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Kurik Grandhelm's page

35 posts. Pathfinder Society character for TriOmegaZero.




Fighter2/Cleric4/Holy Vindicator8



About Kurik Grandhelm

Kurik Grandhelm
Male Dwarf Cleric of Abadar 4/Fighter (Unbreakable) 2/Holy Vindicator 8
LG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +11
Aura deflection aura (2 ft)
AC 40, touch 22, flat-footed 37 (+12 armor, +3 shield, +2 Dex, +3 natural, +2 deflection, +1 dodge, +6 sacred)
hp 126 (10d10+4d8+42)
Fort +18, Ref +9, Will +14 (+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 40 ft.
Melee +1 ghost touch dwarven waraxe +19/+14/+9 (1d10+6/×3) and
adamantine heavy pick +19/+14/+9 (1d6+5/×4) and
spiked gauntlet +18/+13/+8 (1d4+5)
Ranged light crossbow +16 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 16, 6d6), +1 on attack rolls against goblinoid and orc humanoids
Cleric Spells Prepared (CL 10th; concentration +14):
5th—sanctify weapons, teleport [D], true seeing
4th—air walk, blessing of fervor (DC 18), dimension door [D], freedom of movement
3rd—communal resist energy, daylight, fly [D], magic circle against evil, remove blindness/deafness
2nd—barkskin [D], delay poison, grace, remove paralysis, shield other, weapon of awe (DC 16)
1st—comprehend languages, liberating command (2), longstrider [D], remove sickness (DC 15), unbreakable heart
0 (at will)—create water, detect magic, guidance, read magic
[D] Domain spell; Domains Defense, Protection, Travel
Str 20, Dex 16, Con 16, Int 12, Wis 18, Cha 10
Base Atk +13; CMB +18; CMD 41 (45 vs. bull rush, 45 vs. trip)
Feats Alignment Channel, Channel Smite, Channeled Revival, 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 +17, Fly +2, Intimidate +4, Knowledge (arcana) +5, Knowledge (engineering) +5, Knowledge (history) +5 (+7 on checks that pertain to dwarves or their enemies), Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +11, Linguistics +8, Perception +11 (+13 to notice unusual stonework), Profession (Smith) +10, Sense Motive +10, Spellcraft +13, Survival +8; Racial Modifiers lorekeeper
Languages Abyssal, Azlanti, Celestial, Common, Dwarven, Infernal, Thassilonian, Undercommon
SQ agile feet (7/day), armor training 1, aura, bloodfire, divine judgement, divine wrath, domains (defense, 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), scroll of restoration, 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, cloak of resistance +2, gloves of elvenkind, headband of mental superiority +2, necklace of adaptation, ring of feather falling, ring of protection +1, sash of the war champion, wooden holy symbol (Abadar), smoked goggles, 69,247 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.
Channeled Revival May expend channel energy to cast breath of life
Cleric Channel Positive Energy 6d6 (5/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Defense)
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.
Deflection Aura (4 rounds, 1/day) (Su) 20'r aura grants +2 AC and +2 CMD
Diehard You are stable and can choose how to act when at negative Hp.
Divine Judgement (Sp) When your melee attack reduces a creature to -1 or fewer HP, you may sacrifice a 2nd-level spell to invoke death knell on that target.
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 (maximize) (Su) Cure wounds spells you cast on yourself are Maximized.
Gloves of elvenkind +5 to concentration checks when casting defensively.
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 -4/+8 You can subtract from your attack roll to add to your damage.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Sacred Stigmata: AC +4 (Move) (Su) Inflict 4 HP of bleed damage on yourself to gain a +4 bonus to AC.
Sacred Stigmata: Attack Rolls +4 (Move) (Su) Inflict 4 HP of bleed damage on yourself to gain a +4 bonus to attack.
Sacred Stigmata: Caster Level Checks +4 (Move) (Su) Inflict 4 HP of bleed damage on yourself to gain a +4 bonus to CL checks.
Sacred Stigmata: Saving Throws +4 (Move) (Su) Inflict 4 HP of bleed damage on yourself to gain a +4 bonus to saves.
Sacred Stigmata: Weapon Damage +4 (Move) (Su) Inflict 4 HP of bleed damage on yourself to gain a +4 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
Scroll of restoration Add this item to create a scroll with spells on it.
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 +6 (- Custom / magic armor -) (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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