![]()
About Holbrecht BastionneBasics:
AC:16 [20 vs Giants]
Touch:12 [16] Flat:14 [18] CMD: 13 [17 vs Bullrush and Trip while standing on the ground] HP: 8/8 (dead at -10) BAB: +0 [+1 vs goblinoids and orcs]
Init: +2
Racial traits:
Slow and Steady: speed is never modified by armor or encumbrance.
Darkvision: 60 feet. Defensive Training: +4 dodge to AC vs the giant subtype. Craftsman: +2 racial Craft or Profession checks that create objects from metal or stone. Hatred: +1 bonus on attack rolls against humanoids with the goblinoid or orc subtype. Hardy: +2 racial on saves vs poison, spells, and spell-like abilities. Stability: +4 racial to CMD vs bull rush or trip while standing on the ground. Improved Stonecunning: +4 bonus on passive Perception to notice unusual stonework, such as traps and hidden doors located in stone walls or floors within 10'. Weapon Familiarity: battleaxes, heavy picks, and warhammers, and treat “dwarven” as martial weapons. Class Features:
Channel Positive Energy: 1d6, 3/day, 30' radius.
Spontaneous Casting: Cure Spells (not orisons or domain spells) Breadth of Knowledge: Gains a bonus on Knowledge skill checks equal to half his class level (minimum +1) and can make Knowledge skill checks untrained. Domains: Artifice(Construct) Granted Powers: Treat all Knowledge skills as class skills. Artificer's Touch (Sp): Cast mending at will, CL 1st to repair damaged objects. Can damage objects and construct creatures with a melee touch attack. Does 1d6 damage +1/two cleric levels. This bypasses DR and hardness equal to your cleric level. 3+Wis mod times/day. Domain Spells: 1st—animate rope. Feats and Traits:
Feats: Improved Stonecunning. Traits:
Basic Attacks:
Warhammer: +1, 1d8+1 damage, crit x3, blunt Sling (50'): +2, 1d4+1 damage, crit x2, blunt, (Load is a Move action that provokes) Spells:
Spells/Day: 2/0th, 1+1/1st
Domain Spell List: 1st - Animate Rope Spells Prepared: 0th - DC 13 Create Water, Detect Poison. 1st - DC 14 Bless. Skills (*Class Skill):
-3 Armor Check Penalty
-1 Acrobatics +5 Appraise* 1r +0 Bluff -2 Climb +1/+3 Craft/with Metal or Stone* +0 Diplomacy* +4 Disable Device* 1r +0 Disguise -1 Escape Artist -1 Fly +3 Heal* +0 Intimidate +2 Knowledge (Arcana)* +2 Knowledge (Dungeoneering)* +8 Knowledge (Engineering)* 1r +2 Knowledge (Geography)* +6 Knowledge (History)* 1r +2 Knowledge (Local)* +2 Knowledge (Nature)* +2 Knowledge (Nobility)* +2 Knowledge (Planes)* +6 Knowledge (Religion)* 1r +3(+5)/+7(+9) Perception/Stonecunning (+2 Ancient Osirion concealed or secret doors) +0 Perform +7/+9 Profession/with Metal or Stone (Engineer)* 1r -1 Ride +3 Sense Motive* -1 Stealth +3 Survival -2 Swim Equipment:
Gear: 73.5/ Worn Hot Weather Outfit [4 lbs] Chain shirt [25 lbs] Warhammer [5 lbs] Sling (10 bullets) [5 lbs] Holy Symbol [-] Spell component pouch [2 lbs] MW Backpack [4 lbs] (23 lbs total) --Bedroll [5 lbs] --Crowbar [5 lbs] --Hammer [2 lbs] --Piton (x2) [1 lb] --Scholar's outfit [-] --Waterskin [4 lbs] --Scroll box (x2) [2 lbs] ----Parchment (20 sheets ) [-] Belt Pouch [.5 lbs] (1.5 lbs total) --Thieves' Tools [1 lb] --Ink and Inkpen [-] Nefer's Pack [.5 lb] (8 lbs total) --Waterskin [1 lb] --Wandermeal (x20) [2.5 lbs] --Bread [.5 lb] --Cheese [.5 lb] --Honey (jar) [.5 lb] --Arrows, small (x8) [.75] --Blunt arrows, small (x10) [.75] --Alchemist's Fire [1 lb] Money:
Appearance/Personality:
Holbrecht is always well-trimmed and his clothes and equipment are maintained and in good order. His beard is neatly combed at all times and the braids and rings he wears in it are diplayed almost formulaically. His appearance, however, doesn't convey his nature. He often stops mid-sentence to mumble something to himself, constantly takes notes and has crumpled papers in any of his pockets, and often writes on nothing in mid-air with stubby ink-stained fingers.
He is straightforward when he speaks and doesn't bother wasting time dressing up what he has to say. He has sense enough to try and avoid attacking anyone when he talks, so sometimes it's just better that he keep his mouth closed. He is kind, but some see him as cold by the way he measures others by their function other than their opinions. He sees them for their capabilities, and as he is always trying to reach some solution, he adds them into his equation. He values them, but more for what they can do, than who they are. Background:
Holbrecht grew up on the streets near the dock district of Ostenso in Cheliax. His father would pick the locks on the gates and sneak into the shipyards to help unload the cargo. At the end of the day when the workers would get paid, the paymaster didn't even realize that he wasn't on the payroll. Holbrecht would watch from the gate, and was fascinated by the shipyards. It was not by the usual things people loved about ships, those being the sea, the life, or the ships themselves. Holbrecht was fascinated by the machinery. He loved to watch the cranes load heavy cargo, the ramps and pullies making it easy for just a team of men to haul a large galleon to or from the water. The saws, the hammering, the bending, shaping, and tarring all these things, that through simple tools, man created ways to travel the world. As he got older he would sneak in with his father, and while his father worked he would take notes on ways to increase productivity through their machinery. After doing this a few times the foreman began to notice him hanging around and led him over to the head architect. The head architect suggested that Holbrecht could get official training through the clergy of the church of Brigh. He managed to find a priest of the church in the city, and for final assessment he needed to study a famous edifice built by man. Being from the region, he chose to study the Stavian Arches. After he finished his studies, he decided to try and find somewhere with new mysteries to unravel. He had learned of the unique and fascinating architecture of ancient Osirion. By the time he got to the region, word of a new location opening long-sealed tombs to allow people to explore the spaces within sparked his interest. He made to head straight away to the town called Wati, only to learn that he has to be part of a team to be even allowed entry. Now he is forced find others that will let him tag along. Hero Labs Sheet:
Holbrecht Bastionne
Male Dwarf Cleric (Cloistered Cleric) of Brigh 1 (Pathfinder RPG Ultimate Magic 0) LN Medium humanoid (dwarf) Init +2; Senses darkvision 60 ft.; Perception +3 -------------------- Defense -------------------- AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 8 (1d8) Fort +2, Ref +2, Will +5; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants) -------------------- Offense -------------------- Speed 20 ft. Melee warhammer +1 (1d8+1/×3) Ranged sling +2 (1d4+1) Special Attacks channel positive energy 3/day (DC 10, 1d6), +1 on attack rolls against goblinoid and orc humanoids Spell-Like Abilities (CL 1st; concentration +1) . . At will—mending Domain Spell-Like Abilities (CL 1st; concentration +4) . . 6/day—artificer's touch (1d6) Cleric (Cloistered Cleric) Spells Prepared (CL 1st; concentration +4): . . 1st—animate rope[D], bless . . 0 (at will)—detect magic, guidance . . D Domain spell; Domains Artifice, Construct -------------------- Statistics -------------------- Str 12, Dex 14, Con 10, Int 13, Wis 16, Cha 10 Base Atk +0; CMB +1; CMD 13 (17 vs. bull rush, 17 vs. trip) Feats Improved Stonecunning[APG] Traits inquisitive archaeologist, vagabond child (urban) Skills Appraise +5, Disable Device +4, Knowledge (arcana) +2, Knowledge (dungeoneering) +2, Knowledge (engineering) +8, Knowledge (geography) +2, Knowledge (history) +6, Knowledge (local) +2, Knowledge (nature) +2, Knowledge (nobility) +2, Knowledge (planes) +2, Knowledge (religion) +6, Perception +3 (+5 on checks to find concealed or secret doors in structures built in the style of Ancient Osirion., +7 to notice unusual stonework), Profession (engineer) +7 (+9 on checks related to metal or stone); Racial Modifiers craftsman Languages Common, Dwarven, Gnome SQ aura, breadth of knowledge Other Gear chain shirt, sling, sling bullets (10), warhammer, backpack, masterwork, bedroll, belt pouch, ink, black, inkpen, paper (10), paper (10), scroll box, scroll box, spell component pouch, thieves' tools, waterskin, 17 gp, 6 sp -------------------- Special Abilities -------------------- Artificer's Touch 1d6 (6/day) (Sp) Melee touch attack deals 1d6+0 damage to objects or constructs, bypassing 1 hardness. Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Breadth of Knowledge +1 Add + 1 to all knowledge skill checks. Cleric (Cloistered Cleric) Domain (Construct) Cleric Channel Positive Energy 1d6 (3/day, DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Craftsman +2 on Craft/Profession checks related to metal/stone. 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. Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs. |