Dwarf

Amos Muir's page

5 posts. Alias of Dalton the Thirsty.


Full Name

Amos Muir

Race

Dwarf

Classes/Levels

Cleric 1 12/12 HP

Gender

M

Size

M

Age

30

Special Abilities

Channel Energy 1d6

Strength 10
Dexterity 10
Constitution 16
Intelligence 10
Wisdom 19
Charisma 10

About Amos Muir

Amos Muir
Cleric of Sarenrae
HP 12
Fort: 2 Ref: 0 Will: 2
BAB +0

Backstory:
When Amos was a young boy, he was abandoned by his parents. They didn't abandon him by choice, but rather because they could no longer protect him from the endless demon raids on dwarven territory near his home. The church cared for him and raised him, and Amos found that studying the lessons of his faith dulled the pain of abandonment he felt. He threw himself into his studies with all his might, learning everything he could of divine magic. He may not have been able to save his parents, but he would be damned if he would allow that fate to befall others without his intervention.

Racial Traits:
Defense Racial Traits
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Feat and Skill Racial Traits
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to 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.

Senses Racial Traits
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Offense Racial Traits

Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
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.

Cleric Domains:
Glory (Honor subdomain): Honor Bound (Su): With a touch, you can remind a creature of its duties and responsibilities, granting it a new saving throw against each enchantment (charm) or enchantment (compulsion) effect that currently affects it. If the saving throw is successful, the enchantment effect is ended. This power only affects effects that allow a save. If you fail a save against such an effect, you can use this ability as an immediate action to grant yourself an additional save. Once the target (either you or a touched creature) has made one additional save per effect, this ability has no further effect on that particular enchantment effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Redemption (Good subdomain): Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain spells: Shield of Faith (Honor) (Prepared)
or Protection from Evil (Good)

Prepared Spells:

Orisons: Detect Magic, Read Magic, Guidance

Level 1: Bless, Cause Fear, Shield of Faith (domain spell)

Class Skills, 2 points per level:
The cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Known skills
Knowledge: Religion +4
Heal +7

Other skills
Acrobatics 0
Appraise 0
Bluff 0
Climb 0
Craft 0
Diplomacy 0
Disable Device 0
Disguise 0
Escape Artist 0
Fly 0
Handle Animal 0
Heal 4
Intimidate 0
Linguistics 0
Perception 4
Perform 0
Profession 0
Ride 0
Sense Motive 4
Sleight of Hand 0
Stealth 0
Survival 4
Swim 0

Cleric's Kit 32g
Light Crossbow 35g 1d6 damage