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Larur Feldin

Bolgrith's page

537 posts. Alias of Chewbaccawakka.

Full Name

Bolgrith the Faithful




Cleric of Irori 5







Special Abilities

Slow and Steady, Darkvision, Defense Training, Lorekeeper, Hatred, Hardy, Stability, Stonecunning


Lawful Good




Common, Dwarven, Orcish, Undercommon, Goblin



Strength 14
Dexterity 10
Constitution 12
Intelligence 16
Wisdom 17
Charisma 8

About Bolgrith

Bolgrith CR 1/2
Male Dwarven Cleric
LG Medium Humanoid (Dwarf)
Hero Points 3
Init 0; Senses Darkvision;
Perception +11;

AC 20, touch 12, flat-footed 19. (+7 Armor, +3 Shield, +0 Dex)
hp 39 (1d8+5+7+7+2) (+2 CON)(+4 favored class)
Fort +5, Ref +1, Will +7

Speed 20 ft.
. . Masterwork Battle Aspergillum (1d20+6) (x2)
. . DMG: (1d6+2)

. . Boarding Pike (1d20+5) (x3)
. . DMG: (1d8+2)

. . Masterwork Dagger (1d20+6) (19-20x2)
. . DMG: (1d4+2)
. . Composite +1 Longbow (1d20+1) (x3) Range: 110ft
. . DMG: (1d8+1)

. . Javelin (1d20+5) (x2) Range: 30ft
. . DMG: (1d6+2)

. . Masterwork Dagger (1d20+6) (19-20x2) Range: 10ft
. . DMG: (1d4+2)

. . Sling (1d20+5) (x2) Range: 50ft
. . DMG: (1d4+2)

Str 14, Dex 10, Con 12, Int 16, Wis 17, Cha 8
Base Atk +3; CMB +5; CMD +14


Extra Channel: You can channel energy two additional times per day.
Breadth of Experience: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

Traits: Gifted Adept (Cure Light Wounds) Pick one spell when you choose this trait. Whenever you cast that spell, its effects manifest at +1 caster level, Sacred Touch: As a standard action, you may automatically stabilize a dying creature merely by touching it. Starwatcher: You gain a +1 trait bonus to Survival to discern north, avoid becoming lost, and forecast weather while at sea.


Diplomacy +5,
Disable Device +1,
Heal +7,
Knowledge (Arcana) +6,
Knowledge (Dungeoneering) +9,
Knowledge (Engineering) +9,
Knowledge (Geography) +9,
Knowledge (History) +8,
Knowledge (Local) +9,
Knowledge (Nature) +9,
Knowledge (Nobility) +5,
Knowledge (Planes) +6,
Knowledge (Religion) +9,
Perception +6 (+5 from Lens of Detection),
Profession (Priest) +5,
Sense Motive +7,
Spellcraft +9,
Survival +5 (+5 more to tracking).

Languages: Common, Dwarven, Orcish, Undercommon, Goblin

SQ Hero Points (3)

Combat Gear:

Traveler's outfit,
+1 Breastplate,
+1 Heavy Steel Shield,
Holy symbol,
Pouch: spell components,
Lens of Detection,
Ring of Sustenance, Nights (3),
Masterwork Battle Aspergillum,
Boarding Pike,
Masterwork Dagger,
Javelin (3),
+1 Composite Long-bow,
20 arrows,
Staff of Honfongalas (This staff contains the following spells: Make Whole (1 charge), Mending (1 charge), Minor Creation (1 charge), and Animate Object (2 charges). There is also a moderate Divination aura that grants a +2 to knowledge (arcana) checks concerning golems.)


3 Flasks of holy water,
Flint & Steel,
Copy of Unbinding the Fetters,
Whet stone,
Black-leather bound book,
Copy of Dragon Compendium (16 hours read),
Worn Journal (5 hours read),
10 Trail rations,
100ft Silk rope,
4 CLW,
1 Vial of anti-toxin,
1 Vial of acid,
1 Medical kit (6 uses remain),
Bottle of Adamantine weapon blanch,
Bottle of bloodblock,
Bottle of antiplague,
Pearl of Power I,
Wand of CLW (17 uses remain),
Wand of CLW (50 uses remain),
Wand of Bless (50 uses remain),
101pp, 3745gp, 6sp, 7cp


Channel Energy: 4 a day. 3d6.
Darkvision: Dwarves can see in the dark up to 60 feet.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
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. This racial trait replaces the greed racial trait.
Hatred: 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.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
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.

Rebuke Death: You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Lorekeeper: You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.

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. Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
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. A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.
Hero Points (2) Hero Points can be spent at any time to grant a variety of bonuses.

576 points Healed - 222 points (111*2) dealt = 354/1000 towards Healers Touch.

Bolgrith, called the faithful, was raised among dwarven society until his eleventh year. It was customary for the people of his city to commit a certain amount of children to the temple of Irori 60 miles to the west, since birth Bolgrith had known he was one of the selected. When the time had come there were no tears. The young dwarf was eager to start his new life, and to his parents it was an honor on their family that he would. In his first year at the temple Bolgrith was apprenticed underneath a Human monk, Gavin Mournholt. The two took an immediate liking to one another and Gavin soon became as a second father to Bolgrith. In his years at the temple of Irori Bolgrith learned everything he could from Gavin and the other priests. He devoted long hours to meditation and calisthenics in the pursuit of self perfection. Eventually Bolgrith became a quite and reserved dwarf, pleasent to be around but not overly forthcoming. It was also during his time at the temple he learned the way of blade and shield, though he did
replace the customary short sword with the more dwarven battle ax. Having completed his training and becoming a fully vested cleric of Irori, Bolgrith was sent out into the world in the pursuit of knowledge. Appearance-wise he does not differ greatly from other dwarfs of his kind, with the possible exception of his bald pate and extra-full beard. Almost as if all the hair on the top of his head migrated to his chin. He carries on his belt an ax carved with the name of his forfathers, and on his back a stout wooden shield with the symbol of Irori (a pale blue open hand) fixed to it's front. He is clothed in well-worn travel attire, what once might have been blue robes now faded and tattered lie under his scale armor. He appears to have some sort of tattoo or marking on the palm of his left hand, but it tends to be covered by a pair of leathern gloves. He has only recently begun his travels and is eager to see more of the world.

Prepared Spells:

Detect Magic
Read Magic

Protection from Evil

Hold Person
Shield Other

Symbol of Healing
Speak with Dead

Searching for the purple crystal Key of Honfogalas, near Blood Bay, in the heart of Wolftooth Cave. {X}

Witch in the heart of the Barrowood. { }

Searching for the Lock of Honfogalas, on Anvil Island. His sigil is the Clever Crow, and we need to discover the secrets of the "Binder." { }

Find out whats up with the strange dreams.

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