Harsk

Jaraim Nareft's page

34 posts. Alias of Degwyn.


Full Name

Jaraim Nareft

Race

Dwarf

Classes/Levels

Cleric 1 [ HP 10/10 | AC 17 Tch 10 FF 17 | Fort +5 Ref +1 Will +6 | CMD 11 | Init +0 Perc +4 | Effects: none ]

Gender

Male

Size

M (4/4")

Alignment

NG

Deity

Torag

Languages

Common, Dwarven, Terran

Strength 12
Dexterity 10
Constitution 14
Intelligence 12
Wisdom 17
Charisma 13

About Jaraim Nareft

Jaraim Nareft
Male Dwarf Cleric 1
NG Medium Humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 10 (1d8+2)
Fort +5, Ref +1, Will +6 (+3 Trait bonus vs. secondary saves); +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training; Resist resistant touch (6/day)
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash -3 (1d4+1/x2) and
. . Dagger +1 (1d4+1/19-20/x2) and
. . Warhammer +1 (1d8+1/x3)
Special Attacks hatred
Spell-Like Abilities Acid Dart (6/day), Resistant Touch (6/day)
Cleric Spells Prepared (CL 1):
1 (2/day) Protection from Evil, Bless, Sanctuary (DC 14)
0 (at will) Resistance, Detect Magic, Mending
--------------------

Statistics:

--------------------
Str 12, Dex 10, Con 14, Int 12, Wis 17, Cha 13
Base Atk +0; CMB +1; CMD 11 (11 vs. Bull Rush, 11 vs. Trip)
Feats Selective Channeling
Traits Defensive Strategist, Perseverance
Skills Acrobatics -6 (-10 jump), Appraise +5 (+7 to determine the price of nonmagic items with precious metals or gemstones), Climb -5, Escape Artist -6, Fly -6, Knowledge (religion) +5, Perception +4 (+6 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -6, Sense Motive +7, Stealth -6, Swim -5
Languages Common, Dwarven, Terran
SQ aura, cleric channel positive energy 1d6 (4/day) (dc 11), domains (earth, protection), greed, hardy, slow and steady, spontaneous casting, stability, stonecunning +2
Other Gear Scale mail, Heavy steel shield, Dagger, Warhammer, Backpack (13 @ 9.5 lbs), Belt pouch (2 @ 1.48 lbs), Fishhook (2), Flint and steel, Mug/tankard, Signal whistle, Thread (50 ft.), Trail rations (7), Waterskin, Weapon cord, Whetstone, 65 GP, 9 SP

--------------------

Special Abilities:

--------------------
Acid Dart (1d6+0) (6/day) (Sp) 30' Ranged touch attack deals 1d6+0 Acid damage.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (4/day) (DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Earth) Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
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.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Strategist Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get
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.
Perseverance When you have more than 1 Will saving throw to overcome an effect (such as greater command, hold person, or by using the good fortune ability of the Luck domain), you receive a +3 trait bonus on the extra Will saves against that effect.
Resistant Touch (6/day) (Sp) May donate Protection Domain's Resistance bonus to ally by touch for 1 minute.
Selective Channeling Exclude targets from the area of your Channel Energy.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict 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.
Weapon cord Attached weapon can be recovered as a swift action.
--------------------

Appearance:

--------------------
Jaraim stands 4' 4" and weighs in at 199lbs. He wears scale mail beneath a leather blacksmith apron embossed with the image fo Kaglemros, Torag's warhammer. His Long red hair is worn in a pony tail, but braids hang down in front of his ears. Typical fashion among Dwarven males, he wears a long red beard with several small decorative stone beads and metal rings knotted in.
--------------------

Background:

--------------------
Hailing from Taggoret in the Five Kings Mountains, Jaraim studied with the priesthood but felt a calling to explore Golarion. He traveled to Almas with his brother to deliver weapons and armor that had been forged by his family. While in Almas, Jaraim became interested in the Pathfinder Society and decided to travel to the Grand Lodge in Absalom.
--------------------

reference links:
fantasy language translator

Combat:

Quote:

[dice=Attack (warhammer)]1d20+1[/dice]

[dice=Damage]1d8+1[/dice]
buffs: Att: +1 str Dam: +1 str