Dwarf Fighter

Bedwyr Glimerbeard's page

27 posts. Organized Play character for Grimlight (RPG Superstar 2015 Top 16).


Full Name

Bedwyr Orious Glimerbeard son of Basalus

Race

Dwarf

Classes/Levels

Witch (Winter) 1, AC 11, HP 8, Fort +1, Ref +1, Will +3, Init: +1, Perception +3

Gender

Male

Size

Medium

Age

66

Alignment

N

Deity

Winter

Location

Magnimar

Languages

Common, Dwarven, Undercommon, Giant, Orc, Terran, Aquan

Occupation

Shipwright

Homepage URL

http://paizo.com/people/BedwyrGlimerbeard

Strength 10
Dexterity 13
Constitution 12
Intelligence 18
Wisdom 12
Charisma 8

About Bedwyr Glimerbeard

Basics:

AC: 11
Touch: 11 Flat: 10
CMD: 11
HP: 8/8 (dead at -12)
BAB: +0
CMB: +1
Fort +1, Ref +1, Will +3
Init: +1

Carrying Capacity
Light, 33 lbs. or less
Medium, 34–66 lbs.
Heavy, 67–100 lbs.

Current Weight Carried
31.5 lbs.

Speed: 20

Racial traits:

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.

Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that are found in or under the water. This bonus applies to all such treasure regardless of whether or not it contains metal or gemstones

Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

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.

Saltbeard: Dwarves occasionally found iron cities along rugged seacoasts, and natives of such cities gain a +2 bonus on Profession (sailor) and Survival checks while at sea. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to aquatic treasure.

Class Features:

Hex: Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier.

Familiar: a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st-level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual

Familiar:

Rebecca, Frostbite Water Spider (Scarlet Spider)
N Tiny vermin
Init +5; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 19, touch 17, flat-footed 13 (+5 Dex, +2 natural, +2 size)
hp 4
Fort +4, Ref +7, Will +0
Immune mind-affecting effects
OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +7 (1d3–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
STATISTICS
Str 3, Dex 21, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +3; CMD 9 (21 vs. trip)
Feats: SEE BELOW
Skills Acrobatics +13, Climb +21, Perception +4, Stealth +17; Racial Modifiers +8 Acrobatics, +8 Climb, +4 Perception, +4 Stealth
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 10; frequency 1/round for 4 rounds; effect 1 Str; cure 1 save.

FEATS
Weapon Finesse: Use Dexterity modifier instead of your Strength modifier on attack rolls

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Hexes known:

Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

Flight (Su): The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.

Patron Spells:
- Winter: 2nd—unshakable chill, 4th—resist energy (cold only), 6th—ice storm, 8th—wall of ice, 10th—cone of cold, 12th—freezing sphere 14th—control weather, 16th—polar ray, 18th—polar midnight.

Spells Known:

0-Level Spells
arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink*, read magic, resistance, spark*, stabilize, touch of fatigue.

1st-Level Spells
beguiling gift*, chill touch, command, enlarge person, mage armor, ray of enfeeblement, sleep

Spells Prepared:

0-Level Spells
message, read magic, resistance

1st-Level Spells
ray of enfeeblement (+1 caster level), sleep

Feats and Traits:

Feats
Alertness (granted by familiar) - +2 to Perception and Sense Motive

Extra Hex –
Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

Traits
Exchange Agent:
gain one of the languages spoken in native country (not Varisa) that country as a bonus language. Additionally, choose one of
the following skills: Handle Animal, Knowledge (geography), Linguistics, or Survival. You gain a +1 trait bonus on checks made with this skill and it is always a class skill for you.

Gifted Adept:
Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.

Basic Attacks:

Melee +0 (1d8) Warhammer - x3
Ranged +1 (1d10) Heavy Crossbow - 19-20 x2

Skills:
Bolded=Class Skills (*trained)
Skills Ranks Per Lever: 2+Int Modifier(+4)
Acrobatics (Dex)1
Appraise (Int)+4 (+2 if aquatic tresure)
Bluff (Cha)-2
Climb (Str)+0 (Familiar)+3=3
Craft (ships)* (Int)4+(ranks)1+(class skill)3=8
Diplomacy (Cha)-2
Disguise (Cha)-2
Escape Artist (Dex)+1
Fly (Dex)+1
Heal (Wis)+1
Intimidate (Cha)-2
Knowledge (Arcana)* (Int)+4 (Ranks)+1 (class skill)+3=8
Knowledge (History)*(Int)+4 (Ranks)+1 (class skill)+3=8
Knowledge (Nature)* (Int)+4 (Ranks)+1 (class skill)+3=8
Knowledge (Planes)* (Int)+4 (Ranks)+1 (class skill)+3=8
Linguistics* (Int)+4 (Trait)+1 (Ranks)+1 (class skill)+3=9
Perception (Wis)+1 (Feat)+2=3
Perform (Cha)-2
Profession (Sailor) (Wis)+1 (Racial Trait)+2=3
Ride (Dex)+1
Sense Motive (Wis)+1 (Feat)+2=3
Spellcraft (Int)+4
Stealth (Dex)+1
Swim (Str)+0
Use Magic Device (Cha)-2

Equipment:

Gold 20

Traveler outfit, 1 gp, 5 lbs
Crossbow, Heavy: 50 gp, 1d10, 19–20/×2, 120 ft. 8 lbs.
Bolts, crossbow (10), 1 gp, 1 lbs.
Warhammer, 12 gp, 1d8, ×3, 5 lbs.
Backpack, 2 gp, 2 lbs.
Winter Blanker, 4 sp, 3 lbs.
Ink (1 oz. vial), 8 gp. —
Inkpen, 1 sp, —
Paper x10, 4 sp, -
Rations, trail, 5 sp, 1 lb.
Waterskin, 1 gp, 4 lbs.
Spell component pouch, 5 gp, 2 lbs.
Case, map or scroll, 1 gp, 1/2 lb.

Appearance/Personality:
Bedwyr Glimerbeard was born in the Lands of the Linnorm Kings and is well adapted to the frigid environment of the northern Inner Sea. He is shorter and slighter of build then most other dwarfs with his height cresting just over 4 feet and weighing only 158 pounds. As with all members of the Glimerbeard Clan, Bedwyr has an impressive mane of hair the color of hay that seems to have thousands of tiny gold flecks throughout. Bedwyr does his best to maintain by brushing religiously every morning but by noon his hair is a windswept tangled mess. His face is not appealing to gaze upon. Even as a small child he had pock marked cheeks and blotchy completion, but on the night he discovered his patron Bedwyr lost most of his nose, ears and nearly 3 fingers to frostbite. Bedwyr conceals most of his face behind a thick bushy beard that he has woven into 2 impressive braids that flank his chin.

Bedwyr has become used to being treated poorly or shunned for his appearance. In social situations he usually is curt, crass, often profane and nearly always uncouth when he engages in conversation. He is extreme slow to trust but the few friends he has he is loyal beyond reproach. He hides his arcane witch powers as much as possible. Most of Bedwyr's attitude is a front to protect him. He acts like he doesn't care but in truth he desperately wants to be accepted. He hates to lose at anything so he carefully chooses the side that will be most advantageous for him. Bedwyr has long ago come to the realization of life's eternal circle of death and rebirth. He believes that all creatures are neither inherently good nor evil but it is their actions on the mortal planes that determine their scales during final judgment of the soul. Bedwyr knows that his patron Kal-Ua the frozen death of the Eversolid Ocean has never been considered a benevolent being but he trust the whispers because he saved him from death.

Background/History:
Bedwyr has never heard the calling of the stone or his Dwarven ancestral gods. He was born on the surface and much prefers the salt air of the oceans to the cramped confinement of a life below the earth. His family makes their home in Halgrim and Bedwyr comes from a long line of master shipwrights in service to the Linnorm Kings.

Bedwyr has never been one for making friends and has always been a loner and outsider. Once as a child he built himself a boat and attempted to sail away from home, only to sail directly into the maw of a fierce winter storm. The storm capsized his small boat and plunged the young Dwarf into an ocean so cold that when Bedwyr surfaced he clung to an iceberg to keep from drowning. The storms rage and bitter cold should have brought his death. Bedwyr hung onto the floating hunk of ice for hours refusing to die. Then for the first time he heard the whisper of his patron in his bones.

It told him it was Kal-Ua, the frozen death of the Eversolid Oceans on the plane of water. It bid him to cling to the cold ice till his fingers broke from his hands and it would reward him with the power to survive and more. And so Bedwyr clung till the morning sun and passing storm brought a miracle. A ship of Pathfinders on their final leg of a long sea journey to Halgrim discovered Bedwyr blue as a Madrid with frostbite claiming his nose, ears and several fingers but still alive and still clinging to the iceberg.

From that day Bedwyr has been able to summon arcane powers of a Witch. At first he was frightened of the ability to manipulate the universe to his will. For years he tried to ignore the gift, deciding instead to move further from proper society onto the fringe. He started spending increasingly more time alone, away from the city, taking long walks onto the frozen ice shelf. On these walks, Bedwyr discovered he could commune with the animals that make their homes adjacent and in his beloved sea. It was also on one of his ice shelf walks that he found his first true friend, constant companion, and familiar a frostbite water spider named Rebecca.

Bedwyr is a rare Dwarf who does not handle his liquor well. In addition to becoming even ruder when he drinks, it is common for Bedwyr to drink until unconscious in some dismal alley. Many a would-be cut purse has found Bedwyr in an inebriated slumber and thought him an easy mark only to come face to face with Rebecca, who loves to makes her nest in the folds of his cloak at the nape of his neck hidden under the locks of his hair.

Recently, Bedwyr has decided to leave his native northern lands. He chose to leave partly due to fear that like his father and father before him, he would spend his entire life in the dry docks, building beautiful wondrous sea going vessels so that others may seek adventure and partly due to the debt he feels to the Pathfinders for plucking him from the ocean after the night he discovered his powers many years ago. Therefore, Bedwyr has enlisted himself into the Pathfinder Society Grand Lodge.

The Society has chosen to use Bedwyr's great knowledge and skill as a shipwright to use immediately. Sending him to Magnimar to examine and repair the Society's galley Shinning Enterprise which was run aground in Varisa and was barely able to limp into the Magnimar's harbor. The repairs on the vessel will take more than a month to complete, unless Bedwyr will be needed for something else...

The Crunch:

Battle tactics: Bedwyr definatly doesn't want to go toe to toe with anyone. He uses his magic and hexes to soften up his foes ability scores and AC so his melee allies can finish the job.

Future Development: I'm planning to take Bedwyr straight up the witch tree (no multi-classing or prestige). At the earlier levels Bedwyr is going to focus on spells that debuff the bad guys and grant boons to his allies. I plan to start turning him into a "blaster" witch as he gains access to better spells.