Harsk

Henrick Bulwark's page

555 posts. Organized Play character for PJP.


Full Name

Henrick

Classes/Levels

Monty the Snake 5| HP: 42/42 | AC: 20 (13 Tch, 17 Fl) | CMD: 20 | F: +8, R: +7, W: +2 | Init: +3 | Perc: +5, SM: +1 | Active conditions: none

Gender

Male Dwarf Ranger (Infiltrator) 5 / Warpriest 1| HP: 56/56 | AC: 19 (12 Tch, 17 Fl) | CMD: 20/24 | F: +8, R: +6, W: +5 | Init: +2 | Perc: +10/12/14** , SM: +6 | Active: none

Age

55

Alignment

Neutral-Good

Languages

Common, Dwarven, Goblin

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

About Henrick Bulwark

#150786-2
XP 16 / PP 24 / FP 30

NG Male Dwarven Ranger (Infiltrator) 5 / War Priest of Khepri 1
Languages Common, Dwarven, Goblin, Osirion (Linguistics)

DESCRIPTION
Henrick is fairly average size for a dwarf, at a little over 4' tall and 178 lbs. He has very light blonde hair that sticks up all over, and a full beard. Most striking is the fact that his eyes are bright blue, which seems a little unnatural, although this is his natural appearance.

HP 56 (1d10 +2 Con +1 Fav: 13+9+9+9+9+7)
Init +2; Senses darkvision 60 feet;

Monty, the Razor-Scaled Python (Constrictor Snake):

Size: Large
Speed: 20 ft, climb 20 ft, swim 20 ft
AC 20, Touch 13, FF 17 (+2 base natural armor +1 4th +4 level(boosted) +3 Dex -1 Size +1 Dodge)
HD: 5 / BAB: +3
HP: 42 (5*(4.5+4) )
Str 24(+7), Dex 16(+3), Con 18(+4), Int 1(-4), Wis 12(+1), Cha 2(-4)
Fort: +8 (+4 +4 Con)
Ref: +7 (+4 +3 Dex) Evasion
Will: +2 (+1 +1 Wis)
Perception: +5 low-light vision, scent.

Tricks (Max 3 +2 bonus): Attack, Come

Attacks
Bite (Melee) Att: +9 Dmg:1d4+10 (Att: +3 BAB -1 Size +7 Str; Dmg: +7+3.5 Str)
Special: Grab; Constrict 1d4+10

Specials: Link, Share Spells, Evasion

Skills (5):
Acrobatics +7 (1 rank +3 Dex +3 class)
Climb +11 (1 rank +7 Str +3 class)
Perception +5 (1 rank +1 Wis +3 class)
Stealth +7 (1 rank +3 Dex +3 class)
Swim +11 (1 rank +7 Str +3 class)

Feats (3): Dodge, Mobility, Combat Reflexes

------------
Handle an Animal: This task involves commanding an animal to perform a task or trick that it knows. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.

“Push” an Animal: To push an animal means to get it to perform a task or trick that it doesn't know but is physically capable of performing. This category also covers making an animal perform a forced march or forcing it to hustle for more than 1 hour between sleep cycles. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.

Magic Item Slots: Armor and neck only (PFS)

DEFENSE
AC 19 (+7 armor, +2 dex), touch 12, flat-footed 17 (+4 dodge vs Giant subtype)
+2 natural armor for 3x 10 minutes each (Infiltrator)
CMD 20 (+4 vs bull rush or trip while standing on the ground)

Fort +8 (+4 Ranger +2 Warpriest +2 Con)
Ref +6 (+4 Ranger +0 Warpriest +2 Dex)
Will +5 (+1 Ranger +2 Warpriest +2 Wis)
+2 vs Fear (trait)
+2 save vs poison, spells or spell-like abilities (Dwarven Hardy)

OFFENSE
Speed 20 ft
Base Attack +5; Melee Touch +8; Ranged Touch +7
CMB +8

Melee
Dwarven Urgrosh (+1/MW) +10 / +8 PA (+5 BAB, +3 Str, +1 MW, +1 Weapon Focus) -2 for Power Attack
2-H Damage: Axe 1d8+5 S / Spear 1d6+4 P; Crit: 20/x3 (+3 Str +1.5 Str Bonus +1 Magic on Axe)
2-H Power Damage: Axe 1d8+11 S (+3 Str +1.5 Str Bonus + 6 PA + 1 Magic) / Spear 1d6+7 P; Crit: 20/x3 (+3 Str +1.5 Str Bonus + 3 PA)
Urgrosh dual attacks +8/+8 (Two weapon fighting)
Light Hammer +8 /+7 PA (+5 BAB, +3 Str)
Damage: 1d4+3 / 1d4+5 B; Crit: 20/x2 (+3 Str) (+2 PA)

Ranged
Light crossbow +7, Range: 80 feet (+5 BAB, +2 Dex)
Damage: 1d8 P; Crit: 19-20/x2;
Throwing Axe +7, Range: 10 feet (+5 BAB, +2 Dex)
Damage: 1d6+3 S; Crit: 20/x2;
Light Hammer +7, Range: 20 feet (+5 BAB, +2 Dex)
Damage: 1d4+3 B; Crit: 20/x2;
Flask +7 (+5 BAB, +2 Dex)

Bonuses
+4 Attack & Damage vs Undead (Favored Enemy)
+2 Attack & Damage vs Evil Outsiders (Favored Enemy)
+1 Attack vs orcs and goblins (Dwarven Hatred)

Spells Prepared
Ranger Level 1 (1+1) DC 13:
Lead blades - Melee weapons damage as if one size bigger.
Lead blades - Melee weapons damage as if one size bigger.

Warpriest Level 0 (3+1) DC 12:
Detect Poison
Detect Magic
Detect Undead
Create Water

Warpriest Level 1 (1+1) DC 13:
Bless
Air Bubble

STATISTICS +1 Wis at 4th
Abilities Str 16 (+3), Dex 14 (+2), Con 14 (+2), Int 12 (+1), Wis 14 (+2), Cha 8 (-1)

FEATS
Weapon Focus: Urgrosh (Lvl 1)
Two-weapon Fighting (Ranger Combat Feat Lvl 2)
Endurance (Ranger Built-In Lvl 3)
Power Attack (Lvl 3)
Boon Companion (Lvl 5)
Weapon Focus: (Bonus Warpriest Lvl 1)

Traits
Courageous (+2 vs fear)
Secret Knowledge (+2 know religion and becomes a class skill) - to identify undead

Skills 38 ranks (6 + 1 Int = 7 / 7 / 7 / 7 / 7 / 3) [Armor Check Penalty -3 to Str and Dex skills]
Acrobatics +2 (+2 Dex)
Appraise +1 / +3 (+1 Int) (+2 dwarf)
Bluff -1 ** (-1 Cha) (fav enemy)
Climb* +7 (1 rank +3 Str + 3 class)
Diplomacy* +3 (1 rank -1 Cha + 3 class)
Disguise -1 (-1 Cha)
Escape Artist +2 (+2 Dex)
Fly +2 (+2 Dex)
Handle Animal* +7 /+11 (5 rank -1 Cha + 3 class / +4 for animal companion)
Heal* +6 (1 rank +2 Wis + 3 class) +
Intimidate* +3 (1 rank -1 Cha + 3 class)
Knowledge – Dungeoneering* +6 (2 rank +1 Int +3 Class)
Knowledge – Engineering* +6 (2 rank +1 Int +3 Class)
Knowledge – Geography* +5 (1 rank +1 Int +3 Class)
Knowledge – History +2 (1 rank +1 Int)
Knowledge – Nature* +5 (1 rank +1 Int +3 Class)
Knowledge – Religion* +8 ** (2 rank +1 Int +2 trait +3 Class) +
Knowledge – Planes +2 ** (1 rank +1 Int)
Linguistics +2 (1 rank +1 Int)
Perception* +10 ** (5 rank +2 Wis +3 Class) (+2 for unusual stonework) (fav enemy)
Ride* +6 (1 rank +2 Dex +3 Class)
Sense Motive* +6 ** (1 rank +2 Wis +3 Class) (fav enemy)
Spellcraft* +5 (1 rank +1 Int +3 Class)
Stealth* +10 (5 rank +2 Dex +3 Class)
Survival* +10/+12 ** (5 rank +2 Wis +3 Class) (+2 tracking) (fav enemy)
Swim* +7 (1 rank +3 Str + 3 class)

COINS
PP – 0
GP – 14,444
SP – 5
CP – 8

EQUIPMENT
Dwarven urgrosh, +1 Axe, MW Pick, cold-iron, masterwork [1.3 - 650gp]
Light crossbow
bolts x 20
bolts, silvered x 10 (21 gp)
bolts, cold iron x 10 (2 gp)
Cold-iron light hammer (2 gp)
Cold-Iron Throwing Axe (16 gp)
Silvered Light Hammer (21 gp)
Silvered throwing axe (28 gp)

Acid flask x 2
Alchemist's fire
Holy Water x 4

+1 Breastplate Armor [2.3 - 1350 GP - 7.5 GP Hide]
Wayfinder
backpack
bedroll
crowbar
chalk (10 pieces)
rope, silk, 50'
waterskin
whetstone
Explorer's outfit
Cold-weather outfit (1.1)
Hot-weather outfit (3.0)

Dwarven trail rations (10 days)
Dwarven stout (1 gal)

Wand, Cure Light Wounds (38 charges remain) [1.3 - 2PP cost]
Scroll, Comprehend Languages x2 [2.3 - 50 GP cost]
Potion, Cure light wounds (50gp)

BOONS / SPECIAL
Gloomspire Explorer - while adventuring in Gloomspires, +2 perception to find hidden objects. 1x use can use this in any scenario.
Explore, Report, Cooperate - As a free or immediate action, ask GM if a particular action will help realize the goals of the pathfinders. (2.1 Chronicle). One time only.
Prized Find - If you fail to earn a Prestige point, cross this boon off to get the point anyway. (2.1 Chronicle) One time use only.
Jalmeray - In any future encounter with dealing with a citizen of Jalmeray, gain +1 circumstance bonus to Diplomacy rolls made during that encounter. Once use once per scenario.
Back to the Grave - While exploring the tomb of Pharaoh Sekh-pa-Mefer III, you encountered many undead creatures, and with each one you and your companions vanquished, you learned another trick to destroy them even more quickly. You can use this boon as a swift action to gain a +1 insight bonus on attack rolls made against undead creatures. Each time you successfully hit an undead creature, this bonus increases by 1 (maximum +3). The boon lasts for 5 rounds. When you use this boon, cross it off your Chronicle sheet.
Subtle Revenge: You chose to undermine Torch’s schemes in Osirion, and it seems he never found out about your sabotage. This may lead him to miscalculate a risk or fail at an important scheme in the future.
Resources of Redemption: For your aid, the Church of Sarenrae assists you in acquiring tools of the faith. Treat your Fame score as 2 higher to determine your maximum item cost when purchasing any of the following: weapons with the bane undead, flaming, or flaming burst special ability; shields with the blinding special ability; crowns of blasting, necklaces of fireballs, phylacteries of faithfulness, staves of healing, or staves of illumination.
Mythic Legacy: Although your mythic power was short-lived, you have retained a small reserve of that legendary essence for use later. When you activate this ability as a free action, choose one feat that you have. For one round (or as long as it takes to complete a skill check modified by the feat), you gain the benefits of the mythic version of that feat as if you had also expended one use of mythic power. When you use this boon, cross it off your Chronicle sheet.
Savior of the Sages (Osirion Faction): With your help, the Osirion faction has realized its goal of rebuilding the order of the Jeweled Sages. Like the order, you are able to linger at the edge of death yet awaken again when conditions are right, and your time studying the sages’ secrets has made you an expert in Osirian history. Your effective Constitution score for determining when you would die from hit point damage increases by 1, and you gain a +1 bonus on Constitution checks to stabilize. In addition, you gain a +1 bonus on Knowledge (history) and Knowledge (religion) checks regarding Osirion and its gods. For each Seeking the Sages boon you have from earlier parts of this series, increase these bonuses by 1.
Coiled Companion:

Jiraku's Respect:

Special 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.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

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

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.

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.

Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.

Adaptation (Ex): At 3rd level, an infiltrator learns how to copy the unusual abilities of his prey. He chooses one type of creature he has selected as a favored enemy, such as “aberrations.” The ranger selects one ability or feat from the adaptation list for that type (see below). A ranger can use adaptations for 10 minutes per day per ranger level he possesses. This duration does not need to be consecutive, but it must be used in 10-minute increments. If the adaptation requires the ranger to make a more specific choice (such as what skill to use with Skill Focus), this choice is permanent and cannot be changed.
Undead: natural armor (+2)

Hunter's Bond (Ex): At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses.

This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level – 3.

Boon Companion makes this ranger level + 4 - 3, Max of character level.

Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list presented in Spell Lists. A ranger must choose and prepare his spells in advance.

To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier.

Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3.

Weapon and Armor Proficiencies: A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields). If the warpriest worships a deity with unarmed strike as its favored weapon, the warpriest gains Improved Unarmed Strike as a bonus feat.

Spells: A warpriest casts divine spells drawn from the cleric spell list. His alignment, however, can restrict him from casting certain spells opposed to his moral or ethical beliefs (see the Chaotic, Evil, Good, and Lawful Spells section). A warpriest must choose and prepare his spells in advance.

A warpriest's highest level of spells is 6th. Cleric spells of 7th level or higher are not on the warpriest class spell list, and a warpriest cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher.

To prepare or cast a spell, a warpriest must have a Wisdom score equal to at least 10 + the spell's level. The saving throw DC against a warpriest's spell is equal to 10 + the spell's level + the warpriest's Wisdom modifier.

Like other spellcasters, a warpriest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Wisdom score.

Warpriests meditate or pray for their spells. Each warpriest must choose a time when he spends 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A warpriest can prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

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

Blessings (Su): A warpriest's deity influences his alignment, the magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that blessing. If a warpriest isn't devoted to a particular deity, he selects two blessings to represent his spiritual inclinations and abilities, subject to GM discretion. The restriction on alignment blessings still applies.

Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC of these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier.

If a warpriest also has levels in a class that grants cleric domains, the blessings he chooses must match the domains selected by that class. Subject to GM discretion, the warpriest can change his previously selected blessings or domains to make all of them conform. Warpriest blessings are described at the end of this class entry.

Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, rather than only his deity's favored weapon).

Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on the table above. These spells are cast as any other spell, but aren't expended when cast and can be used again.

Sacred Weapon (Su): At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is given on the table above; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon's base damage instead of the sacred weapon damage—this decision must be declared before the attack roll is made. (If the weapon's base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other weapons that deal only energy damage.

At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This ability grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds don't need to be consecutive.

These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon to have any of the following special abilities: brilliant energy, defending, disruption, flaming, frost, keen, or shock. In addition, if the warpriest is chaotic, he can also add anarchic or vicious. If he is evil, he can also add mighty cleaving or unholy. If he is good, he can also add ghost touch or holy. If he is lawful, he can also add axiomatic or merciful. If he is neutral (with no other alignment components), he can also add spell storing or thundering. Adding any of these special abilities consumes an amount of enhancement bonus equal to the special ability's base price modifier (see Table 15–9 on page 469 of the Core Rulebook). Duplicate special abilities don't stack. The weapon must have at least a +1 enhancement bonus before any special abilities can be added.

If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These benefits do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest's possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest's turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.

Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn't an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with "cure" in its name.

An evil warpriest (or a neutral warpriest of an evil deity) can't convert prepared spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with "inflict" in its name.

A warpriest who is neither good nor evil and whose deity is neither good nor evil chooses whether he can convert spells into either cure spells or inflict spells. Once this choice is made, it cannot be changed. This choice also determines whether the warpriest channels positive or negative energy (see Channel Energy).

Chaotic, Evil, Good, and Lawful Spells: A warpriest cannot cast spells of an alignment opposed to his own or his deity's (if he has a deity). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Bonus Languages: A warpriest's bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race.

Religion:

Khepri an Osirian gods (Khepri, Sobek, and Hathor)
Titles The Humble Hand[1]
Alignment Neutral good
Portfolio Freedom, the rising sun, work
Worshipers Peasants, laborers
Cleric Alignments LG NG CG N
Domains Artifice, Good, Liberation, Sun, Trickery
Subdomains Agathion, Day, Deception, Freedom, Revolution, Toil[1]
Favored Weapon sling
Symbol Blue scarab
Sacred Animal Scarab beetle
The cult of Khepri, the dung beetle, is common among the peasants and laborers of Osirion. Khepri represent those who toil in ignominy and squalor. He is a trickster, turning the indignity of his appearance and labor upon those who consider themselves refined, elevated, and superior to others.[2] The Scarab of Khepri is a magic item in the shape of a small golden statuette of Khepri that allows the user to speak with vermin.

BACKGROUND
Henrik was orphaned at a very young age while travelling in a trade caravan that was attacked by a necromancer with a small army of undead. Barely old enough to understand what was happening, his mother hid him under a couple of rocks to save him. Luckily for Henrick, an olderly couple rode up towards the end of the battle. A druid and a ranger, this couple quickly helped defeat the undead, but only Henrick survived. They adopted the dwarven boy, and raised him as their own son, and taught him the basics of hunting and woodscraft. The father, Jordan, a human ranger, had many friends in strange places, and introduced Henrick to a clan of dwarves who helped to make sure Henrick learned his dwarven heritage as well. Together, along with a variety of friends from time to time, hey travelled around the world trying to help others in need whenever the opportunity presented itself.

Henrick has a strong sense of right and wrong, and always tries to help those oppressed or bullied by others, but his main goal is to hunt the undead and destroy them. He still hears the screams of his natural family when he sleeps at night.

MISSION LOG
1.1: #5-21: The Merchant's Wake (+1 XP, +2 PP, +2 FP, +514 GP)
1.2: #3-01: The Frostfur Captives (+1 XP, +2 PP, +2 FP, +502 GP)
Spent 5 gp on ferry crossing.
Fed rations (5 days) to goblins
1.3: #6-06: Hall of the Flesh Eaters (+1 XP, +2 PP, +2 FP, +507 GP)
Spent 2PP - Bought Wand, CLW so as to not feel like a leech in play
Spent 650 GP on masterwork Dwarven urgrosh
Levelled up to Ranger 2
2.1: #6-10: The Wounded Wisp (+1 XP, +2 PP, +2 FP, +430 GP)
Spent 10 gp on cemetery contribution.
2.2: #1-33: Assault on the Kingdom of the Impossible (+1 XP, +2 PP, +2 FP, +553 GP)
2.3 #3-21 TEMPLE OF EMPYREAL ENLIGHTENMENT (+1 XP, +1 PP, +1 FP, +512)
Spent 50 GP on 2 scrolls, Comprehend Languages
Spend 1350 GP on +1 Breastplate, Sold Hide armor for 7.5 GP
Used 1 CLW charge
3.1 Risen from the Sands (+1 XP, +2 PP, +2 FP, +1237) Started 996.78 gp
Spent 90 on weapons: bolts, silvered x 10 (21 gp), bolts, cold iron x 10 (2 gp), Cold-iron light hammer (2 gp), Cold-Iron Throwing Axe (16 gp), Silvered Light Hammer (21 gp), Silvered throwing axe (28 gp). Also Acid flask x 2 (20 gp), Alchemist's fire (flask) x2 (40 gp), Holy Water x 4 (100 gp), Potion, Cure light wounds (50gp), Oil of Magic Weapon (50gp), Hot-weather outfit (8 gp), Dwarven trail rations(20 gp), Dwarven stout (gal) (2sp)
Used 2 charges CLW on Kishara, 1 Alchemist's fire on Scarabs
3.2 Destiny of the Sands Part 1: A Bitter Bargain Dawn of the Scarlet Sun (+1 XP, +2 PP, +2 FP, +1183) - end gold: 3038
3.3 Destiny of the Sands Part 2: Race to Seeker’s Folly (+1 XP, +2 PP, +2 FP, +1190) - start gold: 3038 End 3978
Purchased Wayfinder - 250 gp
Used oil of Magic Weapon (Allip)
4.1 Dawn of the Scarlet Sun (+1 XP, +1 PP, +1 FP, +2252) Start/End: 6,230gp
4.2 Destiny of the Sands Part 3 (+1 XP, +2 PP, +2 FP, +1302) Start: 6230 End: 3532
spend 4000 gp to enhance axe blade to +1 (+2000 +2000 cold iron)
4.3 Year of the Shadow Lodge Special (+1 XP, +2 PP, +2 FP, +1250) Start 3532 End 4782

5.1 #8-02 Ward Assunder (+1 XP, +2 PP, +2 FP, +3049 gp) Start: 4782 End: 7831
Used 5 charges CLW
5.2 #7-19: The Labrynth of Hungry Ghosts (+1 XP, +2 PP, +2 FP, +2268 gp) Start: 7831 End: 10,099
Used 5 charges
Spent 4 PP to remove permanent neg level
5.3 #13 Prince of Augustana (+1 XP, +2 PP, +2 FP, +1279 gp) Start: 7831 End: 9110

6.1 #9-24 Beneath Broken Waves (+1 XP, +2 PP, +2 FP, +5334 gp) Start: 9110 End: 14,444