Joran Vhane

Bruneor Anvilbreaker's page

6 posts. Alias of Mokshai.


Full Name

Bruneor Anvilbreaker

Race

Dwarf

Classes/Levels

Warpriest / 7

Gender

Male

Size

Medium

Age

57

Alignment

LN

Deity

Clangadin Silverbeard

Strength 18
Dexterity 14
Constitution 15
Intelligence 12
Wisdom 18
Charisma 10

About Bruneor Anvilbreaker

Bruneor Anvilbreaker
Male Dwarf Warpriest 7

LN medium humanoid
Init +4 Senses Darkvision (60) Perception +8

OFFENSE:

Speed 20 ft
BAB 5 CMB 9 CMD 21

Melee
2 Handed:
+1 Waraxe, dwarven +11 (1d10+7x3)

1 Handed
+1 Waraxe, dwarven +11 (1d10+5x3)
Masterwork Mithral Maulaxe, Dwarven +11 (1d6+4 x3)
Masterwork Cold Iron Boarding Axe +11 (1d6+4x3)

Ranged
+1 Darkwood Adaptive Longbow, composite (+0) +9 (1d8+5x3)


DEFENSE:

AC 21, touch 11, flat-footed 20
hp 62
Fort 7, Reflex 4, Will 9

Skills:

With/Without Shield:

Acrobatics -4/-3, Appraise 1/1, Bluff 0/0, Climb 5/6, Craft (Blacksmith) 11/11, Diplomacy 0/0, Disguise 0/0, Escape Artist -4/-3, Fly -4/-3, Heal 14/14, Intimidate 0/0, Knowledge (engineering) 11/11, Knowledge (religion) 7/ 7, Perception 8/8, Ride -4/-3, Sense Motive 4/ 4, Stealth -4/-3, Survival 4/4, Swim -2/-1, Use Magic Device 7/7


Languages:

Dwarven, Common, Giant

Equipment::

Armour
+1 Full Plate Armour
Masterwork Quickdraw shield - light steel,

Weapons:
+1 Darkwood Adaptive Longbow - composite (+0),
+1 Waraxe - dwarven,
Masterwork Mithral Maulaxe - Dwarven,
Masterwork Iron –Cold Axe - Boarding,
Arrow - Blunt (20), (40)
Arrows (40), (120)
Arrow - Grappling (2),

Gear
Masterwork Backpack:
Containing Bag of Holding type I (Left Pouch), Bag of Holding type I (Right Pouch), Bag of Holding type II Main Pouch,
Bedroll (Bag of Holding Type II), (Bag of Holding Type II), Blanket (2) (Bag of Holding Type II), Winter Blanket (Bag of Holding Type II), Candle Lamp (Bag of Holding Type II), Canteen (2) (Bag of Holding Type I), Folding Chair (Bag of Holding Type II), Cleats (Bag of Holding Type I), Coffee Pot (Bag of Holding Type II), Cold-weather outfit (Bag of Holding Type II), Collapsable Bathtub (Bag of Holding Type II), Cot (Bag of Holding Type II), Gear Maintenance Kit (Bag of Holding Type II), Grooming Kit (Bag of Holding Type Ii), Scriveners Kit (Bag of Holding Type II), Bullseye Lantern (Bag of Holding Type II), Mess kit (Bag of Holding Type II), Poncho (Bag of Holding Type II), Iron Pot (Bag of Holding Type II), Silk Rope (2) (Bag of Holding Type I), Scroll Box (2) (Bag of Holding Type II), Scroll case (4) (Bag of Holding Type II), Soap (bar) (Bag of Holding Type II), String or twine (50 ft) (Bag of Holding Type II), Teapot (Bag of Holding Type Ii), Medium Tent (Bag of Holding Type Ii), Explorer's outfit (Bag of Holding Type II), Fishing Kit (Bag of Holding Type II), Folding Pole (Bag of Holding Type I), Folding Table (Bag of Holding Type II), Grappling Hook (Bag of Holding Type I), Hammer (Bag of Holding Type I), Cooking Kit (AA) (Bag of Holding Type I)

Adventurers Sash: Containing Belt Pouch, Pathfinder Pouch (Reskinned as a Pouch of Holding), Candle (10) (Pouch of Holding), Chalk piece (10) (Pouch of Holding), Charcoal (2) (Pouch of Holding), Compass (Pouch of Holding), Small Steel Mirror (Pouch of Holding), Surgeons Tools (Medium creature) (Pouch of Holding), Flint and Steel (Pouch of Holding), Journal (Pouch of Holding), Holy Book (Pouch of Holding), Traveler's Any-Tool (Pouch of Holding), Holy Water (flask)(4) (Pouch of Holding and Holy Symbol),

Efficient Quiver, 20 Blunt and 40 Arrows

Silver Holy Symbol with flask and compartment
2 Vials of Holy Water

Waterskin with Oil (4 pints)
Masterwork Tools (Bag of Holding Type II)
100' Anvil on Wagon
50' Anvil on Wagon

Spell component pouch (2), Worn


Consumables:

Trail Rations x 14 (Bag of Holding Type II),
Adamantine Weapon blanch (Bag of Holding Type Ii)
Ghost Salt Weapon blanch (Bag of Holding Type II),
Cold Iron Weapon blanch (2) (Bag of Holding Type II),
Silver Weapon blanch (2) (Bag of Holding Type II),
Piton (4) (Bag of Holding Type I),
Healer's kit 10/10 Uses (Pouch of Holding),
Iron spike (8) (Bag of Holding Type I),
Vetenarian Kit (10/10 Uses) Pouch of Holding)

Cash:

PP=10
GP=500
SP=0
CP=8
Gems: Various Equaling 400 gp.

Racial Traits:

Type (CRB 21): You are a humanoid with the dwarf subtype.

Slow and Steady (CRB 21): You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.*

Darkvision (CRB 21): You have darkvision with a range of 60ft.

Defensive Training (CRB 21): You gain a +4 dodge bonus to AC against monsters of the giant subtype.

Greed (CRB 21): You receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred (CRB 21): You 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 (CRB 21): You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability (CRB 21): You receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning (CRB 21): You receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. You receive a check to notice such features whenever they pass within 10 feet of them, whether or not you are actively looking.

Weapon Familiarity (CRB 21): 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:

Fate's Favored (UCa 55): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Exile (APG 331): You gain a +2 trait bonus on Initiative checks.


Class Features:

Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are proficient with shields (excluding 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): 6 times per day, you can call upon one of the following blessings to aid yourself or your allies. (DC=17)

War Mind (ACG 68): You can touch an ally and grant them a tactical advantage for 1 minute. At the start of each of their turns, they can select one of the following bonuses for that round: +10ft to base speed; +1 dodge bonus to AC; +1 insight bonus on attack rolls; +1 luck bonus on saving throws.

War Blessing (Su): A Molthuni arsenal chaplain must choose War as his blessing, and can do so even if it is a domain not normally granted by his deity. He does not receive a second blessing.
At 7th level, a Molthuni arsenal chaplain gains Quicken BlessingACG (War) as a bonus feat even if he does not meet the prerequisites, but cannot grant a War blessing to himself as a swift action with Quicken Blessing until he is at least 10th level.
At 13th level, a Molthuni arsenal chaplain can use the War blessing on an ally at a range of up to 30 feet by spending an additional use of the blessing ability.
At 16th level, a Molthuni arsenal chaplain can use the War blessing on a second target with a single use of the blessing ability.
At 19th level, a Molthuni arsenal chaplain can use the War blessing on any number of targets at once with a single use of the blessing ability.
This ability alters blessing and replaces sacred armor.

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.*As a swift action, you can enhance your weapon with divine power for up to 7 rounds per day. This grants it a +1 bonus enhancement that stacks with existing bonuses up to a +5 maximum. You can replace some of the bonus with the following abilities: Brilliant Energy (+4), Defending (+1), Disruption (+2), Flaming (+1), Frost (+1), Axiomatic (+2), Merciful (+1), Keen (+1) or Shock (+1).
Enhancements only work for you and you must have a +1 enhancement before adding other enhancements. If multiple weapons, or both ends of a double weapon are enhanced, each consumes rounds of use separately.
Sacred Weapon (Su): The base damage of a Molthuni arsenal chaplain’s sacred weapon does not increase above 1d6. This alters sacred weapon.

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

Fervor (Su) (ACG 61): 7 times per day, you can draw on your faith to heal wounds, harm foes or quickly cast spells.

By touching a creature and expending one use of fervor, you can heal a living creature or harm an undead creature for 2d6 damage. This is a standard action that provokes an attack of opportunity if you use it on another creature, but a swift action if you use it on yourself.
You can spend one use of fervor to cast any prepared warpriest spell (with a casting time of 1 round or shorter) as a swift action with no somatic components.
You can only target yourself with the spell, even if it could normally affect other or multiple targets.

Weapon Training (Ex): At 5th level, a Molthuni arsenal chaplain gains weapon training as per the fighter class feature, but the benefits of this weapon training apply only to the his sacred weapons (weapons with which the warpriest has taken Weapon Focus). This ability replaces channel energy.


Feats:

Steel Soul (APG 170): You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf ’s hardy racial trait.

Craft Wondrous Item (Core 120): You can create magic wondrous items

Deadly Aim (Core 121): You can choose to take a -2 penalty on all ranged attack rolls and combat maneuver checks to gain a +4 to your damage roll.

Power Attack (Core 131): You can choose to take a -2 penalty on all melee attack rolls and combat maneuver checks to gain a +4 bonus on all melee damage rolls. This bonus to damage is increased to +6 with two-handed weapons, a one handed weapon using two hands, or a primary natural weapon that deals 1.5 strength damage. This bonus to damage is decreased to +2 if you are making an attack with an off-hand weapon or secondary natural weapon. These effects last until your next turn.

Weapon Focus (Waraxe, dwarven) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon.

Weapon Focus (Maulaxe, Dwarven) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon.

Weapon Focus (Longbow) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon.

Quicken Blessing (ACG 154): Choose one of your blessings that normally requires a standard action to use. By spending two of your daily uses of blessings to deliver that blessing as a swift action instead.


Magic Items:

Bag of Holding type I (Core 500): (Left Outside Pack Pouch): A bag opening into nondimensional space. Capacity is 250 lbs or 30 cubic feet.

Bag of Holding type I (Core 500): (Right Outside Pack Pouch): A bag opening into nondimensional space. Capacity is 250 lbs or 30 cubic feet.

Bag of Holding type II (Core 500): (Main Pack Pouch): A bag opening into nondimensional space. Capacity is 500 lbs or 70 cubic feet

Efficient Quiver (Core 511): This container appears as a typical quiver but has 3 compartments. Retreiving anything from the quiver is quick.

Belt of Giant Strength +2 (Core 502): You receive a +2 enhancement bonus to strength

Boots of the Cat (UE 229): Wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die) and always lands on his feet.

Traveler's Any-Tool (UE 323): You can use this to form any known tool.

Pouch, Pathfinder (Pouch of Holding) (SoS 58): A small bag opening into a non dimensional space: Capacity is 50 lb or 12 cubic feet.

spoiler=transport]
Light Wagon
2 Ponies
[/spoiler]

Background::

Bruneor Anvilbreaker was born a first son to a moderately wealthy family of smiths.
When he was young, he learned the smithing trade from his family. It was about this time that he started to follow Clangadin Silverbeard’s teachings from the local clergy.

His family at this time started to jockey for further prestige, to move up the social ladder. Bruneor was not happy with the machinations, and refused to help, and he spent more and more time with the local church.

The local church helped the young dwarf make his way in the world, and taught him the art of war. They further helped by teaching him the art of spellcraft, which he was able to use with some difficulties.

However, during this time, his families machinations, started getting worse, and they threatened to bring in the young dwarf. He started fighting back against the allegations that were directed his way, and cut off most ties with his family.
When he was a few years older, he had a bitter fight with his families elders, about the machinations, and his role in fighting back against the ones directed at him. His response though bitter at the time, was to cut off all communications with his family, and let them do what they would.

A few years later, the still young dwarf was framed for a murder he did not commit by his family. He now had only two options the first was to face the headsmans axe for the crime, and the other was to leave the dwarven lands. He quickly made the choice, and packing a few things that he had made, along with supplies, he moved out of the lands, and into the world of others.

After a few bandits tried and lost, word got around that this was not a merchant to be trying to fight, unless you wanted to lose a lot.

He now makes a meager living as a merchant and smith, travelling between cities outside of the dwarven lands. Waiting on a chance to find proof that it was not him, and then be allowed to return.