Shieldbreaker

Boramyr Cliffstalker's page

123 posts. Alias of Mokshai.


Full Name

Boramyr Cliffstalker

Race

Dwarf

Classes/Levels

Warpriest 1 (HP 10/10), (AC15, T10, FF15),(CMB4, CMD14),((Save F4, R0, W6)+4 vs Spell, SLA, +2 Poison),Percept 5, Init 0

Gender

Male (Blessings 3/3), (Sacred Weapon 1/1 round)

Size

Medium

Age

30

Special Abilities

Darkvision (60)

Alignment

LN

Deity

Torag

Location

Kelmaraine

Languages

Dwarven, Common, Undercommon, Orc

Occupation

Temple Guardsman

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

About Boramyr Cliffstalker

Offence:

BAB 0 CMB 4 CMD 14
Space 5 Reach 5
Init 0
Speed 20 ft

Melee
2 Handed
Dwarven Waraxe +6 (1d10+6/x3)
Heavy Cold Iron Pick +4 (1d6+6/x4)
Warhammer +4 (1d8+4/x3)

1 Handed
Dwarven Waraxe +6 (1d10+4/x3)
Heavy Cold Iron Pick +4 (1d6+4/x4)
Warhammer +4 (1d8+4/x3)
Dagger +2 (1d4+2/19-20/x2)

Ranged
Crossbow, light +0 (1d8/19-20/x2)
Sling +0 (1d4+2/x2)

Defence:

AC 15, touch 10, flat-footed 15
hp 10
Fort 4 Reflex 0 Will 5

Feats:

Steel Soul
Armor Proficiency, Heavy (Class Feature)
Armor Proficiency, Medium (Class Feature)
Armor Proficiency, Light (Class Feature)
Shield Proficiency (Class Feature)
Weapon Focus (Waraxe, dwarven)(Class Feature)

Skills:

Acrobatics -4, Appraise 2, Bluff 0, Climb 0, Craft (Weapons) 6, Diplomacy 0, Disguise 0, Escape Artist -4, Fly -4, Heal 4, Intimidate 0, Knowledge (engineering, Religion) 6, Perception 5, Profession (Miner) 8, Ride -4, Sense Motive 4, Spellcraft 6, Stealth -4, Survival 8, Swim 0, Use Magic Device 1

Background skills:

Craft Weapons, Profession Miner

Languages:

Dwarven, Common, Undercommon, Orc

Gear:

Armour:
Scale Mail

Weapons:
Dwarven Waraxe, (Masterwork) Heavy Cold Iron Pick, Warhammer, Light Crossbow, Sling, Dagger, Cold Iron Crossbow Bolts (30), Sling Bullets (10)

Adventuring Gear:
Backpack, Bedroll, Beltpouch, Holy Text (Cheap), Flint and Steel, Iron Pot, Mess Kit, 50 Rope (Hemp)(2), Soap, Torches (12), Trail Rations (5), Waterskin, Holy Symbol (Wooden), Candles (2), Chalk, Hammer, Pitons (4), Hooded Lantern, Flask of Oil (5), Sack (2), Tindertwig (4), Grappling Hook, Fishing Kit, Cooking Kit (AA), Gear Maintenance Kit, Grooming Kit

Money:

PP
GP 9
SP 4
CP
Gems / Jewels

Racial Traits:

Slow and Steady: You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially 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: You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Campaign Traits:

Reclaiming your Roots (APLF 10): You have something from your dead parents. If you lose it, you suffer -1 to Will saves for a year.
I choose the War Axe

Defensive Strategist (FoP 17): You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle.

Glory of Old (DoG 11): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Class Features:

Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are proficient with shields (except Tower Shields).

Weapon Proficiency: You are proficient with all Simple and Martial Weapons.

Aura (Ex) (ACG 60): You have a particularly powerful aura corresponding to your deity's alignment.

Blessings (Su) (ACG 60): 3 times per day, you can call upon one of the following blessings to aid yourself or your allies. (DC: 12)
Increased Defense (ACG 67): You can gain a +1 sacred bonus on saving throws and AC for one minute.

Crafter's Wrath (ACG 64): You can touch one melee weapon and can grant it the power to bypass hardness and damage reduction for one minute.

Focus Weapon (Ex) (ACG 60): You gain Weapon Focus as a bonus feat.

Sacred Weapon (Su) (ACG 60): Weapons you wield are charged with the power of your faith. When you wield a Medium version of a Sacred Weapon - your deity's favored weapon or one in which you have Weapon Focus - you may deal 1d6 damage instead of the weapon's normal amount.

Spontaneous Casting (ACG 61): You may convert the stored energy of a prepared spell into a cure spell of the same level or lower.

Spells Prepared:

0 Level
Detect Magic
Create Water
Guideance

Level 1
Divine Favour
Shield of Faith

Background:

Boramyr was born to a family of town guards in the small town of Kelmarane.

When he was ten, disaster struck the town, and his he and his mother were taken in by relatives after making the long trip to her family that was in the five kings mountains.

During his time in Highhelm, his relatives taught him the basics of arms, but it was in the church that he seemed to flourish. He eventually took up a position as one of the churches guards.

Soon after becoming a guard, his mother passed on to her ancestors, leaving him only questions of Kelmarane, and his fathers traditional weapon.

But this just peaked his curiosity and so he asked for permission to leave the employ of the church, and start looking into the death of his father.

He slowly made his way to Katapesh where he had heard about some rumours of a lost town called Kelmarane. With funds running low, and seeing the advertisement for mercenaries to go to Kelmarane, he went and signed up for the trip.