Harsk

Durvak Stoutheart's page

303 posts. Organized Play character for RePete.


Race

| HP: 43 (-0) | AC: 22 (12 Tch, 20 Fl): +4 Dodge vs Giant | CMD: 15 | F: +8, R: +4, W: +9; +2 vs Poison, Spell, Spell-Like, Charm & Compulsion | Init: +2 | Perc: +11, SM: +8; Darkvision, Stonecunning

Classes/Levels

| Speed 20ft | Blast Rune 5/7; Channel 4/6 | Spells 3rd: 3/3; 2nd: 4/4; 1st: 5/5 | Active conditions: Deflect Arrows, Brooch of Shielding.

Gender

LG Dwarf 5

About Durvak Stoutheart

Chronicle Bits:

Player: RePete
Character Name: Durvak Stoutheart
PFS #: 126566-13 (Core)
Faction: Silver Crusade
Day Job: [dice=Profession (Life Coach)]1d20+11[/dice]
XP: 12
PP: 23
Fame: 25
Starting Gold: 24g 14s

Chronicle to gain access to Ghostvision Gloves

===Durvak Stoutheart===
Lawful Good Cleric 5 - Irori
Male Dwarf HP: 43
Init: +2 Senses: Darkvision (60); Perception +11, Sense Motive +8
Speed: 20ft

===Defenses===
AC: 22 Touch: 12 FF: 20; (+2 Dex +7 Armor +3 Shield)
Fort: +8 Ref: +4 Will: +9; +2 vs Poison, Spells, Spell-like, Charm/Compulsion

===Offense===
Melee
Unarmed Strike +5 (1d3/x2)
MWK Cold-Iron Dagger +6 (1d4/19-20x2)
Lore Keeper +5 Touch (15+Wis+Cleric Level Knowledge)
*+1 Attack vs Goblin/Orc
Ranged
Heavy Crossbow +5 (1d10/19-20x2)
*+1 Attack vs Goblin/Orc

====Prepared Spells==== Concentration +11
**Level 3 - 2/day +1 Domain**
Daylight, Invisibility Purge (25ft): Glyph of Warding

**Level 2 - 3/day +1 Domain**
Hold Person (Will DC 17), Spiritual Weapon, Zone of Truth (Will DC 17): Detect Thoughts

**Level 1 - 4/day +1 Domain**
Bless, Command (Will DC 16), Remove Fear, Sanctuary (Will DC 15): Comprehend Languages+1 Pearl --> Refreshed Command

**Level 0**
Create Water, Detect Poison, Guidance, Stabilize

SQ: Blast Runes 7/day (1d6+2), Lorekeeper (24), Channel Positive Energy* 6/day (3d6) DC 13

Wands:
Wand of CLW (37), Wand of Obscuring Mist (49)

===Statistics===
Str: 10 Dex: 14 Con: 16 Int: 7 Wis: 18 Cha: 12
BAB: +3 CMB: +3 CMD: 15
Feats: 1b) Spell Focus (Enchantment), 1b) Imp Unarmed Strike, 1) Weapon Finesse, 3) Deflect Arrows, 5) Extra Channel
Trained Skills: Profession (Life Coach) +11, Perception +11, Sense Motive +8, Spellcraft +2
Domains: Rune, Knowledge
Traits: Focused Mind (+2 Concentration Checks), Birthmark (Divine Focus birth mark & +2 vs Compulsion/Charm)
Language(s): Common, Dwarven
Combat Gear: Heavy Crossbow w/ 30 bolts, MWK Cold-Iron Dagger
Other Gear: +1 Breastplate, +1 Heavy Wooden Shield, Brooch of Shielding (101), Ghostvision Gloves, 50ft Rope, Grappling Hook, Tent, 10ft pole, Wooden Holy Symbol, 2 Waterskin, 5 days Trail Rations, Backpack, Bedroll Monk’s Outfit, Elixir of Swimming, Silversheen, Wayfinder, Cloak of Resistance +1, Pearl of Power (lvl 1), Handy Haversack:: 24g 14s remaining

Domains:

Knowledge:
Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.
Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.

Rune:
Blast Rune (Sp): As a standard action, you can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 point for every two cleric levels you possess. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune is invisible and lasts a number of rounds equal to your cleric level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Spell Rune (Sp): At 8th level, you can attach another spell that you cast to one of your blast runes, causing that spell to affect the creature that triggers the rune, in addition to the damage. This spell must be of at least one level lower than the highest-level cleric spell you can cast and it must target one or more creatures. Regardless of the number of targets the spell can normally affect, it only affects the creature that triggers the rune.
Domain Spells: 1st—erase, 2nd—secret page, 3rd—glyph of warding, 4th—explosive runes, 5th—lesser planar binding, 6th—greater glyph of warding, 7th—instant summons, 8th—symbol of death, 9th—teleportation circle.


Racial Abilities:

Birthmark: (Trait) You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and, as a physical manifestation of your faith, increases your devotion to your god—you gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
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: Dwarves 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: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.