Warden Rogard Hammerfell

Kibur's page

39 posts. Alias of Edward Sobel.


Full Name

kibur

Race

Dwarf

Classes/Levels

HP 10/10 | AC:17 /T: 10 /FF: 17 | Perc. +3 | F: +4 / R: +0 /W: +5 | CMB +2 | CMD +12 | Init. +0

About Kibur

Kibur
Male Dwarf Cleric 1
LG Medium Humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
hp 10 / 10 (1d8+2)
Fort +4, Ref +0, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee Masterwork Heavy Shield Bash -2 (1d4+2/x2) and
. . Masterwork Battleaxe +3 (1d8+2/x3)
Ranged Masterwork Light crossbow +1 (1d8/19-20/x2)
Special Attacks cleric channel positive energy 1d6 (6/day) (dc 11), hatred
Spell-Like Abilities
. . 6/day—Acid Dart (6/day)
Cleric Spells Prepared (CL 1, concentration +4):
1 (2/day) Magic Stone, Cure Light Wounds, Stone Shield
0 (at will) Stabilize, Detect Magic, Guidance
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Statistics
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Str 14, Dex 10, Con 14, Int 11, Wis 16, Cha 13
Base Atk +0; CMB +2; CMD 12 (12 vs. Bull Rush, 12 vs. Trip)
Feats Extra Channel
Traits Influence (Diplomacy), Rich Parents

Skills

  • Acrobatics -4 (-8 jump)
  • Appraise +4 (+6 to determine the price of nonmagic items with precious metals or gemstones)
  • Climb -2
  • Diplomacy +6
  • Escape Artist -4
  • Fly -4
  • Heal +5
  • Knowledge (nobility) +4
  • Perception +3 (+5 to notice unusual stonework, such as traps and hidden doors in stone walls or floors)
  • Ride -4
  • Stealth -4
  • Swim -2

Languages Common, Dwarven
SQ aura, divine vessel (6/day), domains (divine, earth), greed, hardy, slow and steady, spontaneous casting, stability, stonecunning +2, variant channeling (earth variant channeling [dr 1/adamantine or diffi)
Combat Gear Potion of cure light wounds, Scroll of Cure Light Wounds, Healer's kit; Other Gear Masterwork Mountain pattern armor, Light steel shield, Crossbow bolts (10), Light crossbow, Masterwork Battleaxe, Belt pouch (1 @ 0 lbs), Canteen, Flask, Flint and steel, Hip flask, Holy symbol, compartment, Signet ring, Waterproof bag (1 @ 1 lbs), Whiskey (per cup) (4), Alchemist fire x2, 4 GP, 7 CP
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TRACKED RESOURCES
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Acid Dart (1d6+0) (6/day) (Sp) - 3/6
Cleric Channel Positive Energy 1d6 (6/day) (DC 11) (Su) - 0/6
Crossbow bolts - 0/10
Divine Vessel (6/day) (Su) - 1/6
Healer's kit (10/10 uses remaining) - 0/10
Potion of cure light wounds - 0/1
Alchemist fire - 0/2
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Special Abilities
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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 (6/day) (DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Divine) Associated Domain: Magic
Cleric Domain (Earth) Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
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.
Divine Vessel (6/day) (Su) Whenever you are the target of a Divine spell, allies within 15' gain +2 on their next attack roll, skill check or ability check.
Earth Variant Channeling (DR 1/adamantine or difficult terrain) Heal - Creatures gain a DR 1/adamantine until the end of your next turn. This DR improves by 1 at 5th level and every 5 levels thereafter. This does not allow recipients to overcome DR/adamantine with their own attacks. Harm - All squar
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.
Scroll of Cure Light Wounds Add this item to create a scroll with spells on it.
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.
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history:

You are Kibur, a male dwarf cleric. You are 59 years old, stand 52 inches (4' 4") tall and weigh 192 lbs (13 st. 10 lb.)
Traits: braggart, rich.

Many dwarves come from industrious and tight-knit communities of like-minded individuals who work together to accomplish a common goal.

Clerics are not merely people of religious faith—they are devoted servants who wield true divine power from their deities. The particular path that steers a cleric toward her faith can mean the difference between a demon-worshiping cultist and a lawful harbinger of her deity's blessed faith. The following background events outline some of the ways clerics find their faith.

Homeland, Family, and Childhood
Homeland: Hills or Mountains: You gain access to the Goldsniffer race trait and the Highlander regional trait.
Parents: Both of your parents, Donor and Boria, are alive.
Parents' Profession: Merchants. You gain access to the Merchant social trait.
Siblings: 2 biological siblings. You gain access to the Kin Guardian combat trait.
-Your sister Brueria is older than you.
-Your sister Birina is older than you.

Circumstance of Birth: Noble Birth. You were born to privilege among the nobility. Unless one of your parents is the regent, your family serves a higher-ranked noble but lesser nobles serve your family in turn. You gain access to the Influence social trait and the Rich Parents social trait. Gentry. You are the child of a minor lord, lady, or noble with an income, hereditary land such as a manor, and titles. You likely grew up in a manor and your parents were paid tribute by peasants. Your parents serve a higher baron, count, or duke.

Major Childhood Event: Betrayal. A friend or family member whom you trusted more than anyone else betrayed you. You have never fully trusted anyone since and prefer to rely on your own abilities rather than place your trust in others. You gain access to the Suspicious social trait.

Adolescence and Training
Cleric Background: Devoted. From your earliest memory, you've had a close relationship with your deity. This entity has been a constant presence in your life. your greatest comfort, best companion, truest love, or some combination of the three. You've never had to see or speak with your deity to know that he watches over you, and the beliefs and criticisms of others do not faze you—your faith is enough. You gain access to the Blessed faith trait and the Fearless Zeal story feat.

Influential Associate: The Champion. You were close to someone who excelled at athletic endeavors and tests of strength or skill. Through your friendship or rivalry, you developed the competitive spirit that continues to drive you in everything you do. You gain access to the Ambitious social trait.

Moral Conflict, Relationships, and Vulnerabilities
Conflict: Told a Lie. You deliberately made someone believe something that was not true to further your own goals.
Subject: Clergy.
Motivation: Pressured or Manipulated.
Resolution: No Guilt. Either guilt is for the weak, or you know you made the right decision. You might not openly brag about your part in the conflict, but you don't deny it when confronted either.

Romantic Relationships: Several Significant Relationships. You've engaged in a number of partnerships, but for some reason or another your relationships always fail.

Relationship with Fellow Adventurers: Servants or apprentices to the same master.

Drawback: Race. You are truly comfortable only around others of your race, and you have a hard time putting faith or trust in those of races different from your own. You gain access to the Xenophobic drawback.

Deity and Religious Philosophy: No Deity. Even in a world filled with the powers of the divine, you have decided to follow reason, put your faith in the potential of mortals, or otherwise invest in the ways of the material world instead of embracing the teachings of deities. You gain access to the Tireless Logic social trait.

Final Alignment: lawful (3) good (2)

Traits
You may choose two of the following traits to which you have access: Goldsniffer, Highlander, Merchant, Kin Guardian, Kin Guardian, Influence, Rich Parents, Suspicious, Blessed, Ambitious, Tireless Logic.