Initiate of Flame

Duradin Flamesbrew's page

1 post. Alias of Le Roy Batty.


Full Name

Duradin Flamesbrew

Race

Dwarf

Classes/Levels

Cleric I

Gender

Male

Size

M 4'3"

Age

80

Alignment

NG

Deity

Angradd

Location

Sandpoint

Languages

Common, Dwarven,

Occupation

Cleric

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

About Duradin Flamesbrew

Duradin Flamesbrew
Dwarven Cleric 1
NG Medium humanoid (dwarf)
Init +4; Senses Perception +7 (+9 against flying)

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Defense
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AC 18 [19] (+2 against flying), touch 12 (+2 against flying), flat-footed 16 [17]
+6 armor +2 dex, [+1 optional buckler]
hp 13 (8+2+3)
Fort +4, Ref +2, Will +4; (+2 spells, poisons, spell-like abilities)

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Offense
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Speed 20 ft.
Cold Iron Great Axe +3 [-1 optional buckler] (+1 flying) (+1 defending Koya) 1d12+3

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Statistics
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Str 16, Dex 14, Con 15, Int 12, Wis 15, Cha 10
Base Atk +0; CMB +3; CMD 15 (+4 trip, bull rush)
Feats Toughness
Traits Eyes and Ears of the City
Worshipper of Angradd - The dwarven god of tactics and warfare
Skills ACP -5 [-6] [-1 optional buckler]
Appraise +0 (+2 gems, precious metals), Heal +6, Knowledge (Religion) +5, Sense Motive +6, Perception +7 (+2 against flying)
Languages Common, Dwarven, Undercommon

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Gear
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(on person)
Chainmail
Cold Iron Greataxe
Holy Symbol, Iron Flask w/Whiskey
Explorer's Outfit
Bandolier

(in backpack)
Cleric’s Kit
(backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.)
Shabby Priest’s Vestments
Buckler
Sling w/ Bullets (20)
Whiskey, Bottle
Whetstone

8 gold 8 silver 8 copper

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Magic
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Domains: Archon (Good), Tactics (War)
0th - Detect Magic, Stabilize, Guidance
1st - Bless, Divine Favor, (Domain) Command (DC 13)

Channel Positive Energy x3 (DC 10 1d6)

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Feats / Skill bonuses
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Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.

Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

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

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

Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Sky Sentinel: As creatures with a deep affinity for the ground, dwarves are wary of attacks from above. Enemies on higher ground gain no attack roll bonus against dwarves with this racial trait, and they gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures. This racial trait replaces defensive training, hatred, and stonecunning.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Friend of the Family: As long as Koya remains alive, you gain a +1 trait bonus on
Perception checks, and Perception becomes a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten Koya.

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Special Abilities
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Channel Energy (Su): Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.