Harsk

Bonifacius's page

84 posts. Organized Play character for Helikon.


Full Name

Bonifacius

Race

Dwarf

Classes/Levels

Cleric 2

Spoiler:
|HP 21/21||AC 16/18/T:10/FF:16/18||CMD 14||Fort +6, Ref +0, Will +6(+2 Spells, SLA, Poison,+2 vs Charms& Compulsions)||Init +0||Perception +8

Gender

Male

Size

Med

Special Abilities

Channel 4/day, Bit of luck, Agile Feet

Alignment

CG

Deity

Desna

Languages

Common, Dwarfen

Homepage URL

Bonifacius

Strength 16
Dexterity 10
Constitution 16
Intelligence 10
Wisdom 16
Charisma 8

About Bonifacius

Data:

Name: Bonifacius
Race: Dwarf
Job:
Age: 47
Height: 5´4"
Weight: 120 lbs
Alignment: CG
Personality:
Likes: Traveling,
Dislikes: Opression, chains.
Favorite foods: Roasted chicken in honeymustard, Dwarven cooking
Hobbies: Laughing, drinking,
Physical Description:
Deity: Desna
Languages: Common, Dwarf
Favorite Class: Cleric: +2 HP

Combat:

Hit Points: 21
Initiative: +0
Armor Check Penalty: -3
Speed: 30 feet (30with armor)
Armor Class: 18 (10 +6 Armor +2 Shield)
Touch: 10
Flat-footed: 18
Saves:
Fortitude: +6 (3 +3 Con)
Reflex: +0 (0 +0 Dex)
Will: +6 (3 +3 Wis)
Situational Bonuses:
+2 against spell/SLA/ poison
Combat:
Base Attack Bonus: +1
Melee Attack Bonus: +4 (1 BAB+ 3 Str)
Range Attack Bonus: +1 (1 BAB+ 0 Dex)
Combat Maneuver Bonus: 4 (1 BAB 3 Str) CM DC: 14 (10+ 1 Base + 3 Str + 0 Dex)
Battleaxe +5 (1d8+4/20x3/P+B)
Dagger +4/+1 (1d4+3/19-20/S-P)
Sling +1 (1d4+3/20/B)

Racial Traits:

Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Dwarves are humanoids with the dwarf subtype.
Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
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. See the Linguistics skill page for more information about these languages.
Defense Racial Traits

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
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.
Feat and Skill Racial Traits

Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
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.
Senses Racial Traits

Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Offense Racial Traits

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.
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.


Cleric:

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 deities. Starknife
Aura (Ex) Chaotic Good
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
Channel Energy (Su) 1d6 / 4day
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy 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 channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. 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. A cleric must be able to present her holy symbol to use this ability.
Spells
A cleric casts divine spells which are drawn from the cleric spell list. 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 at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare 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.
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.

Orisons
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 treated like any other spell, but they are not expended when cast and may be used again.

Domains
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.
Luck Domain
Bit of Luck (Sp):
You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Good Fortune (Ex):
At 6th level, as an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.

Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.

Travel Domain
Granted Powers: Increase your base speed by 10 feet.
Agile Feet (Su):
As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dimensional Hop (Sp):
At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—teleport (greater), 8th—phase door, 9th—astral projection.

Spontaneous Casting
A good cleric 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).

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.


Feats, Traits &Skills:

Feats:
Extra Channel
Traits:
Observant
Sometimes it helps to pay attention to your surroundings and the people you meet. Choose eitherPerception or Sense Motive. You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you.
Birthmark
Skills: Skillpoints gained/level (4) 2x 2+0(int)
*Acrobatics: -4 (0 ranks; ; +0 Dex; -4 armor)
*Appraise: +0 (0 ranks; +0 trained; +0 Int)
*Bluff: -1 (0 ranks; +0 trained; -1 Cha)
*Climb: +0 (0 ranks; 0 trained; 3 Str; -3 armor)
*Diplomacy: -1 (0 ranks; +0 trained; -1 Cha)
*Disguise: -1 (0 ranks; +0 trained; -1 Cha)
*Escape Artist: -4 (0 ranks; ; +0 Dex; -4 armor)
Fly: N/A (0 ranks; ; +0 Dex; -3 armor) Heal: +0 (0 ranks; +0 trained; +0 Wis)
Heal: +6 (1 ranks; +3 trained; +2 Wis)
*Intimidate: -1 (0 ranks; +0 trained; -1 Cha)
*Know (arcana): +0 (0 ranks; +0 trained; +0 Int)
*Know (dungeoneering): +0 (0 ranks; +0 trained; +0 Int)
*Know (engeneering): +0 (0 ranks; +0 trained; +0 Int)
*Know (local): +0 (0 ranks; +0 trained; +0 Int)
*Know (geography): +0 (0 ranks; +0 trained; +0 Int)
*Know (history): +0 (0 ranks; +0 trained; +0 Int)
*Know (nature): +0 (0 ranks; +0 trained; +0 Int)
*Know (nobility): +0 (0 ranks; +0 trained; +0 Int)
*Know (planes): +0 (0 ranks; +0 trained; +0 Int)
*Know (religion): +4 (1 ranks; +3 trained; +0 Int)
*Linguistics:+0 (0 ranks; +0 trained; +0 Int)
Perception: +8 (1 ranks; +3 trained; +3 Wis+1Trait)
Ride: -4 (0 ranks; ; +0 Dex; -4 armor)
*Sense Motive: +7 (1 ranks; +3 trained; +3 Wis)
Stealth: -4 (0 ranks; ; +0 Dex; -4 armor)
*Spellcraft: NA (0 ranks; +0 trained; +0 Int)
*Survival: +2 (0 ranks; +0 trained; +2 Wis)
Swim: -1 (0 ranks; 0 trained; 3 Str; -4 armor)
*Use magic device -1 (0 ranks; +0 trained; -1 Cha)

Spells:

Concentration:1d20 +3 = +1 level +2 stat
Cantrips: Per Day: 4 Spd: Unlimited
Detect Magic, Light, Create Water, Read Magic
Level 1: Known: 2+1
Domain Spell: Longstrider, Bless, Divine Favor

Equipment:

Starting Funds: 240 GP
Weapons: 19gp 9lb
MW Battleaxe 310gp 6lb
Dagger 2gp 1lb
Sling 0gp 0lb
Sling Bullet 1gp 1lb
Armor: 57gp 40lb
Breastplate MW 350gp 30 lb
Heavy Shield (wodden) 7 10Lb
Miscenellous: 131,87gp 32,5 lb
Kit, Clerics
Price 16 gp; Weight 32 lbs.
This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Outfit, Cold Weather (free)
This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.
Whetstone 0,02 1lb
Twine (50ft) 0,01 0,5lb
Tattoos 5
Scroll Cure light wounds x2 50gp
Scroll Comprehend L. 25
Scroll Magic Stone 25
Chalk x5
5 flasks of Applejack
20 Trail rations
Carrying Capacity:
Light Load: 0 lbs - 76 lbs
Medium Load: 77 lbs - 153 lbs
Heavy Load: 154 lbs - 230 lbs
Lift Over Head: 230 lbs
Lift Off Ground: 460 lbs
Push or Drag: 1150 lbs

Carried Possessions (76 lbs):
Pouch with Coins (1 lbs):
CP: 3
SP: 6
GP: 3
PP:


Boons:

House Thrune Favor

Grand Lodge FactionS7:

EXPLORER (2+ goals): Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a
circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the
check. You also halve your armor check penalty for the purpose of this skill check.
Once per adventure when you accomplish one of the following goals, you may check a box that precedes it. Once all of a
goal’s boxes are checked, the goal is complete. You earn special rewards based on the number of goals you have completed.
CHRONICLER (4+ goals): You gain one additional use of the Explorer ability per adventure. In addition, you can use the
Explorer ability to modify a Linguistics, Knowledge, or Use Magic Device check and attempt the check as if trained.
[][][]EXPEDITION COORDINATOR (7+ goals): You can forego your Day Job check to organize an expedition to a site you recently visited and discover things you missed before. You can check one of the boxes to retroactively succeed at the scenario’s secondary success condition that you would have otherwise failed. If you do so, all other PCs at the table also succeed at the secondary success condition.
[x][x][x][][][][][]Adventure in a nation other than Absalom. You may only receive credit for visiting a particular nation once.
Checking one of this goal’s boxes does not prevent you from checking one box for a different goal.
[][][]Forgo a Day Job check to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence,
Wisdom, or Profession (scribe) check.
[x]Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions.
Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
[]Complete six consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned
adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
[]Recover a piece of the Numerian device known as the Sky Key.
[X]Defeat one or more members of the Aspis Consortium in an encounter whose Challenge Rating is at least equal to your
character level.
[]Sponsor another PC to join your faction. To fulfill this goal, that PC must then join the Grand Lodge by spending only 1
Prestige Point per character level (one-third the normal cost). The PC must have at least 6 XP and at least three ranks in
any combination of the following skills: Knowledge (any), Linguistics, or Perception.
[][][][]Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this
character. Completing this goal counts as two goals for the purpose of earning faction rewards.

Grand Lodge FactionS8:

EXPLORER (2+ goals): Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a
circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the
check. You also halve your armor check penalty for the purpose of this skill check.
GUIDING COMPASS (4+ goals): Your wayfinder guides you to safety in all circumstances. If you fail a saving throw against an
effect that allows additional saving throws to mitigate the effect (e.g. glitterdust or dominate person), you gain a bonus on
subsequent saves against such effects equal to 1 for every three goals you have completed.
EXPEDITION COORDINATOR (7+ goals): You can forgo your Downtime to organize an expedition to a site you recently
visited and discover things you missed before. Check one of the boxes to retroactively succeed at the scenario’s secondary success
condition that you would have failed. If you do so, all other PCs at the table also succeed at the secondary success condition.
[][][][][][][][]Adventure in a nation other than Absalom. You may only receive credit for visiting a particular nation once.
Checking one of this goal’s boxes does not prevent you from checking one box for a different goal.
[][]Forgo your Downtime to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence,
Wisdom, or Profession (scribe) check.
[]Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions.
Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
[]Complete six consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned
adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
[][]Participate in an adventure that includes at least two encounters that do not take place on the Material Plane.
[][]Resolve an encounter with an organization led by genies, elemental forces, or those who revere them.
[]Participate in an adventure that directly assists an NPC Pathfinder agent or agent of an allied organization, such as by
mounting a rescue, recovering an important object, or defending that group’s resources and reputation.
[][][]/[][]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character.