Joran Vhane

Augar Battlehammer's page

538 posts. Alias of Critzible.


Full Name

Augar Battlehammer

Race

Dwarf

Classes/Levels

Cleric (of Torag)7/Fgt 1 HP:71,Init:+1,Per:+15,F/R/W:+8/+5/+10 AC:23(t:11ff:22)Warhammer:+13/+8(mwk Adm)

Gender

Male

Size

medium

Age

55

Alignment

Lawful Good

Deity

Torag

Languages

Common, Dwarven, Giant, Celestial, Terran

Strength 14
Dexterity 12
Constitution 12
Intelligence 14
Wisdom 16
Charisma 10

About Augar Battlehammer

Augar Battlehammer
Dwarf Cleric 7th/Fighter 1st Lawful Good
Deity:Torag Hgt.4’8” Wgt:210 Hair:Black Eyes:Sapphire Blue
Str:14,Dex:12,Con:11,Int:14,Wis:16,Cha:10
Init:+1 HP:71
Fort:+8(+5[class]+1[con]+2[domain]+1[cloak])
Reflex:+5(+2[class]+1[Dex]+2[domain]+1[cloak])
Will:+10(+5[class]+3[Wis]+2[domain]+1[cloak])
Bonuses: Protection(Defense)Domain:+2 to all, Dwarf:+2 against Poisons and Spells
BAB:+7/+2
Melee:+9
Ranged:+8
CMB:+9
CMD:20(Bull rush and trip is 22)
AC:23(10+9(Half-Plate)+3(Heavy Metal Shield)+1(dexterity))
Armor:
+1 Masterwork Half-Plate:AC:+9, Dex:+1, Penalty:-5,Speed:20, Spell Fail:40%, Wgt:50
+1 Masterwork Heavy Metal Shield:AC:+3,Dex:-,Penalty:-1,Speed:-,Spell Fail:15% Wgt:15

Weapons:
+1 Mwk Adamantine Warhammer:+13/+8 Dmg:1d8+3 Crit:x3 Wgt: Type:B
+1 Silver Light Hammer:+12/+7 Dmg:1d4+3 Crit:x2 Range:20ft Wgt:2lb Type:B
(3) Mwk Light Hammer:+11/+6 Dmg:1d4+2 Crit:x2 Range:20ft Wgt:2lb Type:B
Warhammer:+11/+6 Dmg:1d8+2 Crit:x3 Wgt:5lb Type:B
Battle Axe:+10/+5 Dmg:1d8+2 Crit:x3 Wgt:6lb Type:S
Cestus:+10/+5 Dmg:1d4+2 Crit:19-20/x2 Wgt:1lb Type:B
Dagger:+10/+5 Dmg:1d4+2 Crit:19-20/x2 Wgt:2lb Type:P Range:10ft
Light Crossbow:+8 Dmg:1d8 Crit:19-20/x2 Wgt:4lb Type:P Range:80ft
-10 bolts (1lb)
Skills:22 points
Craft(Weaponsmithing):+9 [2+2(Int)+3(class)+2(Racial)]
Craft(Armorsmithing):+10[3+2(Int)+3(class)+2(racial)]
Diplomacy:+14[6+3(Wis*)+3(class)+2(racial)]
Heal:+9[3+3(Wis)+3(class)]
Knowledge(religion):+8[3+2(int)+3(class)]
Sense Motive:+13[7+3(wis)+3(class)]
Perception:+15[8+3(wis)+3(class)+1(trait)]
Acrobatics:+6(+3)[5+1(dex)-3*(armor)]
Feats;Selective Channeling,Brew Potion, Weapon Focus(warhammer)*,Craft Arms and Armor,Toughness,Craft Wonderous Item
Traits:
Exalted of the Society: 1 extra Channel energy per day
Militant Merchant: +1 to perception to notice surprises and Perception is always a class skill
Cleric:
Weapon and Armor Proficiency:Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
Aura (Ex):A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
Spells:A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Chaotic, Evil, Good, and Lawful Spells A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Orisons Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
Channel Energy(su):(4d6 4/day)Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.
Domains:
Protection(Defense):
Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
-Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.
-Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.
Domain Spells: 1st—shield, 2nd—barkskin, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—deflection, 8th—mind blank, 9th—prismatic sphere.

Conversion Inquisition:
Granted Powers:
-Charm of Wisdom (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.
-Swaying Word (Sp): At 8th level, once per day you may speak a word of divinely inspired wisdom that causes a single creature to switch its alliance to you. The target must be within line of sight and able to hear you. If he fails his Will save, he is affected by dominate person, except the duration is only 1 minute.
Bonus Languages:A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Dwarf:Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Dwarves are humanoids with the dwarf subtype.
Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
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.
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.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
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.
Spells:
0-4
1st-4+d
2nd- 3+d
3rd- 2+d
4th- 1+d
Spells memorized:
0-Detect Magic, Read Magic, Mending, Light
1st- Bless, Sun Metal(x2), Shield of Faith, D-Shield
2nd-Sound Burst, Divine Trident[X2] D-Barkskin
3rd- Prayer, Sacred Bond D-Protection from Energy
4th-Warp Metal,D-Spell Immunity
Equipment:Cloak of Protection +1