Full Name |
Bellamin Axeager (the Unflinching) |
Race |
Dwarf |
Classes/Levels |
Cleric (Separatist) 1 |
Gender |
Male |
Size |
4' |
Age |
46 |
Alignment |
Chaotic Good |
Deity |
Milani |
Languages |
Common, Dwarven, Infernal |
Strength |
16 |
Dexterity |
10 |
Constitution |
14 |
Intelligence |
10 |
Wisdom |
18 |
Charisma |
6 |
About Bellamin Axeager
Bellamin Axeager (the Unflinching)
Born in a rustic Galtan village on the outskirts of Litran and within view of the Fog Peaks, Bellamin Axeager grew to maturity within the dark shadow of bloody upheaval and political instability. Living through the rise and demise of numerous mobs, gangs, would-be warlords and dictators, the strong dwarf quickly adopted the tenants of hope and freedom from oppression offered by covert, and often subversive, followers of the deity Milani.
Years of devotion to the rebellious sect wrought mental and physical refinement not otherwise accessible to one of such social standing and meager means. Despite developed brotherly bonds, a discontent festered within. Bellamin saw the constant planning, praying and scheming as weak-willed and held less patience over inaction as the years trickled by.
Inciting a small revolt of farmers and merchants that successfully dispatched a ring of organized crime, Bellamin expected congratulations from his fellow Milani followers. Instead, his unauthorized actions led to a heated argument in which he agreed to leave the region and sect, but not without securing a secret agreement with those that supported his tactics. Although now a religious outcast, Bellamin wields his deity’s morningstar with faithful vigor and, sometimes, reckless abandon in the face of evil and oppression.
Dressed in traveling garb and constantly on the move, Bellamin looks more scoundrel than man of the cloth. A dark red string of interconnected roses is worn about his neck and its visibility depends on the current situation. Bellamin is generally pleasant and well-spoken, but can act quickly and without pause in the face of challenge.
Male Dwarf Cleric (Separatist) of Milani 1
CG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 13, touch 10, flat-footed 13 (+2 armor, +1 shield)
hp 14 (1d8+6)
Fort +5, Ref +0, Will +7; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
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Offense
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Speed 20 ft.
Melee morningstar +3 (1d8+3)
dagger +3 (1d4+3/19-20) and
dart +3 (1d4+3) and
Special Attacks channel positive energy 1/day (DC 8, 1d6), +1 on attack rolls against goblinoid and orc humanoids
Domain Spell-Like Abilities (CL 1st; concentration +5)
7/day—calming touch (1d6+1 nonlethal damage)
Cleric (Separatist) Spells Prepared (CL 1st; concentration +5):
1st—bless(x2), remove fear [D]
0 (at will)— detect magic, mending, read magic
[D] Domain spell; Domains Community, Home, Liberation
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Statistics
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Str 16, Dex 10, Con 14, Int 10, Wis 18, Cha 6
Base Atk +0; CMB +3; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats Toughness
Traits indomitable faith, resilient
Skills Linguistics +4, Sense Motive +8
Languages Common, Dwarven, Infernal
SQ aura, domains (liberation), forbidden rites (home), liberation
Other Gear leather armor, buckler, dagger, dart, morningstar, backpack, bedroll, belt pouch, candle (10),
flint and steel, wooden holy symbol (Milani), pot, rope, scroll case, soap, spell component pouch, torch
(10), trail rations (5), traveler's outfit, waterskin, holy text, 118 gp, 7 cp
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Calming Touch (7/day) (Sp) Heal 1d6+1 nonlethal damage and cure conditions by touch (You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier).
Cleric (Separatist) Domain (Home) Associated Domain: Community
Cleric (Separatist) Domain (Liberation) Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Cleric Channel Positive Energy 1d6 (1/day) (DC 8) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Liberation (1 rounds/day) (Su) Act as if you had freedom of movement for 1 rounds/day.
Notes:
Channel Energy: 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.
Cure Light Wounds: (When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.)
A cleric must be able to present her holy symbol to use this ability.