Harsk

Bannock's page

258 posts. Organized Play character for Atlas2112.


Full Name

Bannock Balliol

Race

Dwarf WarPriest 1 | AC:18 | HP: 11/11 | Per: +3 | 1st: 2/2 | F:+5 R: +1 W:+5 |

Classes/Levels

Init: +5

Gender

M| Atk:+4/2d6+4 |Bless: 4/4| FX:

Deity

Milani

Languages

Common, Dwarven,

Strength 16
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 17
Charisma 5

About Bannock

# 162383-4 PFS(1ed)
Age: 38 years
Height: 5'4"
Weight: 236
Eyes: School Brick Brown
Hair: Falling Leaf Brown

Character Level: 1
EXP Points Gained: 0
EXP To Next Level: 1000

DEFENSE
AC 18 (+6 armor, +1 Armored Kilt, +1 dex), touch 11, flat-footed 17
CMD 14
HP 11 (1d8+3)
Fort (+5) +2 Class+3 Con, Ref (+1) +0Class, +1 Dex, Will (+5) +2Class, +3 Wis

OFFENSE
Init +1+4
Speed 20 ft, forever
CMB

Ranged +1 (+0 BAB, +1 dex)

Melee +4 (+0 BAB, +3 str, +1 Focus)
Greatsword 2d6 19–20/×2 S

STATISTICS

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Strength: 16 (+3)
Dexterity: 12 (+1)
Constitution: 16 (+3)
Intelligence: 10 (+0)
Wisdom: 17 (+3)
Charisma: 5 (-eleventy billion)

skills:

Skills

Skills--total--ranks--class[y/n]--attribute

Acrobatics--
Appraise-- --n--Int+4
Bluff---- n--Cha+2
Climb-- Y--Str +3
Craft- y--Int+0
Diplomacy-- Y--Cha+
Disguise--
Escape Artist--
Fly--
Heal -+7 1-Y--Wis +3
Intimidate-- Y
Knowledge – Arcana-
Knowledge – Dungeoneering
Knowledge – Engineering
Knowledge – Geography
Knowledge – History
Knowledge – Local--8
Knowledge – Nature
Knowledge – Nobility
Knowledge – Planes
Knowledge – Religion
Linguistics -
Perception-- +8 1--Y--W+3--+1 Trait
Perform - Oratory--
Profession--0 y--Wis+0
Sense Motive--0 y--Wis+3
Sleight of Hand--
Spellcraft-- --y--Int+
Stealth--
Survival--0 Y
Swim Y
Use Magic Device- --Cha+

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Feats

Feats = 1
1st level: Improved Init
1st lvl WarP: Weapon Focus (Great sword)

Favored Class: WarPreist
1stlvl: +1 RP

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Traits:
Fate's Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

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Racial and Class Skills & Abilities:

Racial and Class Skills & Abilities:

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially 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.

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Equipment & Gear :

Arms&Armor:
Four-mirror 45 gp {+6;+2} –5
Armored Kilt: 20gp +1 AC and turns medium armor into heavy armor.
Dwarven Bloulder Helmer 20gp +2 AC vs. Confirming crits

Bandolier-R Shoulder (0 lb)

Bandolier-L Shoulder (0 lb)

Backpack (4 lb.) holds:
50' Silk Rope (5lb)
Canteen (1 lb.)
5 Days of trail rations (5 lb.)
Hooded lantern (2 lb.)
1 Oil [1-pint flask] (1 lb.)
Hip flask--strong Rumboozle (1lb)
Flint and steel, whistle, chalk (0 lb.)

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Money: 11 gp, 8sp, 20 cp

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Spells&Blessings:

Blessings

Protection Blessing
Increased Defense (minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.

Heaing:
Powerful Healer (minor): At 1st level, you can add power to a cure spell as you cast it. As a swift action you can treat any cure spell as if it were empowered (as the Empower Spell feat), causing it to heal 50% more damage (or deal 50% more damage if used against undead). This ability doesn't stack with itself or the Empower Spell feat.

Spells

Spells Known

0 Level: Guidance, Light, Create Water

1st Level:
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Divine Favor: You gain +1 per three levels on attack and damage rolls.

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Character History:

Born to a poor farming community, Dieb learned that his life had little value. Pestered and abused daily by the larger children, Dieb yearned leave this life and go somewhere. Anywhere.
After spontaneously manifesting an Acid Orb and severely burning a neighbor child, he was sold to the local Mage College. Although he was worked hard as an indentured servant, over time he gained access to books and, after showing his aptitude, eventually secured patronage and a student's education.
Although he is now learned in the ways of the arcane, his stunted emotional life has left him with a mild sociopathic leaning. He finds it difficult to view other people as something other than pieces on the game board to be cherished, used, or sacrificed, depending on what his over-active mind deems the greater need, at the time. He understands that this is not how other people function, but, knowing little else, is at an end to seek the condition's cure. He travels now, selling his arcane trickery, trying to find a deeper truth to the puzzle that he's missing.

Notes: