| Full Name |
Fremulon |
| Race |
Dwarf |
| Classes/Levels |
Warpriest |
| Gender |
M |
| Size |
M |
| Alignment |
CG |
| Deity |
Sarenrae |
| Languages |
Common, Dwarven |
| Strength |
16 |
| Dexterity |
14 |
| Constitution |
14 |
| Intelligence |
10 |
| Wisdom |
16 |
| Charisma |
6 |
About Fremulon
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Stats
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Fremulon, warpriest of Sarenrae
CG Male Dwarf Warpriest 2
Exp: 3
STR: 16 (+3)
DEX: 14 (+2)
CON: 14 (+2)
INT: 10 (+0)
WIS: 16 (+3)
CHA: 6 (-2)
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Defense
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Health
HP: 22 (d8 = 5+CON+FavClass+Toughness)
Armour Class
AC: 19 (10+Dex+Dodge+Deflect+Armour+Shield+Natural)
FF: 17 (10+Deflect+Armour+Shield+Natural)
T: 12 (10+Dex+Dodge+Deflect)
+4 AC vs. Giants
Saves
Fortitude: 6 (2 + 3 + 1)
Reflex: 3 (2 + 0 + 1)
Will: 6 (3 + 3 + 0)
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Offense
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Initiative: +2 (DEX+Feats)
Speed: 20 ft (unaffected by armour or encumbrance)
BAB = +1
STR mod: +3 hit
DEX mod: +2 hit
Weapon Focus (Scimitar) = +1 hit
Throw Anything = +1 hit (splash)
+1 hit orcs/goblinoids
Melee
Scimitar +5, 1d6+3
(crit 18-20, x2, +2 fire damage on crits)
Ranged
Alchemist's Fire = +4, 1d6 (x2 rounds), 1 splash damage
Javelin = +3, 1d6+3
Combat Maneuvers
CMB +4 (STR+BAB)
CMD 16 (10+STR+DEX+Dodge+Deflect+BAB)
FF 14 (10+STR+Deflect+BAB)
+4 CMD versus Bull Rush and Trip
Proficiencies
All armour & shields (except tower)
All simple & martial weapons
Dwarven weapons treated as martial
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Abilities
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Traits
Racial
Unstoppable (Toughness & +1 Fortitude)
Darkvision 60'
Background
Flame of the Dawnflower (+2 fire damage on scimitar crits)
Deft Dodger (+1 Reflex)
Feats
Trait
Toughness (+3 HP; +1/lvl after 3rd)
Warpriest
Weapon Focus (+1 attack with Scimitar)
Advancement (1/odd level)
Throw Anything (No penalty for improvised throwing; +1 hit with splash weapons)
Skills (2/level + INT)
Acrobatics: 2+0+0+0+0= 2
Appraise: 0+0+0+2+0= 2
Bluff: -2+0+0+0+0= -2
Climb: 3+0+0+0+0= 3
Craft (Alchemy): 0+3+1+0+0 = 4
Diplomacy: -2+0+0+0+0= -2
Disable Device:
Disguise: -2+0+0+0+0= -2
Escape Artist: 2+0+0+0+0= 2
Fly: 2+0+0+0+0= 2
Handle Animal:
Heal: 3+3+0+0+0= 6
Intimidate: -2+0+0+0+0= -2
Knowledge (Arcana):
Knowledge (Dungeoneering):
Knowledge (Engineering): 0+3+1+0+0 = 4
Knowledge (Geography):
Knowledge (History):
Knowledge (Local):
Knowledge (Nature):
Knowledge (Nobility):
Knowledge (Planes):
Knowledge (Religion): 0+3+1+0= 4
Linguistics:
Perception: 3+0+0+0= 3 (+2 if stonework)
Ride: 2+0+0+0+0= 2
Sense Motive: 3+0+0+0+0= 3
Sleight of Hand:
Spellcraft: 0+3+1+0= 4
Stealth: 2+0+0+0+0= 2
Survival: 3+3+0+0+0= 6
Swim: 3+0+0+0+0= 3
Use Magic Device:
Concentration
WIS+Level = 5
Languages
Common, Dwarven
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Special Abilities
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Racial
Slow and Steady: Speed is never modified by armor or encumbrance
Defensive Training: +4 dodge vs giant subtype
Unstoppable: Toughness feat; +1 Fortitude
Stability: +4 CMD vs bull rush or trip if standing on the ground
Greed: +2 Appraise for the price of non-magical goods that contain precious metals or gemstones
Stonecunning: +2 Perception for 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.
Darkvision: See perfectly in the dark up to 60 feet
Hatred: +1 attack vs orc and goblinoid subtypes
Weapon Familiarity: Proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Blessings (4/4)
Uses: (3 + lvl/2) = 4/day
DC: (10 + lvl/2 + WIS) = 14
Fire
Fire Strike (minor): Touch one weapon and, for 1 minute, add 1d4 fire damage.
Good
Holy Strike (minor): Touch one weapon and, for 1 minute, add 1d6 damage vs evil. Weapon treated as good.
Fervour
Uses: (lvl/2 + WIS) = 4/day
Heal/Damage: (lvl - 1)/3 = 1d6
- Heal allies: Std action, or swift action if self
- Harm undead: melee touch attack, std action, provokes AoO, no save
- Swift cast any prepared spell on self; no free hand needed; does not provoke AoO
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Pathfinder Society
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Grand Lodge
[b]Prestige = 6
Boons
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Spells
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Level 0 DC 13 (Prep: 3/3)
Bleed: Cause a stabilized creature to resume dying.
Create Water: Create 2 gal/lvl of pure water.
*Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Enhanced Diplomacy: +2 on one Diplomacy or Intimidate check.
*Guidance: +1 on one attack roll, saving throw, or skill check.
*Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
*Purify Food and Drink: Purifies 1 cu ft/lvl of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Touched creature gains +1 on saving throws.
Spark: Ignites flammable objects.
Stabilize: Cause a dying creature to stabilize.
Virtue: Touched creature gains 1 temporary hp.
Level 1 DC 14 (Prep: 2/2)
Air Bubble: Creates a small pocket of air
*Bless: Allies gain +1 on attack rolls and saves against fear.
Burning Disarm: Reflex to drop, or 1d4/lvl fire
*Cure Light Wounds: Cures 1d8 damage + 1/lvl (max +5).
*Divine Favor: +1 per three levels on attack and damage rolls.
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Protection from (align): +2 to AC and saves
Shield of Faith: +2 or higher deflection bonus.
Stunning Barrier: +1 AC and saves; stuns one creature attacking you.
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Gear
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Traveller's outfit (boots, wool breeches, sturdy belt, shirt, and an ample cloak with a hood), drab and worn
Backpack
Pouch
Bandolier
Waterskin
Flint & Steel
10x Torches
Scimitar
Dagger
3x Javelins
Scale Mail
Heavy Wooden Shield
Money: 1358gp, 9sp
Weight: 81.5 lbs
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Alchemical Items
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2x Alchemist's Fire
10x Tindertwig
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Magical Items
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Wand of CLW (12 charges)
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Background
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Description & Personality
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Notes:
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