Axe Lord

Anselm Grimbald's page

2 posts. Alias of rashly5.


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HP: 2d8 ⇒ (6, 5) = 11


How are we doing hit points?

I've assumed average for my character. Here it is but you can also look at it in the more organized profile.

Statblock:

Anselm Grimbald
Male dwarf warpriest 3
LN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex) (+4 dodge vs. giants)
HP 27 (3d8+6+3)
Fort +5, Ref +4, Will +5; +3 vs. poison, spells, and spell-like abilities
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Offense
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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)
---1stabundant ammunition, divine favor (2), protection from evil
---0thcreate water, detect magic, light, spark
Domains Law, Nobility
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Statistics
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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)
Combat Gear blunt alchemical silver arrows (20), common cold iron arrows (20), durable arrows (20), durable adamantine arrow, durable elysian bronze arrow, dye arrow, ghost-salt-blanched common arrows (10), grappling arrows (2), potion of cure light wounds; Other Gear full plate with armor spikes, alchemical silver light hammer, cold iron dagger, masterwork composite longbow (+2 Str), bedroll, bell, belt pouch, blanket, candle (10), chalk (10), charcoal (2), journal book, explorer's outfit, flint and steel, holy text of kols, ioun torch, iron flask holy symbol, lamp oil (2), masterwork backpack, scrivener's kit, scroll case, signal whistle, silk rope (50 ft.), small steel mirror, smelling salts, spring loaded wrist sheath (2), traveler's any-tool, vermin repellent, waterproof bag

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.

Party Tactics:

Ranged attacks, healing, and support. Anselm is straightforward as an archer and can prioritise soft targets like mages and other archers or help gang up on an enemy from afar. This is where he shines and is good for.

He also serves as a secondary caster. He can prepare any spell on the cleric spell list but he usually prepares support spells. He doesn't have many spells slots but he can convert them into healing when needed. His blessings are for support and fervor means he can quickly cast spells as swift actions, making for good turn economy.

He has good AC and HP so he can perform as a tank, either going into melee or staying behind with other casters. His melee itself is just okay but he would make a good switch-hitter, wading into melee using his armor spikes but still holding on to his bow.

Outside of combat, he doesn't have much utility due to low skill points and a small number of spell slots. He can use spells for this but it will use up precious slots.

I'd also like to bring up that there's table variation up to the GM whether or not a warpriest can use fervor to cast a cure spell as a swift action, convering another prepared spell that is not cure in the process. If it is accepted, that means he's also good for emergency healing.