Larur Feldin

Fukarth Firebeard's page

83 posts. Alias of dreamingdragon.


Full Name

Fukarth Firebeard

Race

Dwarf

Classes/Levels

Cleric 1/Fighter 3

Gender

HP 10/41, Initiative +1, Perception +9, AC 21, F +8, R +3, W +5 (+2 to saves v poson, spells, spell-like abilities)

About Fukarth Firebeard

About Fukarth:
Fukarth Firebeard didn't get his name from the color of his hair, but from the time so much whiskey saturated his beard that a spark from a campfire ignited it. He has vowed never to sit that close to a fire again.

Born in Highhelm, Fukarth quickly won a reputation both as a tough fighter and as a reckless drunk. His merchant father did his best, but the young dwarf was called along another path. One drunken night, Fukarth lost a bet and gave his service to a strange dwarf from far away. For a year, he traveled as a guard, a drinking companion, a student (and occasionally a pack animal) of the stranger, who taught him the lore of the Accidental God.

When the year was up, Fukarth devoted himself to Cayden with all the stubborn dedication a dwarf could muster. Wandering the countryside, drinking and fighting, he eventually found himself in the realm of Molthune. He quickly found a place for himself in the army, where his "religious practices" were at least tolerated. He distinguished himself in several battles, charging fast and fearless into the thick of battle. Even so, his commanding officers learned that leaving him to sit around the barracks for any length of time was a recipe for disaster.

Fukarth volunteers enthusiastically for the mission, and there is no cause for any speculation that his eagerness to get behind enemy lines has any connection with the recent disappearance of a bottle of Dragon Punch whiskey from the command tent.

Character Stats:
Fukarth FirebeardFukarth Firebeard
Dwarf Cleric 1 Fighter 3
NG Medium Humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 21, touch 11, flat-footed 20 (+7 armor, +2 shield, +1 Dex, +1 natural)
hp 41 (3d10+1d8+15)
Fort +8, Ref +3, Will +5 (+1 vs. fear); +2 vs. poison, spells, and spell-like abilities
Defensive Abilities bravery +1, defensive training
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Offense
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Speed 60 ft.
Melee Heavy Shield Bash +6 (1d4+6/x2) and
. . Masterwork Dwarven waraxe +8 (1d10+6/x3)
Special Attacks agile feet (5/day), hatred
Cleric Spells Prepared (CL 1):
1 (2/day) Expeditious Retreat, Bless, Magic Weapon
0 (at will) Stabilize, Detect Magic, Mending
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Statistics
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Str 18, Dex 13, Con 16, Int 10, Wis 14, Cha 6
Base Atk +3; CMB +7; CMD 18 (18 vs. Bull Rush, 18 vs. Trip)
Feats Furious Focus, Ironhide, Power Attack -1/+2, Weapon Focus (Dwarven waraxe)
Traits Deft Dodger, Militant Merchant
Skills Acrobatics -4 (+8 jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Climb -1, Escape Artist -4, Fly -4, Heal +6, Knowledge (planes) +4, Knowledge (religion) +4, Perception +9 (+10 to determine if surprised, +11 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -4, Sense Motive +6, Stealth -4, Swim -1
Languages Common, Dwarven
SQ aura, cleric channel positive energy 1d6 (1/day) (dc 8), domains (azata, travel), elysium's call (1 rounds) (5/day), greed, hardy, slow and steady, spontaneous casting, stability, stonecunning +2
Combat Gear Potion of cure light wounds; Other Gear Masterwork Banded mail, Masterwork Heavy steel shield, Masterwork Dwarven waraxe, Holy Symbol (though for fluff purposes, I should think any bottle would count), Masterwork Heavy Xbow. a couple of throwing axes and daggers, Three potions of CLW. 1 Potion Enlarge Person, 7 flasks of acid conspicuously labelled as 100-year-old Dwarven Whisky, Soul Soap, A picnic basket.
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Special Abilities
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Agile Feet (5/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bravery +1 (Ex) +1 to Will save vs. Fear
Cleric Channel Positive Energy 1d6 (1/day) (DC 8) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Azata) Associated Domain: Good
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Elysium's Call (1 rounds) (5/day) (Su) 15' Aura allows allies a choice of +1 CL or +1 DC for spells they cast.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Ironhide Your skin is thicker and more resilient than that of most of your people.

Prerequisites: Con 13; dwarf, half-orc, or orc.

Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Militant Merchant You gain a +1 trait bonus to Perception checks made to determine surprise.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
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 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.

Combat Gear Potion of cure light wounds; Other Gear Masterwork Banded mail, Masterwork Heavy steel shield, Masterwork Dwarven waraxe, Holy Symbol (though for fluff purposes, I should think any bottle would count), Masterwork Heavy Xbow. a couple of throwing axes and daggers, Three potions of CLW. 1 Potion Enlarge Person, 7 flasks of acid conspicuously labelled as 100-year-old Dwarven Whisky, Soul Soap, A picnic basket.