Larur Feldin

Bolgar Grym's page

92 posts. Alias of Peet.


Race

K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2

Classes/Levels

resources:
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3
Buffs: none Conditions: none

Gender

Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 |

Languages

Common, Dwarven, Varisian, Kelish

About Bolgar Grym

Bolgar Grym

Background:
Galvagar Gemfingers was said to have been a dwarf from days long past, who traveled far and wide in the search for wealth and fortune. A famous trader, he trekked across deserts and mountains and jungles and swamps in search a good deal. To him, trading was a game, and the winner was the one who came away with the most. Galvagar was not above using a little trickery and subterfuge to gain an advantage in a bargain, and his tricks were often magical in nature. Unlike most dwarves who are dour and grim, Galvagar had a jovial personality and was fond of leisure, jokes, and gambling, and had no difficulty giving away money as long as he had the chance to make a public show of largesse.

Many dwarves honor the great Therundak the Smith for the mighty weapons he crafted, such as the Axe of the Dwarvish Lords, but only a few remember that the powerful enchantments lain by Therundak were only made possible by the rare and exotic materials acquired by Galvagar in his travels far and wide.

Galvagar Gemfingers is now honored by dwarves as a saint and is considered to be a patron of wanderers, merchants, gemcutters, illusionists, and thieves. Galvagar's church is not large but is popular among young dwarves who seek to leave home to find a life of adventure.

Bolgar came from a warrior's family, but Bolgar himself always had far too much curiosity for an ordinary dwarvish warrior. He always needed to figure out how things worked, and what was hidden behind closed doors. Since it seemed like he had a knack for book learning, his parents arranged for him to become an acolyte of the church of Galvagar Gemfingers, a vocation he accepted enthusiastically. As they often did, the church was sending some clerics as traders on a merchant caravan to far Casmaron in search of the famed Fire Opals that were said to be available there, and when Galvagar was offered a post in this expedition he accepted gladly.

Dwarf Cleric

Domains: Travel, Magic

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Vitals

STR 15
DEX 11
CON 16
INT 14
WIS 16
CHA 11

HP: 11 (1d8 +3 CON)
AC: 16 (+5 Armor, +1 Shield), Touch AC: 10, Flat-Footed AC: 16
Saves: Fort +5, Reflex +0, Will +5
BAB: +0 CMB: +2 CMD: 12
Initiative: +0
Move: 30' (+10 from cleric domain)

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Combat

Melee: (+0 BAB, +2 STR)
Silver Warhammer +2, 1d8+2 (x3)
Dagger +2, 1d4+2 (19-20)

Ranged: (+0 BAB, +0 DEX)
Sling +0, 1d4+2
Hand of the Acolyte +3, 1d8+2 (x3)

Combat Gear:
Silver Warhammer 102 gp, 5 lbs.
Buckler Shield 5 gp, 5 lbs.
Scale Mail 50 gp, 30 lbs.
Cold Iron Dagger 4 gp, 1 lb.
Sling -
10 Sling Bullets 0.1 gp, 5 lbs.
Club -, 3 lbs.

Total: 161.1 gp, 49 lbs.

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Character Choices

Favored Class Bonus: Skills

Traits:
Seeker (Social) +1 Perc & Class
Mathematical Prodigy (magic) +1 to Knowledge (arcana) and (engineering) and 1 becomes class
Fate's Favored (faith): Luck bonuses increase by 1.
Paranoid (drawback): DC to aid me is 15

Feats:
1st level: Heavy Armor Proficiency

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Skills

The cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Adventuring Skills:
(2+INT / level +1 FCB = 5 ranks)

Knowledge (arcana) +7 (1 rank, +2 INT, +3 Class, +1 Trait)
Knowledge (religion) +6 (1 rank, +2 INT, +3 Class)
Perception +8 (1 rank, +3 WIS, +3 Class, +1 Trait)
Sense Motive +7 (1 rank, +3 WIS, +3 Class)
Spellcraft +6 (1 rank, +2 INT, +3 Class)

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Spells

Spells per day:
0th level: 3
1st level: 2 + 1 domain spell

Spells prepared:
0th level (DC 13): create water, detect magic, mending
1st level (DC 14): identify (D), shield of faith, shield of faith

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Special Abilities

Cleric Abilities:
* Channel Energy 1d6 DC 11 (3/day)
* Agile Feet (Su): As a free action, ignore difficult terrain for 1 round. (6/day)
* Hand of the Acolyte (Su): Throw melee weapon using WIS instead of DEX to hit; weapon returns after being thrown. (6/day)

Dwarf Abilities:
* Slow and Steady: speed never reduced by encumbrance
* Darvision 60'
* Defensive Training: +4 dodge to AC vs. Giants
* Hatred: +1 to hit goblinoids and orcs
* Hardy: +2 to saves vs. poisons, spells, and spell-like abilities.
* Stability: +4 to CMD to resist bull rush and trip while standing on the ground
* Stonecunning: +2 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.

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Miscellaneous Gear
(170 gp starting gold, capacity 133 lbs. medium load)
2 gp Backpack 2 lbs.
2 gp Crowbar 5 lbs.
1 gp Wooden Holy Symbol -
1 gp Flint & Steel -
1 gp Scroll Case 0.5 lbs.

7 gp

5 sp Hammer 2 lbs.
5 sp 5 x Flask of Oil 5 lb.
4 sp 4 x Piton 2 lb.
1 sp Sack 0.5 lb.
1 sp Fish Hook -
1 sp Bedroll 5 lbs.

17 sp

5 cp Candle -
2 cp 2 x Chalk -
6 cp 2 x Clay Jug 18 lbs.
2 cp Whetstone 1 lb.
5 cp 5 x Torch 5 lb.

20 cp

free Explorer's Outfit 8 lbs.

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Subtotal:
8.9 gp, 46 lbs.
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Plus Combat Gear:
+161.1 gp, +49 lbs.
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Grand Total
170 gp, 95 lbs.

No money left.