Jarl of the North Wind

Gorbaz's page

23 posts. Alias of PrinceofDarkness.


Full Name

Gorbaz ProudHammer

Race

Dwarf

Classes/Levels

cleric 1

Gender

male

Size

medium

Age

47

Alignment

NG

Deity

Torag

Languages

Dwarf, common

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

About Gorbaz

Loud, proud and unrefined, thats a ProudHammer, and Goprbaz is no Different.

"If ya don't feel like listening to me sermon, perhaps my hammer can sing ya a different tune"

background:

A cleric of Torag, Gorbaz was making his way across Galorion to visit each of the dwarven cities. Still young, by dwarven standards, Gorbaz is learning what it emans to be a cleric of Torag and a true dwarf. Peace and knowledge were his mission, until his boat was caught in a terrible storm, He has awaken on a strange island. Just another reason for him to hate boats.

Appearance:

Gorbaz has the look of a smith, to the untrained eye that is. His blacksmith apron has nore blood stains that anything else, and the hammer at his belt is emant for war, not the shaping of metal. A holy symbol of Torag swings freely from his neck, and his long beard is intertwined with seemingly random rings, the meaning of each know only to Torag and his god.

Movement & Senses:

Initiative +0
Darkvision 60'
Spd 20

Combat:

BAB +0
CMB +2=0+2 (+4 vs bull rush or trip)
Melee +2
Range +0
+1 vs golblinoid and orc
Warhammer +2, 1d8 /3, B
Sling 1d4 /2, 30'

Defense:

HP 9
AC 18=10+6 armor +2 shield (+4 vs giant type)
CMD 12=10+2
Fort 4=2+1+1 (+2 vs. poison)
REflex 10+1
Will 6=2+3+1 (+2 vs spells and Spell liek abilities)

feats:

1st: Selective Channel

traits:

Battlefield Caster: You receive a +1 trait bonus on concentration checks to cast defensively and a +1 trait bonus to AC against attacks provoked by or readied against spellcasting. (From dwarves of Golorion)

Campaign: Get the cargo through: 300G.
While traveling from five kings mountains to the north, Gorbaz was hired to make sure some cargo reached a far away dwarven city.

Skills:
2-1=1 + favored class bonus

Appraise -1=0+0-1 (+2 when determining price of nonmagic goods with precious metals or gemstones)

Diplomacy 7=1+3+3

Heal 7=1+3+3

Perception 3=0+0+3 (+2 detect unusual stonework ie. traps and secret doors within 10' automatic check)

Domains:

Caves:
Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Defense: +1 resistance bonus on saving throws.

Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

Spells per Day:

Orisons (3)
read Magic
Create Water
Detect magic

1st (2)+ (D)
(D) Magic Stone
Command
Summon Monster I

Channel:

1d6 burst, dc 14 will save
can select up to 3 creatures to exclude

Gear:

Backpack
Dagger
rations 1/day
Waterskin
Bedroll
Sack
Flint & steel
Warhammer 5 lbs
Holy symbol, silver
Shield, Heavy Steel, 15 lbs
breast Plate, 30 lbs
Sling
30 sling bullets
183g