Perception +7; Darkvision
Languages Common, Dwarven, Jotun
Skills Acrobatics +0, Athletics +7, Crafting +5, Lore: Warfare +5, Medicine +9, Nature +7, Religion +7, Survival +7
Str +3, Dex +0, Con +3, Int +1, Wis +3, Cha -1
Items Breastplate, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (4), Waterskin, Caltrops
(6), Religious Symbol (Wooden), Religious Text, Candle (10), Healer's Tools, Bolts (20), Steel Shield (Hardness 5,
HP 20, BT 10)
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AC 18 (+20 with shield raised); Fort +9, Ref +4, Will +9
HP 32
Shield Block <- Trigger While you have your shield raised, you would take physical damage (bludgeoning,
piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you
from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining
damage, possibly breaking or destroying the shield.
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Speed 20 feet
Melee +1 Warhammer +8 (Shove, Magical), Damage 1d8+3 B
Melee Clan Dagger +7 (Agile, Dwarf, Parry, Uncommon, Versatile B), Damage 1d4+3 P
Ranged Crossbow +4 (Crossbow), Damage 1d8 P
Battle Medicine > (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine Requirements You're
holding or wearing a healer's toolkit. You can patch up wounds, even in combat. Attempt a Medicine check with
the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded
condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency
rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or
otherwise count as, Treat Wounds.
Divine Font Spells DC 17, attack +7; 1st Heal, Heal, Heal, Heal
Divine Prepared Spells DC 17, attack +7; 1st Bless, Mending, Sanctuary; Cantrips Daze, Needle Darts, Forbidding
Ward, Guidance, Stabilize
Additional Feats Dwarven Doughtiness, Healing Hands, Medic Dedication, Strong-Blooded Dwarf, Ward Medic
Additional Specials Cleric Spellcasting, Deity (Torag), Divine Font (Healing Font), Doctrine (Warpriest), Sanctification (Holy)
Edicts Be honorable and forthright, keep your word, respect the forge, serve your people.
Anathema Tell lies or cheat someone, intentionally create inferior works, show mercy to the enemies of your people.
PF1e version:
Bamur Brightforge
Male dwarf cleric of Torag 1
LG Medium humanoid (dwarf)
Hero Points 1
Init +0; Senses darkvision 60 ft.; Perception +4 (+6 to notice unusual stonework)
Aura deflection aura (2 ft.)
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Defense
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AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 11 (1d8+3)
Fort +5, Ref +1, Will +7
Defensive Abilities defensive training; SR 6, magic resistant[APG]
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Offense
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Speed 20 ft.
Melee battleaxe +3 (1d8+3/×3) or
. . dagger +3 (1d4+3/19-20) or
. . warhammer +3 (1d8+3/×3)
Ranged light crossbow +0 (1d8/19-20)
Special Attacks channel positive energy 4/day (DC 9, 1d6+1), hatred
Domain Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—acid dart (1d6 acid)
Cleric Spells Prepared (CL 1st; concentration +5)
. . 1st—bless, divine favor, shield[D]
. . 0 (at will)—detect magic, read magic, stabilize
. . D Domain spell; Domains Earth (Caves[APG] subdomain), Protection (Defense[APG] subdomain)
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Statistics
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Str 16, Dex 10, Con 15, Int 12, Wis 18, Cha 8
Base Atk +0; CMB +3; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats Extra Channel
Traits blessed touch, protective faith
Skills Acrobatics -6 (-10 to jump), Heal +8, Perception +4 (+6 to notice unusual stonework), Sense Motive +8, Spellcraft +5; Racial Modifiers craftsman[APG], +2 Perception to notice unusual stonework
Languages Common, Dwarven, Orc
SQ hero points
Other Gear scale mail, heavy steel shield, battleaxe, crossbow bolts (40), dagger, light crossbow, warhammer, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Torag)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Torag, 31 gp
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Special Abilities
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Acid Dart 1d6 acid (7/day) (Sp) As a standard action, ranged touch attack deals acid dam to foe in 30 ft.
Cleric Channel Positive Energy 1d6+1 (4/day, DC 9) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Caves) Cleric Domain (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.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Deflection Aura (1 rounds, 1/day) (Su) 20'r aura grants +2 AC and +2 CMD
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Spell Resistance (6) You have Spell Resistance.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.