Warden Rogard Hammerfell

Grunyar dwarf's page

No posts. Organized Play character for Qstor.


Full Name

Grunyar

Classes/Levels

cleric 1

Alignment

Lawful good

Strength 17
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 16
Charisma 6

About Grunyar dwarf

Grunyar
Male dwarf cleric of Angradd 1
LG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +3 (+5 to notice unusual stonework)
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Defense
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AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 11 (1d8+3)
Fort +4, Ref +2, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee greataxe +3 (1d12+4/×3) or
heavy mace +3 (1d8+3)
Special Attacks channel positive energy 1/day (DC 8, 1d6), hatred
Domain Spell-Like Abilities (CL 1st; concentration +4)
6/day—battle rage (+1), fire bolt (1d6 fire)
Cleric Spells Prepared (CL 1st; concentration +4)
1st—burning hands[D] (DC 14), detect evil, shield of faith
0 (at will)—detect magic, light, mending
D Domain spell; Domains Fire, War
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Statistics
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Str 17, Dex 12, Con 14, Int 10, Wis 16, Cha 6
Base Atk +0; CMB +3; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Combat Casting
Traits deft dodger, warsmith
Skills Acrobatics -3 (-7 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Knowledge (planes) +4, Knowledge (religion) +4, Perception +3 (+5 to notice unusual stonework); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
Combat Gear alchemist's fire; Other Gear scale mail, greataxe, heavy mace, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Angradd, 32 gp
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Special Abilities
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Battle Rage +1 (6/day) (Sp) Touch ally to grant +1 to a melee dam for 1 rd.
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 (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Cleric Domain (War) Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Fire Bolt 1d6 fire (6/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.