Dwarven Trader

Brighton Tongfinger's page

248 posts. Alias of theheadkase (RPG Superstar Season 9 Top 32).


Full Name

Brighton Tongfinger

Race

Dwarf

Classes/Levels

Cleric Crusader Archetype 5 / MT 1 Hierophant

Gender

HP: 38+(4)/38, Init: +2, Darkvision: 60ft, Perc: +3, AC: 16, Touch: 11, FF: 15, CMD: 16 (20 vs. Trip), Fort: +8, Ref: +4, Will: +9, CMB: +5, Channels: 4/day (3d6), Mythic Power x5, Surge 1d6

Special Abilities

Deflection Aura (1/day 20-ft aura for 5 rounds gives allies +2 Deflection bonus to AC and CMD), Channel Positive (4/day 3d6 DC 13 Will)

Alignment

Lawful Good

Deity

Torag

Languages

Common, Dwarven

Occupation

Priest/Blacksmith

About Brighton Tongfinger

Brighton Tongfinger
Male Dwarf Cleric 5 (Torag) (Defense Subdomain) (Crusader Archetype)
LG Medium Humanoid (Dwarf)

Init: +2, Senses: Darkvision (60 ft.), Perception: +3

Languages: Common, Dwarven

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DEFENSE
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AC 16, Touch 11, Flat-footed 15, CMD 16 (20 vs. Trip)

HP 38+(4) (5HD+10)+(4)
Fort: +8, Ref: +4, Will: +9

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OFFENSE
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Speed: 20 ft. (4 Squares)

Melee Mwk Cold Iron Warhammer +7 (1d8+2/x3) (2H - 1d8+3)

Melee Warhammer +6 (1d8+2/x3) (2H - 1d8+3)

Face: 5 ft. Reach: 5 ft.

Base Atk: +3, CMB: +5

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STATISTICS
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Abilities: Str 14, Dex 13, Con 15, Int 11, Wis 16, Cha 12

Feats: Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Breadth of Experience, Craft Magic Arms and Armor, Shield Proficiency, Simple Weapon Proficiency, Warrior Priest, Weapon Focus - Warhammer

Skills: Acrobatics -3, Acrobatics (Jump) -7, Appraise (Precious metals and gemstones) +2, Bluff +1, Climb -2, Craft (Blacksmithing) +7, Diplomacy +1, Disguise +1, Escape Artist -3, Fly -3, Heal +9, Intimidate +1, Knowledge (religion) +8, Perception +3, Perception (Notice unusual stonework) +5, Perform (Untrained) +1, Ride -3, Sense Motive +2, Stealth -3, Survival +2

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TRAITS
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Guardian of the Forge (Torag): +1 on Knowledge (engineering) and Knowledge (history); Knowledge (engineering) is a class skill.
Touched by Divinity: You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level)

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MYTHIC
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Divine Surge: Inspired Spell (Su): You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don't need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.

Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Craft (Ex): When you use the Craft skill to create an item, you double the progress each check provides. In addition, you can make an item masterwork simply by paying for the cost, and don't need to increase the time to create the item or attempt additional checks. Add your tier to any skill checks associated with making magic items.

Mythic Crafter (Mythic): You can create any mythic magic item for which you have the appropriate item creation feat. In addition, you gain a +5 bonus on skill checks when creating non-mythic magic items.

Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Touched By Divinity (Hierophant): The PC can select a second domain granted by his affiliated deity. He can use the 1st-level spells of both domains as spell-like abilities a number of times per day each equal to his mythic tier. By expending one use of mythic power, he may use any of these two domains' spells as a spell-like ability, but may only use spells of a level equal to or less than his mythic tier. Taking the Metal subdomain of Earth.
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POSSESSIONS
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Warhammer (broken)
Mwk Cold Iron Warhammer
Scale Mail
Silver Hammer-and-Anvil holy symbol of Torag

Backpack
=> Artisan's Tools (Armor)
=> Artisan's Tools (Weaponsmithing)
=> Bedroll
=> Blanket
=> 4 Bread (Loaf)
=> Caltrops
=> 2 Chalks
=> Chalkboard
=> 4 Cheeses (Hunk)
=> Pot (Iron)
=> 1 Potion Cure Moderate Wounds
=> Rope (Silk/50 ft.)(4 hp, DC 24 Strength check to burst)
=> 2 Sewing Needles
=> String (50 ft.)
=> Whetstone

Sack
=> 2 Candles(Increases light level (5') for 1 hr.)
=> Flint and Steel
=> 5 Iron Spikes
=> Magnet
=> Waterskin (Filled)

1,562.7 gp
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SPECIAL ABILITIES
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Deflection Aura (Su): Once each day, you can emit a 20-foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.
Channel Positive: You can unleash a wave of positive energy. You must choose to deal 3d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 13 Will save to halve the damage. You can use this abilty 4 times per day.

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SPELLLIKE ABILITY
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shield: 1/day
magic stone: 1/day

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SPELLS PREPARED
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0th-level: detect magic, light (40 mins/level), mending (DC 13 Will), stabilize (DC 13 Will)
1st-level: bless (x2) (1 min/level), protection from evil (1 min/level) (DC 14 Will), *shield (1 min/level)
2nd-level*barkskin, returning weapon (DC 15), weapon of awe (DC 15)
3rd level: prayer No Save but SR, protection from energy 10 min./level or until discharged

* = Domain Spell

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BACKGROUND
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The hammer thungs as it beats the metal into shape. He dips it in successively cooling waters and threads the hook onto the armor's frame. The archpriest looks on in pride. "You've done well Brighton, lad. That mail will turn many a blade or arrow raised against the Father of Creation. Where is the mark?"

Brighton quietly hangs his hammer in place on the workbench and lifts the heavy armor up to catch the light of the forge. The scales in the chest reflect the red light in a pattern, an anvil and hammer.

The archpriest's beard splits into a wide grin. "You've made a fine prayer to Torag. Your final beard-ring, here." The older dwarf presents a small bundle of leather to Brighton. He takes and opens it, a golden ring inside. He takes off his gloves and finds a relatively devoid lock of beard and weaves the ring into it.

"Have you decided where Torag's creation should be spread?"

Brighton nods slowly. His beard opens, revealing pearly white teeth, "I shall take this prayer to wear, and first prayer-hammer to Kenabres proper. The foul demons have plagued this area long enough...this armor will turn fang and claw in the name of Torag. I shall find a place in the Crusaders' ranks. I shall spread the Father's name, to all who need hear it."

"You are making a bold choice, young Brighton Tongfinger. A wise choice as well. The demons encroach this area every year...we all need to do what we can push them back. Hopefully back into the wretched 'Wound. Gather your things. Armasse is occurring in a couple of weeks. You'll find an easier time of getting the Crusaders' attention by entering in the combat competitions."

Brighton's face softens for a moment, his large gray eyes filling with tears. "Would that mother could have seen this. Thank you, father."

The archpriest grins at his son. He claps him on the burly shoulder. "I love you son, you've done me proud."

***

Brighton shields his eyes against the morning sun. He makes his way through the crowds in Clydewell plaza. His short stature, only four feet tall, does not impede his way through. The crowd splits at each clanking step he takes to give berth to the brown-haired dwarf and red-bearded dwarf.

Let's see, though the temple not be dedicated to Torag, I'm sure I could find a place for a quick prayer. Then I can make my way to where the competitions are happening. Although I should probably look to the opening speech by Lord Hulrun.

He clomps his way to find a good spot to watch the beginning of Armasse.

Created using PCGen 6.00.01 on Dec 19, 2013