skill checks, caster level checks, and saving throws if such rolls pertain to mundane or magical glyphs, runes, scrolls, symbols, and other writings.


Equipment

Encumberance: 46 lbs. (Light Load)

  • Carrying Capacity:
    • Light Load: 0-50 lbs.
    • Medium Load: 51-100 lbs.
    • Heavy Load: 101-150 lbs.

Gear

  • Teaching Staff (5 lbs)
  • Studded Leather Armor (20 lbs)
  • Wooden Holy Symbol of Boccob
  • Scholar’s Outfit
  • Eyeglasses
  • Heavy Pick (6 lbs)
  • Backpack (2 lbs)
Bio:

Junco Eliade is a scholarly priest and worshiper of Boccob, dedicated to the philosophical study of Cosmogony (that is theories concerning the creation or origin of the universe), Hierophany (that is manifestations of the sacred or supernatural into the world), and Ontology (the nature of being, existence, and reality in general). He has published many works on various topics. His most recent subject of interest involves the four unknown demigods trapped by Xagyg Yragerne beneath Castle Greyhawk.

A few years back Eliade discovered a journal belonging to one of Xagyg’s apprentices in the libraries beneath the Temple of Boccob in Greyhawk. This journal detailed the names of all nine deities imprisoned by Xagyg and vaguely alluded to the rituals used in their imprisonment (particularly speaking of a obelisk that could stop all magic, scepters that could trap souls, and a temple built within a living dragon). Eliade as spent the intervening years searching for the remnants of the unnamed gods’ worshipers. He has recently written to five clerics whom he believes to be followers of the five gods still trapped in Xagyg’s prison. He believes that, with four of the imprisoned beings already at large, freeing the other five would greatly aid the cause of balance in the world.

Eliade, like most dwarves is broad and stocky in build, with a strong jaw and high forehead. Due to his long time spent living among humans in Greyhawk, he has taken to shaving his wiskers and dressing in human clothing (typically sporting a tie and thick black-framed glasses, which he thinks make him look more erudite). Eliade always carries a cedar staff, his own replica of the axis mundi. This serves as both weapon, holy symbol, and directional guide, choosing the direction he will take by the direction towards which this sacred pole bends.

Junco Eliade (Sample Character)

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