AC 17/12/15 (19/14/15 vs Gnolls) HP11/11 F+5 R+2 W+6* Init +2 Per +4
About Beinir Hammerfall
Beinir Hammerfall
Male Dwarf Cleric (Forgemaster) 1
LG Medium Humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) [Add +2 vs. Gnoll subtype]
hp 11 (1d8+3)
Fort +5, Ref +2, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee Dwarven longhammer +2 (2d6+3/x3) [Add +1 versus Gnoll subtype]
Ranged Light Crossbow +2 (1d8/19-20) [Add +1 versus Gnoll subtype]
Spell-Like Abilities Artificer's Touch (7/day)
Cleric (Forgemaster) Spells Prepared (CL 1):
1 (2/day) Lead Blades (x2), Animate Rope
0 (at will) Stabilize, Create Water, Detect Magic
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 17, Int 16, Wis 18, Cha 11
Base Atk +0; CMB +2; CMD 14 (14 vs. Bull Rush, 14 vs. Trip)
Feats Combat Reflexes (3 AoO/round)
Traits Eldritch Smith, Heirloom Weapon (Proficiency) (Dwarven longhammer), Reclaiming Your Roots
Skills Acrobatics -2 (-6 jump), Climb -2, Craft (armor) +7 (+9 on checks related to metal or stone), Craft (weapons) +7 (+9 on checks related to metal or stone), Escape Artist -2, Fly -2, Knowledge (history) +7, Knowledge (religion) +7, Ride -2, Spellcraft +7, Stealth -2, Survival +4 (+6 to track vs. humanoids of the Gnoll subtype), Swim -2 Modifiers craftsman
Languages Common, Dwarven, Gnoll, Kelish, Terran
SQ aura, divine smith, domains (artifice), forgemaster's blessing, giant hunter, hardy, rock stepper, runeforger (6/day), slow and steady, spontaneous casting, stability
Combat Gear Wand of Cure Light Wounds (17/20); Other Gear Scale mail, Dwarven longhammer, Light crossbow, Crossbow bolts (40/40), Artisan's tools (Craft [armor]), Artisan's tools (Craft [weapons]), Backpack (19 @ 32.8 lbs), Bedroll, Chalk, Flint and steel, Grappling hook, Torag, Torag, Ink, black, Inkpen, Iron spike, Marbles, Measuring cord (10 ft.), Paper (5), Rope, Signal whistle, Signet ring, Spell component pouch, Waterskin, 12 GP, 8 SP, 4 CP
--------------------
Special Abilities
--------------------
Artificer's Touch (1d6+0) (7/day) (Sp) Melee touch attack deals 1d6+0 damage to objects or constructs, bypassing 1 hardness.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric (Forgemaster) Domain (Artifice) Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +2 Gain a dodge bonus to AC vs monsters of the Gnoll subtype.
Divine Smith (Su) Spells that target a weapon, shield, or armor have +1 CL and -1 metamagic adjustment.
Eldritch Smith Whenever you use the Craft skill or a crafting feat to make a stone or metal item, you reduce the cost of making the item by 5%. This includes metal-headed weapons with nonmetal parts, such as axes and spears.
Forgemaster's Blessing The inscribed nonmagical item functions as a masterwork item.
Gnoll Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Gnolls.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Runeforger (6/day) (Su) Inscribe temporary abilities on armor shields or weapons.
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 Gain bonus to CMD vs bull rush/trip while standing on ground.
Beinir's Story:
More than a century ago the dwarves of the Hammerfalls sealed the doors on their glorious Halls in the northwestern highlands of Katapesh. Seven great forges of the dwarves fell silent including the Flameforge, the Water Forge, and the Frostforge. Wondrous workshops were left to gather dust, while clever waterwheels that once drove forges and gates were left to spin unattended in the black depths. The Halls of Hammerfall joined the tragic roll call of doomed dwarven communities, including Koldukar, Tar-Urkatha and Jernashall. The surviving dwarves of the Hammerfalls scattered to the corners of Katapesh with some joining the dwarven community in Solku and others traveling as far as the great city of Katapesh. But a small contingent of dwarves, including Beinir’s mother and father never gave up on the Hammerfalls. They settled close by in the small town of Kelmarane, hoping to eventually use it as a staging area and return to their lost homes.
Beinir was born 47 years ago in Kelmarane. Unfortunately, tragedy followed the dwarves to the small town and it wasn’t long before all were slain or forced to move again. Beinir’s father, a priest of Torag who tended to the dwarven refugees of the Hammerfalls, perished in Kelmarane’s fall and his mother fled to join relatives who had previously moved to the dwarven community in the city of Katapesh. Beinir found the same calling to the Church of Torag as his father. He showed great passion and skill for the forge in particular. His mother never revealed much of their past other than the fact that his father had been a priest of Torag and that he had died tragically when Beinir was very young. Beinir grew to idealize his father, but also longed to learn more about how he lived and died.
Mother recently died and he received his inheritance – his father’s longhammer, a wand of cure light wounds, a smith’s apron, and some of his father’s journals. He learned tantalizing hints of his past, but the records were surprisingly vague on the fate of the Hammerfalls and Kelmarane. He learned that his father left the dwarven community with one of the seven great forges of the Hammerfalls, the Flameforge, and believes it to still lie in the ruins of Kelmarane.
It took much planning, patience, and persuasion, but Beinir has finally convinced the Church of Torag to align with the Pactmasters to reestablish the town of Kelmarane. It is Beinir’s hope to reopen his father’s temple to Torag in Kelmarane and the Flameforge. Once the town is secure and the temple repaired, he plans to journey back to Katapesh and attract more dwarves to the community using it as a staging area for a more challenging endeavor to press on to the Hammerfalls, learn their fate and possibly reopen the community for the dwarves.
Like most in Torag’s care, Beinir is a careful planner, but he is also very passionate about his quest to grow a dwarven community in northwestern Katapesh and learn more about the past - both his own and that of the dwarves in the region.
Role in Group:
Melee
- Out of combat and emergency combat healing
- Secondary (but important) combatant - use of combat reflexes potentially allows him attacks, even in rounds where he is casting
- Summoning and buffing/debuffing (higher levels)
Skills
- Crafting - especially arms and armor
- Knowledge - history and religion, may invest in arcana and planes down the road depending on what the rest of the group is
- Spellcraft - may not invest too heavily depending on the rest of the group