Kazakador

Algrim Ironheart's page

66 posts. Alias of Smiles-a-lot.


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Male Dwarf Warpriest 2 | HP 23/23 | AC 18, T11, FF17 | F +6, R +1, W +6 (+3 vs poison, +5 vs spells, and spell-like abilities) | Perc +5 (Darkvision)| Init +1 | Speed 20' | CMB +4, CMD 15 | Fervor 4/4 | Stamina 4/4 | Active Conditions:

About Algrim Ironheart

This raven-haired dour faced dwarf suspiciously looks about with a piercing gaze that appears to miss little

Male Dwarf Warpriest- 2
NG Medium humanoid (dwarf)
Init +1; Senses Perception +5, darkvision
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Defense
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Armor class 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
hp 23 (2d8+6[con]+2[fcb])
Fort 6, Ref 1, Will 6 (+3 vs poison, +5 vs spells, and spell-like abilities)
Special Defenses Defensive training, Defensive Strategist
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Offense
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Speed 20 ft.
Melee longhammer, dwarven [mw] +6 (2d6+4 B/x3) reach
Helmet, dwarven boulder +4 (1d4+2 B/x2)
Ranged crossbow, heavy +2 (1d10 P/19-20x2) range 120’

Prepared Spells (CL 2; Concentration +5) 

Level 0 (4): Create Water, Detect Magic, Read Magic, Stabilize,
Level 1 (3): Divine Favor x2, Shield of Faith
Special Attacks fervor
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Statistics
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Str 17, Dex 12, Con 16, Int 10, Wis 16, Cha 8
Base Atk +1; CMB 4; CMD 15
Feats Risky Strike (EitR, free), Defensive Stance (EitR, Free), Weapon Focus [Hammers] (1st level, class bonus), (1st level), Combat Stamina (1st level, GM bonus), Steel Soul (1st level), Furious Focus (2nd lvl, GM bonus)
Traits defensive strategist (religion), faiths favored (faith), glory of old (region), pride (drawback)
Skills Heal +8, Knowledge (religion) +8, Perception +5, Sense Motive +8
Background Skills Knowledge (engineering) +5, Profession (blacksmith) +8
LanguagesCommon, Dwarven
Starting Gear banded mail (250gp); longhammer, dwarven [mw] (370gp), helmet, dwarven boulder (10gp), crossbow heavy (50gp),
Other Gear
Wealth 403gp; 3sp
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Special Abilities
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Aura lawful and good aura.
Blessing (4/day DC 14) Pool of power used to activate Blessing abilities as a standard action (Artifice, Good)
* Crafter's Wrath (minor): touch one melee weapon and for 1 minute it bypasses hardness and damage reduction of constructs or objects.
* Holy Strike (minor): touch one weapon and for 1 minute, this weapon deals an additional 1d6 points of damage against evil creatures.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Stance Take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. The effects last until your next turn.
Defensive Strategist You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get to act.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Fates Favored Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Favored Class Bonus +2 hit points.
Fervor (Su) 1d6 (4/day) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Focus Weapon gain weapon focus as a bonus feat.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Greed +2 bonus to appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Glory of Old +1 trait bonus vs. spells, spell-like abilities, and poison.
Hardy Gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs
Pride When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
Risky Strike -1/+2 You can subtract from your attack roll to add to your damage.
Sacred Weapon (Hammers) As a swift action, grant weapon enhancement bonus or certain powers.
Slow and Steady Your base speed is never modified by encumbrance.
Spells Divine prepared caster from the cleric spell list
Spontaneous Casting channel stored spell energy into healing spells that were not prepare ahead of time.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4.
Weapon Focus (hammers) +1 to hit with weapons from the selected group.