Full Name |
Harrim |
Race |
Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 |
Classes/Levels |
Cleric 2 |
Gender |
Male |
Size |
Medium |
Age |
60 |
Special Abilities |
channel |
Alignment |
choatic neutral |
Deity |
Groetus |
Languages |
Common, Dwarven, Gnome |
Strength |
14 |
Dexterity |
11 |
Constitution |
16 |
Intelligence |
12 |
Wisdom |
18 |
Charisma |
10 |
About Harrim dwarf
Harrim
Male Dwarf cleric of Groetus 2
CN Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +5 (+7 to notice unusual stonework)
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Defense
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AC 18, touch 10, flat-footed 17 (+8 armor)
hp 20 (2d8+8)
Fort +5, Ref +0, Will +6 (+1 trait bonus vs. mind-affecting effects); +2 vs. vs. madness and confusion effects, +2 vs. poison, spells, and spell-like abilities
Resist issian
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Offense
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Speed 20 ft.
Melee dagger +3 (1d4+2/19-20) or
heavy flail +3 (1d10+3/19-20)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 10, 1d6), destructive smite (+1, 7/day)
Domain Spell-Like Abilities (CL 2nd; concentration +6)
7/day—touch of chaos
Cleric Spells Prepared (CL 2nd; concentration +6)
1st—bless, cure light wounds, protection from law[D], summon monster I
0 (at will)—detect poison,detect magic, guidance, resistance
D Domain spell; Domains Chaos, Destruction
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Statistics
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Str 14, Dex 11, Con 16, Int 12, Wis 18, Cha 10
Base Atk +1; CMB +3; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats Extra Channel, Heavy Armor Proficiency
Traits broken mind, issian
Skills Acrobatics -4 (-8 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Heal +8, Linguistics +5, Knowledge (religion) +6, Perception +5 (+6 to notice unusual stonework), Sense Motive +8; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Gnome, Goblin
SQ deep tradition
Other Gear half plate, light wooden shield, dagger, heavy flail, light crossbow, alchemist fire, antitoxin, 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, donkey, 21 gp
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Special Abilities
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Cleric Channel Positive Energy 1d6 (5/day, DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Chaos) Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Cleric Domain (Destruction) Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deep Tradition +1 on melee att and AC for AoO vs. drow, duergar, aberrations, giants, and orcs.
Destructive Smite +1 (7/day) (Su) Make a melee attack with morale bonus to damage.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Touch of Chaos (7/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.