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Kurik Grandhelm's page

28 posts. Pathfinder Society character for TriOmegaZero.




Fighter2/Cleric4/Holy Vindicator6



About Kurik Grandhelm

Kurik Grandhelm
Male Dwarf Cleric 4/Fighter (Unbreakable) 2/Holy Vindicator 6
LG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +11
AC 35, touch 20, flat-footed 32 (+12 armor, +3 shield, +2 Dex, +1 deflection, +1 dodge, +5 sacred)
hp 108 (8d10+4d8+36)
Fort +16 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +7, Will +12 (+1 vs. mind-affecting effects); +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), unflinching, vindicator's shield; Resist negative energy 10, positive energy 10
Speed 30 ft.
Melee +1 ghost touch dwarven waraxe +17/+12/+7 (1d10+6/×3) and
adamantine heavy pick +17/+12/+7 (1d6+5/×4) and
spiked gauntlet +16/+11/+6 (1d4+5)
Ranged light crossbow +14/+9/+4 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 15, 5d6), +1 on attack rolls against goblinoid and orc humanoids
Domain Spell-Like Abilities (CL 8th; concentration +12)
7/day—resistant touch
Cleric Spells Prepared (CL 8th; concentration +12):
4th—dimension door [D], freedom of movement, greater magic weapon, spiritual ally
3rd—communal resist energy, daylight, fly [D], invisibility purge, magic circle against evil
2nd—grace (x2), locate object [D], remove paralysis, spear of purity (DC 16)
1st—ant haul (DC 15), bless, comprehend languages, liberating command, longstrider [D], shield of faith
0 (at will)—create water, detect magic, read magic, stabilize
[D] Domain spell; Domains Protection, Travel
Str 20, Dex 16, Con 16, Int 10, Wis 18, Cha 10
Base Atk +11; CMB +16; CMD 37 (41 vs. bull rush, 41 vs. trip)
Feats Alignment Channel, Channel Smite, Diehard, Dodge, Endurance, Extra Channel, Furious Focus, Power Attack, Steel Soul, Vital Strike
Traits armor expert, eyes and ears of the city
Skills Climb +7, Diplomacy +4, Fly +2, Intimidate +4, Knowledge (arcana) +4, Knowledge (engineering) +4, Knowledge (history) +4 (+6 on checks that pertain to dwarves or their enemies), Knowledge (nobility) +4, Knowledge (planes) +4, Knowledge (religion) +10, Linguistics +5, Perception +11 (+13 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Profession (Smith) +10, Sense Motive +10, Spellcraft +5, Survival +8; Racial Modifiers lorekeeper
Languages Abyssal, Common, Dwarven, Thassilonian
SQ agile feet (7/day), aura, bloodfire, divine wrath, domains (protection, travel), faith healing, stigmata: ac, stigmata: attack rolls, stigmata: caster level checks, stigmata: saving throws, stigmata: weapon damage
Combat Gear jingasa of the fortunate soldier, pearl of power (1st level), wand of cure light wounds; Other Gear +3 comfort, deathless, glamered full plate, masterwork chain shirt, +2 buckler, +1 ghost touch dwarven waraxe, adamantine heavy pick, crossbow bolts (20), light crossbow, spiked gauntlet, belt of physical perfection +2, headband of mental prowess (wis & cha +2), necklace of adaptation, ring of feather falling, ring of protection +1, sash of the war champion, holy symbol, wooden, smoked goggles, 2198 GP
Special Abilities
Agile Feet (7/day) (Su) For 1 rd, you ignore difficult terrain.
Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Armor Expert -1 Armor check penalty.
Artisan's Shop (empty) +1 to Craft for Day Job rolls and 5% discount on items of same type.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bloodfire (Su) While using Stigmata, Channel Smite gains +1d6 dam, sickens and deals 1d6 bleed damage.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Channel Positive Energy 5d6 (5/day) (DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Protection) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Diehard You are stable and can choose how to act when at negative Hp.
Divine Wrath (Sp) When you confirm a critical hit or an enemy critical hits you, you may sacrifice a 1st-level spell to inflict doom on them.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Negative Energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive Energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Faith Healing (empower) (Su) Cure wounds spells you cast on yourself are Empowered.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Necklace of adaptation Immune to all harmful vapors and gases and can breathe anywhere.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Resistant Touch (7/day) (Sp) May donate Protection Domain's Resistance bonus to ally by touch for 1 minute.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Sacred Stigmata: AC +3 (Move) (Su) Inflict 3 HP of bleed damage on yourself to gain a +3 bonus to AC.
Sacred Stigmata: Attack Rolls +3 (Move) (Su) Inflict 3 HP of bleed damage on yourself to gain a +3 bonus to attack.
Sacred Stigmata: Caster Level Checks +3 (Move) (Su) Inflict 3 HP of bleed damage on yourself to gain a +3 bonus to CL checks.
Sacred Stigmata: Saving Throws +3 (Move) (Su) Inflict 3 HP of bleed damage on yourself to gain a +3 bonus to saves.
Sacred Stigmata: Weapon Damage +3 (Move) (Su) Inflict 3 HP of bleed damage on yourself to gain a +3 bonus to weapon damage.
Sash of the war champion This bright red strip of cloth, stitched with images of a cheering crowd throwing garlands toward a chariot, fits across the wearer’s shoulders and then diagonally down his chest to reach his opposite hip. The wearer treats his fighter level as 4 higher than normal for the purpose of the armor training and bravery class features.

Requirements Craft Wondrous Item, cat’s grace, remove fear; Cost 2,000 gp
Silver Crusader +3 to Intimidate vs evil clerica and antipaladins.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Temple (1/session) Can use Heal for Day Job rolls. Free cure mod/lesser restoration if activate.
The Cost of Beneficence Faction reimburses half cost of magic healing given to NPCs.
Unflinching +1 (Ex) +1 Will save vs. mind-affecting effects
Vindicator's Sacred Shield +5 (+2 Buckler) (Su) Channel energy into shield for sacred/profane AC bonus for 24 hr or until hit.
Vital Strike Standard action: x2 weapon damage dice.

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