Carousing Champion

Hagnar Grimstone's page

400 posts. Alias of Rhanloi Ehlyss.


Full Name

Hagnar Grimstone

Classes/Levels

Cleric 7 | AC 19 T 11 FF 19 | HP 59/59 | F +7 R +4 W +10 | Init +0 | Perc +4

About Hagnar Grimstone

Hagnar was one of the few to survive a brutal raid on his hometown, and on the smoking ruins of his village he swore his life and sword to Sarenrae—the goddess of the sun, redemption, honesty, and healing. Possessed of a fierce will, pride in his faith, and skill with the scimitar, Hagnar has traveled far since that time. Where another might be consumed by anger and a thirst for revenge, he has instead found peace in the Dawnflower, and in the belief that if he can prevent even one death at evil hands, his own losses will not have been in vain. Though he takes great pleasure in ridding the world of evildoers, he takes even greater pleasure in redeeming them.

Hagnar Grimstone
Male human cleric of Sarenrae 7
NG Medium humanoid (human)
Init +0; Senses Perception +4
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Defense
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AC 19, touch 11, flat-footed 19 (+8 armor, +1 deflection)
hp 59 (7d8+21)
Fort +7, Ref +4, Will +10
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Offense
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Speed 20 ft.
Base Atk +5; CMB +7; CMD 18
Melee: +1 scimitar +8 (1d6+3/18–20)
Ranged: Sling +5 (1d4+2)
Special Attacks: channel positive energy 7/day (DC 17, 6d6 [+7 vs. undead])
Domain Spell-Like Abilities (CL 7th; concentration +11 [+15 to cast defensively]) 7/day—rebuke death (1d4+3)
Cleric Spells Prepared (CL 7th; concentration +11)
4thcure critical wounds, fire shield(@), holy smite (DC 18)
3rdcure serious wounds, dispel magic, invisibility purge, searing light(@)
2ndbull’s strength, cure moderate wounds, heat metal(@) (DC 16), hold person (DC 16), spiritual weapon
1stbless, command (DC 15), cure light wounds, divine favor, endure elements(@), shield of faith
0 (at will)—detect magic, guidance, light, stabilize
@ Domain Spell; Domains: Healing, Sun
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Statistics
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Str 14, Dex 10, Con 12, Int 11, Wis 18, Cha 14
Feats: Combat Casting*, Extra Channel*, Improved Channel*, Selective Channeling, Toughness*
Skills: Diplomacy +12, Heal +14, Knowledge (religion) +10; Armor Check Penalty –3
Traits: Deft Dodger*, Flame of the Dawnflower
Languages: Common, Kelish
Combat Gear: oil of align weapon, oil of daylight, potion of eagle’s splendor, scroll of comprehend languages, scroll of lesser restoration, scroll of magic circle against evil, wand of cure light wounds (50 charges), antitoxin, thunderstones (2)
Other Gear: +2 breastplate, +1 scimitar, sling with 10 bullets, ring of protection +1, cloak of resistance +1, phylactery of positive channeling, backpack, silver holy symbol, waterskin
Treasure: 47gp

Special Abilities:

Channel Positive Energy: Hagnar can release a wave of positive energy by channeling divine power through his holy symbol. This energy can be used to cause damage to undead creatures or to heal living creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on Hagnar. Hagnar can channel energy 5 times per day as a standard action that does not provoke an attack of opportunity. Hagnar can choose whether or not to include himself in this effect. He must be able to present his holy symbol to use this ability.
Flame of the Dawnflower: When Hagnar scores a critical hit with a scimitar, he deals an additional 2 points of fire damage.
Healer’s Blessing: Hagnar’s cure spells are all treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell.
Rebuke Death: Seven times a day, Hagnar can touch a living creature as a standard action, healing it 1d4+3 points of damage. He may only use this ability on a creature that is below 0 hit points.
Selective Channeling: When Hagnar channels positive energy, he can select up to two creatures within the area of the burst; these targets are not affected by his channeled energy.
Spontaneous Casting: Hagnar can exchange any prepared spell that is not an orison or a domain spell for a cure spell of the same spell level or lower as he casts the spell.
Sun’s Blessing: When Hagnar channels positive energy to harm undead creatures, he adds 7 points to the damage dealt (already calculated into his statistics). Undead do not add their channel resistance to their saves when he channels positive energy.

Domains:

Healing Domain Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.

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 cleric 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 Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate.

Sun Domain Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.

Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam.


Spells:

0 (at will)
detect magic: Detects spells and magic items within 60 ft.
guidance: +1 on one attack roll, saving throw, or skill check.
light: Object shines like a torch.
stabilize: Cause a dying creature to stabilize.

1st (DC 15)
bless: Allies gain +1 on attack rolls and saves against fear.
command: One subject obeys selected command for 1 round.
cure light wounds: Cures 1d8 damage + 1/level (max +5).
divine favor: You gain +1 per three levels on attack and damage rolls.
endure elements: Exist comfortably in hot or cold regions.
shield of faith: Aura grants +2 or higher deflection bonus.

2nd (DC 16)
bull’s strength: Subject gains +4 to Str for 1 min./level.
cure moderate wounds: Cures 2d8 damage + 1/level (max +10).
heat metal: Makes metal so hot it damages those who touch it.
hold person: Paralyzes one humanoid for 1 round/level.
spiritual weapon: Magic weapon attacks on its own.

3rd (DC 17)
cure serious wounds: Cures 3d8 damage + 1/level (max +15).
dispel magic: Cancels one magical spell or effect.
invisibility purge: Dispels invisibility within 5 ft./level.
searing light: Ray deals 1d8/two levels damage (more against undead).

4th (DC 18)
cure critical wounds: Cures 4d8 damage + 1/level (max +20).
fire shield: Creatures attacking you take fire damage; you're protected from heat or cold.
holy smite: Harms and possibly blinds evil creatures (1d8 damage/2 levels).

Magic Items
oil of align weapon: Weapon becomes good, evil, lawful, or chaotic.
oil of daylight: 60-ft. radius of bright light.
potion of eagle’s splendor: Subject gains +4 to Cha for 1 min./level.
scroll of comprehend languages: You understand all spoken and written languages.
scroll of lesser restoration: Dispels magical ability penalty or repairs 1d4 ability damage.
scroll of magic circle against evil: As protection spells, but 10-ft. radius and 10 min./level.