Dwarf

Durham Battlebrew's page

43 posts. Alias of cuatroespada.


Full Name

Durham Battlebrew

Race

Dwarf

Classes/Levels

Brawler/Cleric 1 | HP: 13/13 | AC: 19 | T: 15 | FF: 14 | CMD: 18 | Fort/Ref/Will: +6/+6/+8 | Init: +5 | Perception: +9 | Sense Motive: +9

Gender

Male

Size

M

Age

138

Alignment

LG

Deity

Grundinnar

Languages

Common, Dwarven, Gnome, Orc

Occupation

Peacekeeper

Strength 18
Dexterity 16
Constitution 16
Intelligence 14
Wisdom 20
Charisma 12

About Durham Battlebrew

DURHAM BATTLEBREW
Dwarf Brawler / Cleric (Devout Pilgrim) 1
LG Medium humanoid (dwarf)
Init +5; Senses darkvision 60 ft.; Perception +9

DEFENSE
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AC 19, touch 15, flat-footed 14 (+4 armor, +3 Dex, +2 dodge)
hp 13 (1d10+3)
Fort +6, Ref +6, Will +8 (+2 vs. poison, spells, and spell-like abilities)

OFFENSE
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Speed 20 ft.
Melee unarmed strike +6 (1d6+4/x3)
Ranged light hammer +4 (1d4+4/x2)
Space 5 ft.; Reach 5 ft.

Cleric Spells Prepared (CL 1st; concentration +6)
¤ Orisons (at will)create water, guidance, read magic
¤ 1stbless, obscuring mist, (open slot), shield

Domains Community and Protection (Defense)

STATISTICS
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Str 18, Dex 16, Con 16, Int 14, Wis 20, Cha 12
Base Atk +1; CMB +5; CMD 18 (21 vs. bull rush or trip)
Traits Reactionary
Feats Power Attack
Skills Acrobatics +7, Climb +8, Diplomacy +5, Knowledge (religion) +6, Perception +9, Sense Motive +9
Languages Common, Dwarven, Gnome, Orc
SQ aura (lawful good), brawler's cunning, defensive training (+2 dodge bonus to AC); hardy (+2 to saves vs poison, spells, and spell-like abilities); hatred (+1 attack against humanoid (goblin, orc); resistance bonus (+1); slow and steady (speed never modified by armor or encumbrance); sociable (may attempt second diplomacy check within 24 hours after failing by 5 or more); stability (+4 to combat maneuver defense vs. bull rush or trip when standing on ground); stonecunning (+2 perception to notice unusual stonework. auto-check within 10 ft.); weapon familiarity (proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon)
Gear backpack (masterwork), belt pouch, chain shirt (masterwork), dwarven trail rations (2), flint and steel, Hammer and Tongs: The Forging of Metal and Other Good Works, iron pot, light hammer (2), mess kit, rope (hemp), soap, spell component pouch, traveler's outfit, waterskin (full) [70 lbs. (-33.5 lbs. without pack)]
Wealth 97 gp 9 sp 9 cp [2 lbs.]

SPECIAL ABILITIES
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Calming Touch (Sp): Durham can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). He can use this ability a number of times per day equal to 3 + his Wisdom modifier.

Caravan Bond (Su): At 1st level, by leading a group prayer for 1 minute, a devout pilgrim can select a number of traveling companions equal to his cleric level + his Wisdom bonus. He may use his domain-granted powers on any of these traveling companions as if they were him. He can use these abilities on his traveling companions at a range of up to 30 feet, even if the ability normally requires his touch.

This ability replaces the cleric’s proficiency with medium armor and shields—he retains proficiency with light armor only.

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether he channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

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 + his Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include himself in this effect.

A cleric must be able to present his holy symbol to use this ability.

Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. He may use this ability a number of times per day equal to 3 + 1/2 his brawler level (minimum 1).

The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.

At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. He may select one feat as a swift action or two feats as a move action. He may use one of these feats to meet a prerequisite of the second feat; doing so means that he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.

At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. He may select one feat as a free action, two feats as a swift action, or three feats as a move action. He may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward his daily uses of this ability.

At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward his daily uses of this ability.

At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward his daily uses of this ability.

Martial Training (Ex): At 1st level, a brawler counts his total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. He also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Resistant Touch (Sp): As a standard action, Durham can touch an ally to grant them his resistance bonus for 1 minute. When he uses this ability, he loses his resistance bonus granted by the Protection domain for 1 minute. He can use this ability a number of times per day equal to 3 + his Wisdom modifier.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).

Unarmed Strike:At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with his hands full. A brawler applies his full Strength modifier (not half ) on damage rolls for all his unarmed strikes.

Usually, a brawler's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

A brawler also deals more damage with his unarmed strikes than others.