Male Dwarf Cleric of Abadar 1 [ HP 10/10 | AC15 T 9 FF 15 | CMD 11 | F +5 R +0 W +6 | Init -1 | Per +8 darkvision]
About Harkon Dormun
Stats:
Male Dwarf Cleric 1
N Medium humanoid (dwarf)
Init -1; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 15, touch 9, flat-footed 15 (+4 armor, +2 shield, -1 Dex)
hp 10 (1d8+2)
Fort +5, Ref +0, Will +6; +1 trait bonus vs. illusion, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training; Resist resistant touch
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Offense
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Speed 30 ft.
Melee warhammer +2 (1d8+2/x3)and
. . dagger +2 (1d4+2/19-20) and
. . heavy shield bash -2 (1d4+2)
Special Attacks agile feet, channel energy, hatred
Spell-Like Abilities
. . 6/day—resistant touch Cleric Spells Prepared (CL 1st; concentration +4):
1st (2+1/day)—longstrider, protection from evil, bless
0 (at will)—stabilize, detect magic, light
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Statistics
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Str 14, Dex 8, Con 15, Int 12, Wis 17, Cha 8
Base Atk +0; CMB +2; CMD 11 (11 vs. bull rush, 11 vs. trip)
Feats Combat Casting
Traits clearheaded, conspiracy hunter
Skills Heal +7, Knowledge (history) +5, Knowledge (religion) +5, Perception +8 (+10 to notice unusual stonework, such as traps and hidden doors in stone walls or floors)
Languages Common, Dwarven, Gnome
SQ aura, domains (protection, travel), greed, hardy, slow and steady, spontaneous casting, stability, stonecunning
Other Gear Armored coat, Heavy steel shield, Dagger, Warhammer, Backpack (15 @ 11.5 lbs), Bedroll, Belt pouch (1 @ 0.9 lbs), Candle (10), Cooking kit, Flint and steel, Holy symbol, silver (Abadar), Soap, Spell component pouch, Waterskin
4 potions of Cure Light Wounds
29 GP, 8 SP, 8 CP
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Special Abilities
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Agile Feet (6/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Clearheaded You see through deception and lies. You gain a +1 trait bonus on opposed checks against the Bluff and Disguise skills and a +1 trait bonus on saving throws against illusion effects.
Cleric Channel Positive Energy 1d6 (2/day) (DC 9) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Protection) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
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.
Combat Casting +4 to Concentration checks to cast while on the defensive.
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.
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.
Resistant Touch (6/day) (Sp) May donate Protection Domain's Resistance bonus to ally by touch for 1 minute.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure 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.
Background:
Harkon was born and raised in a small dwarven settlement in Five Kings Mountains. His parents were great artisans and all of his siblings leaned that way as well. But Harkon was different. Even as a child he loved reading history books and adventures, especially those concerning mysteries, conspiracies and similar topics. Instead of focusing on the family trade he spent all his waking hours daydreaming about becoming a successful and well-known investigator of dark deeds.
His father saw that Harkon was not really cut to be an artisan and decided his son needed more guidance and stronger regime than he was willing and able to offer. He considered many possibilities but upon taking into account his son’s predispositions and interests decided to send him for training to the church of Abadar. As the settlement was close to the borders with Andoran, the father thought perhaps the best for Harkon to leave Five Kings Mountain and study in the southern state.
Harkon was thrilled by the idea at first and saw it as his first step on the path to fulfilling his dream. The training was quite tedious and Harkon’s personality was never exactly matching the ideal of an average follower of Abadar, but he concentrated on improving his skills and slowly became and able cleric who passed more or less his superior’s scrutiny. But he was restless and eager to solve mysteries even in places where there were none. The head priest knew that Harkon is not yet judge or lawyer material and came to the conclusion that some travel and first-hand experience in the broader world should help Harkon to satisfy his urges and teach him the lessons he needed most.
Given this opportunity Harkon packed his belongings and traveled through Andoran eventually reaching the sea. Here he spent some time in several ports listening to wild stories from sailors and not so wild ones from traveling merchants. What picked his interest the most were the stories from the so called City of Twilight. There was definitely something weird afoot in the city. People disappearing during the night, curfew in affect for many years – this had the right feel for Harkon’s investigative mind. The legends about something called Council of Thieves were surely just that – legends. But something was happening in the once great city and if Harkon could find out what, he should certainly become the well-known investigator from his childhood dreams.
The young dwarf arrived to Westcrown on a merchant ship and after disembarking he walked through the port trying to get a feel for the city. A peculiar thing happened – a woman named Janiven approached Harkon and invited him for a meeting of concerned citizens looking to remove the rule of fear. Certainly this was no coincidence; this was the sign from Abadar that he is on the right track…
Appearance:
Young looking dwarf with brown-red hair and beard, brown eyes in traveler’s outfit with wide brim hat and sturdy leather coat. He has round steel shield strapped to his back over backpack. Warhammer with short handle tucked in his belt is partly covered by his coat.
Tactics:
work in progress... Before combat: Harkon casts Bless and readies his warhammer.
During Combat: Harkon fights with warhammer.
Morale: Upon reaching 1/4 of hitpoints, Harkon withdraws using his supperb movement skils and cures himself.