Alurad Sorizan

Druneor Hammerstriker's page

256 posts. Alias of Mokshai.


Full Name

Druneor Hammerstriker

Race

Dwarf

Classes/Levels

Warpriest 3 (hp 24/24),(AC20/21, T11, FF19/20)+4 vs Giant Subtype (With/Without Shield), (Saves F+5, R+3, W+7 +4 vs Spell/SLA +2 vs Poison)(CMB4, CMD15), Init 1, Perc +6, +2 vs stonework

Gender

Male (Blessings 4/4), (Sacred Weapon 3/3 Rounds), (Fervor 4/4)

Size

Medium

Age

56

Special Abilities

Darkvision

Alignment

LN

Deity

Torag

Location

Torch

Languages

Dwarf, Common, Androffan, Celestial

Strength 15
Dexterity 13
Constitution 12
Intelligence 14
Wisdom 16
Charisma 10

About Druneor Hammerstriker

general 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
Dorn Durgar +5 (1d10+3/x2)
BAB, STR, Focus
Dwarven Waraxe +4 (1d10+3/x3)
Heavy Pick (Cold Iron) +4 (1d6+3/x4)
Masterwork small Warhammer +3 (1d8+3/x2)
Dagger +4 (1d4+2/19-20/x2)
BAB, STR

Ranged
Sling +2 (1d4+2/x2)
Darkwood Composite Longbow +2 (1d8+2/x3)
BAB

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
Dwarven Dorn-Dergar, Dwarven Waraxe, Cold Iron Heavy Pick,
Sling, Darkwood Composite Longbow +2, Bullets - Sling (20), Arrows (40), Dagger, Masterwork small Warhammer

Adventuring Gear
Masterwork Backpack, Bedroll, Belt Pouch, Adventurers Sash (AA), Candles (12), Cheap Holy Text, Flint and Steel, Iron Pot, Mess Kit, 50' Silk Rope (2), Bars of Soap, Spell Component Pouch, Trail Rations (7), Waterskin (2), Silver Holy Symbol with Flask and compartment, Chalk, Hammer, Pitons (4), Bullseye Lantern, Oil Flask (8), Sacks (2), Tindertwigs (4), Blanket (2), Grappling Hook, Cooking Kit (AA), Gear Maintenance Kit, Grooming Kit, Fishing Kit, Holy Water(flask)(3), Small steel Mirror, Scroll Case (2), Scroll Box, 50' String, Teapot, Healers Kit, Adventurers Sash (AA), Canteen (2), Earplugs

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.
When you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result.

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)
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.
Increased Defense (ACG 67): You can gain a +1 sacred bonus on saving throws and AC 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.

Fervor (Su)(ACG 61): 4 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 1d6 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 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.

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.