Dwarf

Eroril Bazbek's page

163 posts. Alias of Tordek Rumnaheim.


About Eroril Bazbek

ERORIL BAZBEK CR 1
Male Dwarf Cleric 2
NG Medium Humanoid (Dwarf)
Init +0; Senses Darkvision (60 feet); Perception +3
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DEFENSE
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AC 14, touch 10, flat-footed 14. . (+4 armor)
hp 14 (2d8+4)
Fort +5, Ref +0, Will +6
Defensive Abilities Defensive Training
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OFFENSE
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Spd 20 ft.
Melee Dagger +1 (1d4/19-20/x2) and
. . Unarmed Strike +1 (1d3/20/x2) and
. . Warhammer +1 (1d8/20/x3)
Ranged Crossbow, Light +1 (1d8/19-20/x2)
Spell-Like Abilities Acid Dart (6/day), Artificer's Touch (6/day)
Cleric Spells Known (CL 2, 1 melee touch, 1 ranged touch):
1 (3/day) Bless, Magic Stone, Sanctuary (DC 14), Shield of Faith
0 (at will) Detect Magic, Guidance, Read Magic, Resistance
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STATISTICS
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Str 10, Dex 11, Con 14, Int 14, Wis 16, Cha 13
Base Atk +1; CMB +1; CMD 11
Feats Selective Channeling
Traits Mathematical Prodigy: Knowledge: Engineering, Sacred Touch
Skills Acrobatics -6, Climb -6, Craft: Weapons +6, Diplomacy +5, Escape Artist -6, Fly -6, Knowledge: Arcana +8, Knowledge: Engineering +7, Knowledge: History +7, Linguistics +6, Perception +3, Ride -6, Sense Motive +7, Spellcraft +6, Stealth -6, Swim -6
Languages Celestial, Common, Dwarven, Infernal, Undercommon
SQ Aura (Ex), Channel Positive Energy 1d6 (4/day) (DC 12) (Su), Cleric Domain: Artifice, Cleric Domain: Earth, Greed, Hardy, Hatred, Slow and Steady, Spontaneous Casting, Stability, Stonecunning +2
Combat Gear Warhammer, Crossbow, Light, Dagger, Bolts, Crossbow (20), Hide, Bolts, Crossbow (Cold Iron) (10), Silver Bolt, Crossbow (5); Other Gear Artisan's tools: Craft: Weapons, Backpack (11 @ 11 lbs), Bedroll, Case, map or scroll (1 @ 0 lbs), Case, map or scroll (empty), Chalk, 1 piece, Flask, Flask, Flint and steel, Holy symbol, wooden: Torag, Ink (1 oz. vial, black), Inkpen, Mirror, small steel, Paper (sheet) (8), Pouch, belt (2 @ 0.46 lbs), Rations, trail (per day) (5), Rope, hempen (50 ft.), Sack (empty), Spell component pouch, Waterskin, Whetstone
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SPECIAL ABILITIES
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Acid Dart (1d6+1) (6/day) (Sp) 30' Ranged touch attack deals 1d6+1 Acid damage.
Artificer's Touch (1d6+1) (6/day) (Sp) Melee touch attack deals 1d6+1 damage to objects or constructs, bypassing 2 hardness.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 1d6 (4/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Artifice Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.
Cleric Domain: Earth Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Selective Channeling Exclude targets from the area of your Channel Energy.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
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History
Eroril Bazbek comes from one of the northernmost settlements of the Five Kings Mountain Range, Tar-Kazmukh. Tar-Kazmukh is home to a very large arcane library. Eroril was a mathematical prodigy and was more interested in the great beyond and the history of different civilizations, than the mundane life of a young dwarf. It is this tremendous thirst for knowledge that has brought him to Riddleport to learn more about the Cyphergate and other Thassilonian mysteries.
Growing up in Tar-Kazmukh, one would have naturally expected young Eroril to follow a wizard's path and he does exhibit a keen interest in the arcane. However, Eroril was the son of renowned healer, Kotri Bazbek, and at an early age, it was apparent that he was gifted with a sacred touch. Thus, he chose to devote himself to the life of a cleric.

Description
His beard and mustache are medium length and carefully tended. Metal rings made of copper, iron and a few pieces of adamantine adorn his beard and signify some of the discoveries he has already made.

Wealth: 108 gp, 2 sp, 1 cp

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