Fadil Ibn-Kazar

Father Griswald's page

102 posts. Alias of Doomed Hero.

Full Name

Bartholomew Angus Griswald


HP 18/18, AC 10, Fort +3, Ref +0, Will +5, Rebuke Death 6/6, Hero Points 7

Special Abilities

Deny Death


Neutral Good


The Seven


Gravedigger/Grief Councilor/Handyman

Strength 20
Dexterity 11
Constitution 17
Intelligence 12
Wisdom 14
Charisma 16

About Father Griswald

Male Human Adept 2

Father Griswold is a big man. Everything about him seems larger than life. He stands a head taller than most men and weighs as much as two, his beard is thick and bushy, his hands are strong and broad, his paunch is extra paunchy and his cassock could probably double as a horse-skirt. The Meister's Chain around his waist was forged link by link by his own hands, and he's a firm believer that important things should be hardy and carry weight so each link weighs nearly a half a pound.

He normally wears a heavy wool cassock, simple leather sandals, a thick-beaded rosary, a simple leather satchel over his shoulder, a heavy leather workman's belt dotted with simple tools and his Meister's Chain. A large leather pouch carries his steel-bound copy of the Book of the Seven and a smaller pouch carries his flask.

Father Barth Griswold probably never should have been a preacher. He'd have been much better suited as a smith or even a knight, but frankly, he's too fond of the more comfortable things in life.

He was lucky enough to be accepted into the Meister's Academy, and was a diligent student particularly in the areas of religious studies and chemistry, but by the time he learned how to brew spirits, his future was pretty much sealed.

He returned to his home town of Korostin and settled in as High Priestess Anna Martinek's right hand man. She handles the sermons and the rites and keeping people informed of how their decisions are seen int he light of their faith. Father Griswold does everything else. Anna has said many a time that she isn't sure what she'd do without the big priest to keep track of all the maintenance for her. He's terrible at keeping organized, but once he's given a task she never has to worry.

Good food and good drink and nights spent laughing around the hearth thickened Father Griswold's middle but never dulled his mind. Today he's known as the man to come to when you have a problem. Doesn't matter if it's a broken cabinet or a broken heart, chances are the good Father can help.

Everything he does, he does with his whole heart. He works hard, sleeps harder, drinks too much, reads voraciously, laughs loud and bellows when he's angry. In his town he brews the drinks, delivers the babies, patches the wounds, digs the graves, fixes the homes, and when he needs to he fights like the Warrior has possessed him.

It's an understatement to say that he knows everyone. He's pushing fifty years old. Most of the people in town he helped birth. They've known him from their first breath. They trust him and he loves them all.

Anything that tries to harm his town is going to be in for a hell of a fight.



===== Defense =====
AC 10 AC
16 CMD (+5 str, +1 BaB)

HP 18 (6,4 from HD, 6 from con, 2 from Favored Class)

+3 Fort (+3 con)
+0 Ref (0 dex)
+5 Will (+3 class, +2 wis)



BaB +1

The Book, +7, 1d6+7 Bludgeoning, Silver
(+6, 1d6+10)

The Spade +7, 1d10+7 x2 Slashing/Bludgeoning
(+6, 1d10+10)

Crowbar +7, 1d8+7
(+6, 1d8+10), Bludgeoning/Piercing


=====Feats and Traits=====


Rough and Ready
Warding Prayer: Sanctuary, DC 10+1/2 level+Cha, self only, Standard action.

Hero's Fortune: 5 Hero Points
Luck Of Heroes: 2 Hero Points per level

Catch Off Guard: No penalty for using improvised weapons.
Power Attack



Skill points: 10 (per level: 2, +2 int, 1 racial)

+6 Craft: Carpenter (1 rank, +2 int, +3 class)
+7 Craft: Alchemy (2 ranks, +2 int, +3 class)
+8 Heal (2 ranks, +3 Wis, +3 class)
+6 Knowledge: Religion (1 ranks, +2 int, +3 class)
+6 Knowledge: Nature (1 rank, +2 int, +3 class)
+6 Knowledge: History (1 rank, +2 int, +3 class)
+6 Survival (1 rank, +2 wis, +3 class)

=====Class Abilities=====


Domain (Healing)
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two Adept levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.



Domain: Healing

0th level spells x3 per day

Detect Poison

1st level spells x2 per day +1 domain spell

Cure Light Wounds
Cure Light Wounds (domain)




Neck: Heavy 7 pointed rosary
Waist: Meister's Chain, Tool belt
Body: Cassock
Feet: Sandals

In Satchel:
Healer's Kit
Various alchemical remedies
Mortar and Pestle
box of hard candies
Sterile alcohol

On Tool Belt:
Hand Spade
Pouch of 30 iron nails
Roll of twine
Holy Book