Dwarf Wizard

Jenner 'Holystone''s page

342 posts. Alias of dien (RPG Superstar 2015 Top 16).


Full Name

Jenner 'Holystone' Longhammer

Race

Occasionally effective dwarf 6 |HP: 53/53 AC: 19 (12 Tch, 18 Fl) | CMB: +6, CMD: 20| F: +7, R: +3, W: +8 (+2/+4 hardy/steel soul) | Init: +1 | Perc: +12 (DV), SM +10

Classes/Levels

| Speed 20ft | Spells: 1st 5/5; 2nd 3/4 | Fervor: 4/5 | Blessings: 5*/5| Channels 3/3 Active conditions: Bull's Strength

About Jenner 'Holystone'

Background stuff:
Personality wise, Jenner's a practical, optimistic, level-headed salt-of-the-earth-sea kind of dwarf. He's grown up in Andoran so he's pretty cosmopolitan as dwarves go, and reasonably comfortable on a boat or in the water. He's got a 'quartermaster' type personality-- someone else can handle the big planning, but by god, you'll need someone who remembers to pack rope!

Speaking of god: he is a servant of Abadar, and views taming the potential wilderness and making it a profitable colony not only good business sense but an act of faith.

Backstory: Jenner's family has lived in Almas for at least a few generations. Family lore is that they were refugees from one of the destroyed Sky Citadels, but as far as Jenner is concerned, that's all ancient history. Growing up in a largely human city has left Jenner with less of the traditional pride in one's clan/home caves than might be typical for some dwarves: he's perfectly fond of his family and his family name (Longhammer), but when human sailors gave him the somewhat-punny nickname 'Holystone' for patching up their wounds, he adopted it with great cheer as his unofficial surname around port.

His family has a modestly successful business as shipwrights, specifically as the forgers, welders, and hammerers of all the iron and brass parts that go into a ship. (Need a chain forged? An anchor? Brass ship's wheel? Longhammer Foundry's the place to go!) While Jenner learned to use a forge and anvil perfectly well, and sometimes tinkers about making armor, he preferred rather to go out ON those ships, or at least to be in the city's market making deals, than sweating in the back room of the shops. As soon as he was old enough, he took passage on ships, paying his way through spreading Abadar's healing blessings, and visiting other cities and shipyards through the Inner Sea region to explain to them the benefits of doing business with Longhammer Foundry.

But a new, untapped market has emerged: a wild one, a place where they surely need things forged... Perhaps across the sea, the Longhammer clan will be able to establish not only a business, but to claim land as their own, to have a cave again. Jenner figures he owes that much to his parents, anyway. His parents have never been entirely pleased that he chose to swear himself to Abadar-- a human god, after all-- than Torag... so maybe this will set the ledger right, Jenner hopes.

Appearance:
Jenner looks much like the icon-- thick, bushy strawberry-blond hair that hangs down to the middle of his back but is usually tied back, a perfectly respectable beard, and the stocky build of most dwarves. He usually has a pipe rather than a cigar. Rather than the decorative clan insignia a more 'traditional' dwarf might have woven in, Jenner has a small 'golden' key tying off the base of his beard (his holy symbol, wooden but painted gilt), and a few small trinkets of the sea-- a small seashell, a scrimshaw token, that sort of thing.

Jenner also has a number of tattoos, some in the angular dwarven script, but others that bespeak human, Andoran, and nautical tastes: a stylized wave pattern around one upper arm, with a leaping fish against a sunrise, and an eagle flying above; a mermaid; and an anchor on the back of one hand. The anchor is circled by the following (Common) script: When storms of fate do batter me, an anchor for my mates I'll be.

Jenner
Male dwarf warpriest of Abadar 6
LN Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +13
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Defense
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AC 19, touch 12, flat-footed 18 (+5 armor, +1 deflection, +1 Dex, +2 shield)
hp 53 (6d8+20)
Fort +7, Ref +3, Will +8; +2 vs. poison, +4 vs. spells and spell-like abilities
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Offense
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Speed 20 ft.
Melee club +6 (1d6+8) or
. . dagger +6 (1d4+8/19-20) or
. . mwk dwarven waraxe +8 (1d10+8/×3) or
. . shortspear +6 (1d6+8)
Ranged sling +5 (1d4+4)
Special Attacks blessings 6/day (Protection: increased defense, Travel: agile feet), channel positive energy 3/day (DC 16, 2d6), fervor 6/day (2d6), sacred weapon (1d8, +1, 6 rounds/day)
Warpriest Spells Prepared (CL 6th; concentration +9)
. . 2nd—ironskin, align weapon, bull's strength, resist energy
. . 1st—air bubble, bless, divine favor, longstrider, protection from evil
. . 0 (at will)—detect magic, guidance, purify food and drink (DC 13), read magic, stabilize
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Statistics
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Str 18, Dex 12, Con 15, Int 12, Wis 16, Cha 8
Base Atk +4; CMB +6; CMD 20 (24 vs. bull rush, 24 vs. trip)
Feats Aquatic Combatant[UW], Combat Expertise, Furious Focus[APG], Power Attack, Steel Soul[APG], Toughness, Vital Strike, Weapon Focus (dwarven waraxe)
Traits eyes and ears of the city, - custom trait -
Skills Acrobatics +0 (-4 to jump), Climb +7, Craft (armor) +13 (+15 on checks related to metal or stone), Heal +7, Knowledge (religion) +7, Perception +13, Profession (merchant) +12 (+14 on checks related to metal or stone), Sense Motive +10, Spellcraft +5, Survival +7 (+9 to avoid becoming lost when using a Mapmaker's Kit as you travel, +9 while at sea), Swim +9; Racial Modifiers craftsman[APG]
Languages Common, Dwarven, Terran
SQ dwarf warpriest, saltbeard[ARG]
Combat Gear form-fixing gauntlets[UE], scroll of protection from evil, scroll of restoration, acid; Other Gear +1 chain shirt, mwk scale mail, +1 light steel shield, mwk buckler, club, dagger, mwk dwarven waraxe, shortspear, sling, sling bullets (20), ring of protection +1, bedroll, belt pouch, chalk, crowbar, earplugs[APG], fishhook, flint and steel, grappling hook, hammock[UE], hemp rope (50 ft.), holy text (Abadar)[UE], mapmaker's kit[APG], masterwork armorsmithing tools, masterwork backpack[APG], mess kit[UE], string or twine[APG], torch (3), trail rations (3), waterproof bag[UE], waterskin, wooden holy symbol of Abadar, 2 sp, 2 cp
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Special Abilities
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Aquatic Combatant +2 bonus on Swim checks; avoid normal penalties on melee attack rolls underwater.
Armor/Weapon Blessings (1/day) Add 1/3 to the number of times per day the warpriest can use blessings, but he can only use these additional uses on blessings that affect weapons or armor.
Blessings (6/day) (Su) Pool of power used to activate Blessing abilities.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white only).
Fervor (2d6, 6/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Weapon +1 (6 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Saltbeard +1 to attack/+2 to AC Gain bonus to att/AC vs. aquatic/water foes. +2 to Sailor/Survial checks at sea.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Vital Strike Standard action: x2 weapon damage dice.
Warpriest Channel Positive Energy 2d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.