Harsk

Baladur Featherstone's page

21 posts. Alias of Iron-Dice.


About Baladur Featherstone

BALADUR FEATHERSTONE CR 1/2
Male Dwarf Cleric 1
NG Medium Humanoid (Dwarf)
Hero Points 1
Init +4; Senses Darkvision (60 feet); Perception +4
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DEFENSE
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AC 16, touch 12, flat-footed 14. . (+4 armor, +2 Dex)
hp 10 (1d8+2)
Fort +5, Ref +3, Will +6
Defensive Abilities Defensive Training; Resist Resistant Touch (6/day)
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OFFENSE
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Spd 20 ft.
Melee Unarmed Strike +2 (1d3+2/20/x2) and
. . (L) Warhammer +0 (2d6+3/20/x3) and
. . Warhammer +2 (1d8+2/20/x3)
Spell-Like Abilities Acid Dart (6/day), Resistant Touch (6/day)
Cleric Spells Known (CL 1, 2 melee touch, 2 ranged touch):
1 (2/day) Sanctuary (DC 14), Command (DC 14), Endure Elements (DC 14)
0 (at will) Mending, Guidance (DC 13), Stabilize
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STATISTICS
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Str 14, Dex 14, Con 14, Int 10, Wis 17, Cha 9
Base Atk +0; CMB +2; CMD 14
Feats Extra Channel
Traits Reactionary, Sacred Conduit
Skills Acrobatics +0, Climb +0, Escape Artist +0, Fly +0, Heal +7, Perception +4, Ride +0, Sense Motive +7, Stealth +0, Swim +0
Languages Common, Dwarven
SQ Aura (Ex), Channel Positive Energy 1d6 (4/day) (DC 10) (Su), Cleric Domain: Earth, Cleric Domain: Protection, Greed, Hardy +2, Hatred, Hero Points (1), Slow and Steady, Spontaneous Casting, Stability, Stonecunning +2
Combat Gear Armored Coat, Warhammer, Warhammer; Other Gear Backpack (empty), Blanket, Caltrops, Case, map or scroll (empty), Iron Spike (4), Rope, silk (50 ft.)
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SPECIAL ABILITIES
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Acid Dart (1d6+0) (6/day) (Sp) 30' Ranged touch attack deals 1d6+0 Acid damage.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 1d6 (4/day) (DC 10) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Earth Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Cleric Domain: Protection 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.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Resistant Touch (6/day) (Sp) May donate Protection Domain's Resistance bonus to ally by touch for 1 minute.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.