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434 posts. Organized Play character for nightdeath.

Full Name

Beorin Boulderstep


| HP: 57 /57| AC: 17/10/17|Init: +4| Perc: +8| Fort: +10 | Ref: +4| Will: +11| CMB: +6| CMD: 16| Warhammer: +7;1d8+3| Sling: +3;1d4+2 |Channel Energy 3d6 3/4


Acrobatics: -3| Appraise:+0| Bluff:+1| Climb:-1| Diplo:+8| Heal:+7| Intimidate: +1| Kn.( Reli): +6| Kn (His & Nob):+5/4| Ling:+4| Sense Motive: +11| Stealth: -3| Survival: +4| Swim: -1|


PFS #76925-36 Male Dwarf Cleric 6





Special Abilities

Aura, channel energy 3d6, domains, orisons


Lawful Good




Common, Dwarven, Terran

Strength 14
Dexterity 10
Constitution 16
Intelligence 10
Wisdom 18
Charisma 12

About Beorin Boulderstep


76925-36 Beorin Boulderstep


Character Crunch:

Male Dwarf Cleric () 6
Lawful Good Medium Humanoid
Init +4; Senses DarkVision Perception +8

AC 18, touch 11, flat-footed 18 (+6 armor, +1 Shield, +0 Dex, +0 natural, +0 Dodge, +1 Def)
hp 57 (6d8) (+18 Con Bonus) (+0 Favored)) (+6 Toughness))
Fort +10, Ref +4, Will +11

Speed 20 ft.
Ranged Sling +4 (1d4+3 20/x2) (50Ft)
Melee Warhammer+1 +7 (1d8+3 20/x3)
Special Attacks Channel Energy 3d6 4/day
Spell-Like Abilities

Str 14, Dex 10, Con 16, Int 10, Wis 18, Cha 12
Base Atk +4; CMB +6; CMD 16
Languages Common, Dwarven, Terran

Alertness (Level 1 Feat)
You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Toughness (Level 3 Feat)
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Improved Initiative (Level 5 Feat)
You get a +4 bonus on initiative checks.

Birthmark (Religion)
You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Upstanding(The Exchange)
Your preferred means of doing business involves giving your clients a fair deal and winning their continued business and good will. You gain a +1 trait bonus on Diplomacy and Sense Motive checks, and one of these skills (your choice) becomes a class skill for you.

Class Features
Weapon and Armor Proficiency:
Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

Aura (Ex):
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Channel Energy (Su):
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

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 channeled 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. A cleric must be able to present her holy symbol to use this ability.

A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action.

Artifice Domain
Protection Domain

Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting:
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).

Chaotic, Evil, Good, and Lawful Spells:
A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Bonus Languages:
A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Acrobatics -3 (+0 Rank, +0 trained, +0 Ability, -3 Armor)
Appraise +0 (+0 Rank, +0 trained, +0 Ability)
Bluff +1 (+0 Rank, +0 trained, +1 Ability)
Climb -1 (+0 Rank, +0 trained, +2 Ability, -3 Armor)
Craft +0 (+0 Rank, +0 trained, +0 Ability)
Diplomacy +8 (+3 Rank, +3 trained, +1 Ability, +1 Trait)
Disable Device -3 (+0 Rank, +0 trained, +0 Ability, -3 Armor)
Disguise +1 (+0 Rank, +0 trained, +1 Ability)
Escape Artist -3 (+0 Rank, +0 trained, +0 Ability, -3 Armor)
Fly -3 (+0 Rank, +0 trained, +0 Ability, -3 Armor)
Handle Animal +1 (+0 Rank, +0 trained, +1 Ability)
Heal +7 (+1 Rank, +3 trained, +3 Ability)
Intimidate +1 (+0 Rank, +0 trained, +1 Ability)
Knowledge (Arcana) +0 (+0 Rank, +0 trained, +0 Ability)
Knowledge (Dungeoneering) +0 (+0 Rank, +0 trained, +0 Ability)
Knowledge (Engineering) +0 (+0 Rank, +0 trained, +0 Ability)
Knowledge (Nobility) +4 (+1 Rank, +3 trained, +0 Ability)
Knowledge (Religion) +6 (+3 Rank, +3 trained, +0 Ability)
Knowledge (Plane) +0 (+0 Rank, +0 trained, +0 Ability)
Knowledge (History) +5 (+2 Rank, +3 trained, +0 Ability)
Knowledge (local) + +0 (+0 Rank, +0 trained, +0 Ability)
Linguistics +4 (+1 Rank, +3 trained, +0 Ability)
Perception +8 (+3 Rank, +0 trained, +3 Ability, +2 Feat)
Perform +1 (+0 Rank, +0 trained, +1 Ability)
Ride -3 (+0 Rank, +0 trained, +0 Ability, -3 Armor)
Sense Motive +11 (+2 Rank, +3 trained, +3 Ability, +1 Trait, +2 Feat)
Spellcraft +4 (+1 Rank, +3 trained, +0 Ability)
Stealth -3 (+0 Rank, +0 trained, +0 Ability, -3 Armor)
Survival +4 (+1 Rank, +0 trained, +3 Ability)
Swim -4 (+0 Rank, +0 trained, +2 Ability, -3 Armor)
Use Magic Device +1 (+0 Rank, +0 trained, +1 Ability)

Bonus Spells (1st: 1, 2nd: 1, 3rd: 1, 4th: 0, 5th: 0)
Caster Level: 3
Spells Prepared (4) Level 0 DC 13
Detect Magic: Detects spells and magic items within 60 ft.
Create Water: Creates 2 gallons/level of pure water.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.

Spells Prepared (3+B+D) Level 1 DC 14
Comprehend Languages: You understand all languages.
Bless: Allies gain +1 on attack rolls and saves against fear.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Shield of Faith: Aura grants +2 or higher deflection bonus. (Bonus)
Animate Rope: Makes a rope move at your command. (Domain)

Spells Prepared (3+B+D) Level 2 DC 15
Spiritual Weapon: Magic weapon attacks on its own.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Make Whole: Repairs an object. (Bonus)
Wood Shape: Reshapes wooden objects to suit you. (Domain)

Spells Prepared (2+B+D) Level 3 DC 16
Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
Stone Shape: Sculpts stone into any shape. (Domain)

Special Abilities
Artifice Domain
Granted Powers:
You can repair damage to objects, animate objects with life, and create objects from nothing.

Artificer's Touch (Sp):
You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—animate rope, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—wall of iron, 8th—statue, 9th—prismatic sphere.

Protection Domain
Granted Powers: (+2)
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.

Resistant Touch (Sp):
As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere.

Equipment list]
Melee Weapons Warhammer +1
Ranged Weapons Sling w/ 20 Bullets
Armor Adamantine Breastplate, Light Wooden shield
Other Gear a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Spell Component Pouch
Explorer's Clothes
Magic Item
Wand of Cure Light Wounds (44/50)
Wand of Endure Elements (44/50)
Sharrowsmith’s handy haversack
Headband of inspired wisdom +2
Ring of Protection +1
Wealth 8,234 gp

Racial Traits

Dwarf Racial Traits:

+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.
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 gain a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to 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.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Background Story

Beorin Boulderstep :

Along with his Breathen, Beorin came along with his clan and joined the pathfinders. Devoted to Torag, he was still interested in the workings of Trade thus he joined the The Exchange. Despite being among the oldest in his clan brothers Beorin is perhaps the one least interested in practicing the old ways citing that sometimes the new could bring in new knowlege.


Beorin Boulderstep Appearance:

Simple Robes adorn his tough but slightly plump body. Chainmail slightly ending below his knees, warhammer in hand with a shield strapped to his arm. Beorin doesn't look like a seasoned fighter at all though a mark of a Warhammer over his left eye dicates the power of his patron who has marked him into his service.