About Anselm GrimbaldA dwarven dutykeeper, enforcing oaths and seeing to it that promises are fulfilled, debts are paid, and contracts are kept. Tracking:
Blessings: 4/4 Fervor: 3/3 Prepared Spells
Spring Loaded Wrist Sheath (left): Alchemical silver light hammer
Stat Block:
Anselm Grimbald Male dwarf warpriest 3 LN Medium humanoid (dwarf) Init +3; Senses darkvision 60 ft.; Perception +5 -------------------- Defense -------------------- AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex) (+4 dodge vs. giants) HP 28 (3d8+6+3) Fort +5, Ref +4, Will +5; +3 vs. poison, spells, and spell-like abilities -------------------- Offense -------------------- Spd 20 ft. Melee armor spikes +4 (1d6+2, x2, P), alchemical silver light hammer +4 (1d4+2 or 1d6+2, x2, 20 ft., B), cold iron dagger +4 (1d4+2, 19-20/x2, 10 ft., P/S) Ranged mwk composite longbow +7 (1d8+2, x3, 110 ft., P) Special Attacks +1 on attack rolls against goblinoid and orc humanoids Domain Spell-Like Abilities (CL 3rd; concentration +5) ---4/day—blessings[axiomatic strike, inspiring word] Warpriest Spells Prepared (CL 3rd; concentration +5) Domains Law, Nobility -------------------- Statistics -------------------- Str 14, Dex 17, Con 15, Int 12, Wis 14, Cha 8 Base Atk +2; CMB +4; CMD 17 (21 when resisting a bull rush or trip) Traits Fate's Favored, Glory of Old Feats Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow) Skills Acrobatics +0, Knowledge (untrained history) +1 (+3 dwarves), Knowledge (religion) +5, Perception +5 (+7 unusual stonework), Sense Motive +7 Languages Celestial, Common, Dwarven SQ aura, fervor (1d6, 3/day) Abilities and Situational Reference:
Axiomatic Strike (minor blessing): You can touch one weapon and enhance it with the essence of law. For 1 minute, this weapon glows blue, pale yellow, or white and deals an additional 1d6 points of damage against chaotic creatures. During this time, it's treated as lawful for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the axiomatic weapon special ability. Fervor (Su): A warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it's a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy. As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way. Inspiring Word (minor blessing): You can speak a few words to a creature within 30 feet that fill them with inspiration. You can grant that creature a +2 morale bonus on attack rolls, ability checks, skill checks, or saving throws (your choice). This effect lasts for 1 minute. Sacred Weapon (Su): 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 warpriest can decide to use the weapon's base damage instead of the sacred weapon damage—this 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 only deal energy damage. Spontaneous Casting (cure): The warpriest 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. --- Attack - orcs/goblinoids - +1 attack rolls
Knowledge (history) - dwarves - +2 and can make checks untrained
Luck Bonuses - all are increased by 1
Stats:
Ability Scores Strength 14 (+2) Dexterity 17 (+3) Constitution 15 (+2) Intelligence 12 (+1) Wisdom 14 (+2) Charisma 8 (-1) Saving Throws
AC: 20 = 10 + 1 [max dex] + 9 [armor]
BAB: +2 = 2 [base]
Base Speed: 20 ft. = 20 [base]
Favored Class Bonus: +3 HP
Spells:
<Warpriest Spell List> Spell Save DC - Level - Spells Per Day - Bonus Spells
Feats, Traits, Abilities:
-------------------- Traits -------------------- Darkvision 60 ft. Defensive Training - +4 dodge bonus to AC vs. giants Hardy - +2 racial bonus to saving throws vs. poison, spells, spell-like abilities Hatred - +1 racial bonus on attack rolls vs. orcs and goblinoids Lorekeeper - +2 racial bonus on Knowledge (history) checks pertaining to dwarves or their enemies, can make these checks untrained Slow and Steady - speed never modified by armor or encumbrance Stability - +4 racial bonus to CMD when resisting bull rush or trip while standing on ground Stonecunning - +2 bonus to perception to notice unusual stonework, receive an automatic check to notice whenever within 10 ft. of them Weapon Familiarity - proficient with battleaxes, heavy picks, warhammers, treat weapons with "dwarven" as martial weapons Fate's Favored - luck bonuses on this character is increased by 1
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Skills:
Skill Name: Total Bonus = Ranks + Ability + Misc Acrobatics`: 0 = 3 + 3 - 6 [ACP]
*trained only
Items:
Gold: 0 gp --------------------
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Light Load: 66 lbs. or less
Ten-Minute Background:
Step 1 - background and concept 1. Anselm is a dutykeeper, effectively a political officer of the inquisition branch of the church. His main purpose was enforcing oaths and seeing to it that promises are fulfilled, debts are paid, and contracts are kept. He also exacts punishment on those that break their oaths and, to a lesser extent, those who shirk their responsibilities. 2. He has retired from active duty due to a political disagreement but still acts as an enforcer of the law, often mediating arguments and contracts. 3. He takes promises very seriously and will never make one unless he intends to go through with it. Though not necessary, he makes a certain braid on his beard for every promise he makes. 4. He is an orphan of the church and studied under the teachings of Torag, growing under the philosophy of making your own way through life. 5. He is unskilled in social customs and traditions. He tries to follow them, understanding them to be unspoken agreements, but gets into thinking that they should always be followed. Step 2 - goals 1. Anselm dreams of making a grand oath like those of heroes and kings, one he can make without regret. 2. As a player, I think it'd be interesting to see Anselm face situations where he can exercise his role as a dutykeeper. Step 3 - secrets 1. Anselm was directly involved in a scandal in his church, one that required him to keep silent about the actions of a political figure despite him breaking his oaths. In the end, punishment was not done and his silence was ordered. As a result, Anselm left active duty in disgust. 2. The breaking of the oath was for the greater good of the community, but Anselm was unaware of this information. It was a choice between the lives of many or the promise of one. Step 4 - people 1. Theodric Drumthorp is a priest of Torag and a childhood friend to Anselm. They were both orphans taken in by the church and it is he who broke his oath for the greater good. Anselm's memories of him are bittersweet. 2. Agrin Firebeater is a warrior and smith and is a mentor to Anselm. He was the one who taught Anselm combat though he doesn't know much about religion. 3. Eadin Ironbraid is a guard and watchman. He is bitter towards Anselm after receiving salary cuts from being caught shirking his duties by him one too many times. Step 5 - memories, mannerisms, quirks 1. The first promise he made was before he became an orphan and entered the church. It was to his mother, on her deathbed: to live for her and never look back. 2. Like many dwarves, he is very fond of alcohol. Unlike those dwarves, he consciously never drinks enough to get drunk but rather to get a mild buzz. 3. His love life is lacking due to his insistence on commitment.
Player Notes:
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