Joran Vhane

Bemmer Anvilbrow's page

233 posts. Organized Play character for Ietsuna.


Full Name

Bemmer Anvilbrow

Race

Dwarf

Classes/Levels

Cleric (4)| HP: 39/39 | AC:17 T:11 FF:16 | CMB:+4 CMD:15 (19 v Bullrush & Trip) | Saves F:+8 R:+3 W:+8 | Init:+4 | Per:+8

Gender

Male

Size

Medium

Age

61

Alignment

Lawful Good

Deity

Torag

Languages

Common, Dwarven, Undercommon

Strength 12
Dexterity 11
Constitution 16
Intelligence 12
Wisdom 16
Charisma 12

About Bemmer Anvilbrow

Bemmer Anvilbrow
Male Dwarf cleric 4
LG Medium humanoid (dwarf)
Init +4, Senses darkvision (60 ft.); Perception +8
Aura aura of good, aura of law,

DEFENSE:

AC 16, touch 10, flat-footed 16 (+5 armor, +1 shield, )
hp 30 ((3d8)+12)
Fort +7, Ref +2, Will +7, +2 vs. poison, spells, and spell-like abilities

OFFENSE:

Speed 20 ft.
Melee shield, light wooden -1 (1d3)
Melee masterwork warhammer +4 (1d8+1/x3)
Ranged crossbow, light +1 (1d8/19-20)
Melee dagger +3 (1d4+1/19-20)
Ranged dagger (thrown) +2 (1d4+1/19-20)
Special Attacks Channel Positive Energy (2d6, DC 12, 6/day),

Prepared Spells
Cleric (CL 3rd; concentration +6)
2nd-Align Weapon (Good) *, Hold Person, Lesser Restoration
1st—bless , divine favor , protection from chaos *, summon monster i
0 (at will)—detect magic , light , resistance , virtue
*:Domain spell.

Deity Torag; Domains Good, Law,

STATISTICS:

Str 12, Dex 11, Con 16, Int 12, Wis 16, Cha 12,
Base Atk +2; CMB +3; CMD 13 (17 vs bullrush) (17 vs trip)
Feats Extra Channel, Improved Initiative
Skills Acrobatics -4, Climb -3, Diplomacy +5, Escape Artist -4, Fly -4, Knowledge (History) +6, Knowledge (Religion) +6, Perception +8, Perception (Notice unusual stonework) +10, Ride -4, Sense Motive +7, Spellcraft +6, Stealth -4, Swim -3
Traits Birthmark, Observant (Perception)
Languages Common, Dwarven, Undercommon
SQ aura, aura of good, aura of law, darkvision, greed, hardy, hatred, orisons, spontaneous casting, stability, steady, stonecunning, touch of good (6/day), touch of law (6/day), weapon familiarity,
Combat Gear rations (trail/per day) (5), candle (10),
Other Gear light wooden shield, masterwork warhammer, vestments (cleric's), masterwork scale mail, cloak of resistance +1, belt pouch, crossbow bolts (10) (2), light crossbow, dagger, backpack, bedroll, waterskin, holy text (cheap), flint and steel, mess kit, rope (hemp/50 ft), spell component pouch, holy symbol (wooden), 6855.0 gp

SPECIAL ABILITIES:

Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Aura of Good (Ex) You project a moderate good aura.

Aura of Law (Ex) You project a moderate lawful aura.

Channel Positive Energy

Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this ability 6 times per day.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.

Domains

Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.

Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).

Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.

Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to 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, regardless of whether or not they are actively looking.

Touch of Good (Sp) You can touch a creature as a standard action, granting giving it a +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. You can use this ability 6 times per day.

Touch of Law (Sp) You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability 6 times per day.

Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

APPEARANCE:

Bemmer is a 4 foot tall dwarf. His auburn beard is of a modest length (he is young for a dwarf) and held in two plaits secured by small bronze rings with Torag's hammer upon them. His red-brown hair is likewise plaited down his back and held in place by a leather cord. Under his armour he wears serviceable work clothes and a knee-length leather apron. His holy symbol of Torag hangs around his neck on a leather cord.

BIO:
Bemmer's parents are poor, really poor. They scrape by and barely can feed themselves due to their low social station. For that reason, as soon as he was able Bemmer left to join the priesthood to Torag. He did not want to burden is family any longer. The temple took him in and set him to work labouring in a forge. The routines of daily life among the clerics suited Bemmer and he grew to be a pious Dwarf, eventually entering the priesthood himself. His mentor within the clergy was a smith of great skill and Bemmer seeks to emulate her great works. He has ventured forth from the Five Kings Mountains to gain inspiration for his own masterpiece, a full set of plate armour forged entirely in his own style by his own hand.

PFS CAREER:

7-00 The Sky Key Solution (1-2) - 2PP
5-12 Destiny of the Sands Part 1 (1-2) - 2PP
5-15 Destiny of the Sands Part 2 (1-2) - 2PP
4-07 Severing Ties (1-2) - 2PP (GM Credit)
8-00 Cosmic Captive (1-2) - 2PP
10-01 Oathbreakers Die (1-2) - 2PP (GM Credit)
5-16 Destiny of the Sands Part 3 (3-4) - 1PP
6-12 Scions of the Sky Key - On Sharrowsmith's Trail - 2PP (GM Credit)
6-14 Scions of the Sky Key - Kaava Quarry - 2PP (GM Credit)
7- Down the Verdant Path - 2PP (GM Credit)
6-15 Scions of the Sky Key - The Golden Guardian - 2PP (GM Credit)
4-01 Rise of the Goblin Guild (4-5) - 2PP (GM Credit. Yet to be applied)

Serpent's Ire (7-9) - 3PP (Yet to be applied)