Dragonslayer Dwarf

Karsh Shieldborn's page

34 posts. Alias of GunMetalDrac.


Full Name

Karsh Shieldborn

Race

Dwarf

Classes/Levels

Warpriest 1 ... | AC 17 T 12 FF 15 | HP 10/10 | F +5, R +2, W +5 | Init +2 | Perc +6

Gender

Male

Size

Medium

Special Abilities

See Crunch

Alignment

LG

Deity

Abadar

Location

Stolen Lands

Languages

Dwarven, Common

Strength 16
Dexterity 14
Constitution 15
Intelligence 10
Wisdom 16
Charisma 10

About Karsh Shieldborn

Personality:

Karsh is a fairly serious man and sometimes takes things a little too literally. However, he is not always “up tight” and can revel in some celebrations.

Description:

Short and stocky like most of his race, Karsh would still be considered on more of the shorter side of his people. However, this hasn’t really hurt him much in his duties. He keeps a bald head for simplicity sakes but his beard reaches easily down to his stomach. If one was able to look under his beard, he would find a collection of keys, one larger and in the middle. He wears heavier armor and prefers his longhammer in a fight. The longhammer has the shape of a key etched into the head of the hammer.

Background:

Karsh was raised as a part of the dwarven community Brunderton, born to the Shieldborn family. His birth was celebrated by his family: Karsh was the first male child born to the family in over 50 years. Despite their name, the Shieldborns were merchants tried and true. The father, Kars Shieldborn, traded between Brunderton and the outlying trading posts and cities while his mother, Roran Shieldborn, was a cleric of Abadar and oversaw family finances as well as her duties of the clergy.

Maybe due to the absence of his father for much of his childhood, or maybe it was some sort of calling, but either way, Karsh was drawn to the priesthood that his mother was so devoted to. He took to the studies well enough but it wasn’t like he was the sharpest stick of the rising clergy. His defining moment was when a barbarian force assaulted Brunderton. Karsh fought with the defenders of the town and the clergy itself. He would prove vital in staving off an assault on the church and the ferocity he showed would be noticed by the defenders of the town. With the fight over, Karsh would find himself pulling double duty: one as an active member of the church, another as a proper watchmen in the town. His family approved: Karsh would find ways to vent energy and would further the tenants of the church.

Unfortunately, tragedy would strike the Shieldborns when news arrived that Kars had been killed by bandits on the way to the various trading posts in the southern lands. His mother became despondent, believing they had wronged the Abadar in some way, that this was punishment for some transgression. Karsh saw it differently: Though harsh as it was, this was a call to action from his god. Too long had these land stood in the hold of monsters and bandits. This was a call from his god to bring the law of civilization upon these lands. While he had little pull to push for an expedition from town, when the call came from Bravoy for exploration of the land, Karsh knew this was his chance to follow his god’s wish.


Crunch:

Name: Karsh Shieldborn
Race: Dwarf
Class: 1 Warpriest of Abadar
Speed: 30ft
Alignment: LG

10 1d8+2
25 Point Buy
(Base + Race + Increases + Misc)
Str: 16
Dex: 14
Con: 15
Int: 10
Wis: 16
Cha: 10

BAB: +0
(Base) + (Stat) + (Mis) + (Items)
Fort: +2+2+1
Ref: +0+2
Will: +2+3
Init: 0+2

(Base + Dex + Armor + Shield + Misc)
AC: 10+2+5

Languages:
Common
Dwarven

Traits:
Rostlander: +1 Fort Save
Eyes and Ears of the City: +1 Perception, Perception is Class Skill

Skills
(Base+Int+Misc)
2+0+1
(Rank + Stat+ Misc)
Climb (Str)
Craft (Int)
Diplomacy (Cha)
Handle Animal (Cha)
Heal (Wis)
Intimidate (Cha)
Knowledge (engineering) (Int)
Knowledge (religion) (Int) 1+0+3
Profession (Wis)
Perception: 1+1+3+1
Ride (Dex)
Sense Motive (Wis) 1+3+3
Spellcraft (Int)
Survival (Wis)
Swim (Str)

Feats
Weapon Focus: Dwarven Longhammer
1st: Combat Reflexes

Special/Class Abilities/Racial Abilities
Spell Casting: See Spell Casting Section. Spontaneous Cure Spells
Weapon Focus: included in feats above
Orisons: 0 Level spells
Sacred Weapon: Anything with Weapon Focus can change dice. Current Dice: 1d6
Blessings: 3/Day
Law

Axiomatic Strike (minor): At 1st level, you can touch one weapon and enhance it with the essence of law. For 1 minute, this weapon glows blue, pale yellow, or white and deals an additional 1d6 points of damage against chaotic creatures. During this time, it's treated as lawful for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the axiomatic weapon special ability.

Nobility:

Inspiring Word (minor): At 1st level, you can speak a few words to a creature within 30 feet that fill them with inspiration. You can grant that creature a +2 morale bonus on attack rolls, ability checks, skill checks, or saving throws (your choice). This effect lasts for 1 minute.

Spells: 0 1
Spells Per Day: 3 2
Spells Prepared:
0: Resistence, Read Magic, Guidance
1st: Divine Favor, Shield of Faith

Weapons/Attacks:

+4 Dwarven Long Hammer 2d6+4, Reach

Equipment:
175gp

Scale Mail w/ Armor Spikes 50gp
Dwarven Long Hammer 70gp
Light Crossbow: 35gp
20 bolts 2gp
Explorer’s Outfit(Free)
Cleric’s Kit: 16gp
-backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.

1gp