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About Druneor Hammerstrikergeneral info:
Druneor Hammerstriker Male Dwarf Warpriest 1 LN medium humanoid Darkvision (60) OFFENSE:
Speed 20 ft Space 5 Reach 5 Base Atk 2 BAB 2 CMB 4 CMD 15 Melee
Ranged
DEFENSE:
AC 20/21, T 11, FF 19/20 (+4 vs Giant Subtype) hp 24 Fort 5 ,Ref 3 ,Will 7 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. Toughness (Core 135)(Boon): You receive 3 extra HP at Level 1, and 1 additional HP per level past level 3. Armor Proficiency, Heavy (Class feature) Armor Proficiency, Medium (Class feature) Armor Proficiency, Light (Class feature) Shield Proficiency (Class feature) Weapon Focus (Dwarven Dorn-Dergar) (Class feature) Craft Wondrous Item (Core 120): You can create magic wonderous items Power Attack (Core 131): You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased to +3 with two-handed weapons, a one handed weapon using two hands, or a primary natural weapon. This bonus to damage is decreased to +1 if you are making an attack with an off-hand weapon or secondary natural weapon.
Skills:
Acrobatics -5/-7, Appraise 2, Bluff 0, Climb -4/-6, Diplomacy 0, Disguise 0, Escape Artist -5/-7, Fly -5/-7, Handle Animal 0, Heal +9, Intimidate 0, Knowledge (Engineering) +7, Knowledge (religion) +8, Perception +6,Ride -5/-7, Sense Motive 3, Spellcraft +8, Stealth -5/-7, Survival 3, Swim -4/-6, Use Magic Device 3 Languages:
Dwarven, Common, Celestial, Androffan gear:
Armour Full Plate Quickdraw Light Steel Shield Weapons
Adventuring Gear
Magic Items:
Potion of Cure Light Wounds(D8+1)(2), Traveler's Any-Tool Wand of Cure Light wounds (37/50 Charges) Money:
PP 6 GP 504 SP 1 CP 1 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. Jump Modifier (Core 88): You gain a -4 to jump checks. Cold Resistance (Bonus) +4 to resist environmental cold
Campaign Traits:
Fates Favoured(UCa 55): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. Numerian Archaeologist (APIG 9): You gain Androffan as an additional language.
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): 4 times per day, you can call upon one of the following blessings to aid yourself or your allies. (DC: 14)
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. Fervor (Su)(ACG 61): 4 times per day, you can draw on your faith to heal wounds, harm foes or quickly cast spells.
Spells Prepared:
0 Level Detect Magic, Guidance, Read Magic, Create Water 1 Level Divine Favour x 2 Shield of Faith x 2 scrolls:
background:
Druenour Hammerstriker was born of travelling merchants. When he was very young, his entire family was killed by a roving band of orcs, and he was left for dead. Another caravan, came upon the massacre site and where they found him. Not wanting to keep him, but not wanting him to die, they took the young dwarf to a church. While living in the church, he heard about the possibilities of unknown but potent magical and mundane items, which turned on his curiosity. And so, he boarded a boat, to try to make it into torch, along with some likeminded people, so that he can explore, and examine some of the relics that are rumoured to be there. |