Staunton Vhane

Kurgen Stonehammer's page

25 posts. Alias of asdffghjkl01.


Full Name

Kurgen Stonehammer

Race

| HP 35/35| AC 23 T 11 FF 22 | CMB +4, CMD 15 | F: +8, R: +3, W: +10 | Init: +1 | Perc: +13, SM: +13

Classes/Levels

| Speed 20ft | Channel Energy 2/2 | Spells: Cleric 1st 4/4+1, Cleric 2nd 2/2+1 | Active conditions: SR 9, Darkvision 60ft

Gender

NG Dwarf Crusader Cleric 4

Size

Medium

Deity

Torag

Languages

Common, Dwarven

Strength 12
Dexterity 12
Constitution 16
Intelligence 11
Wisdom 21
Charisma 8

About Kurgen Stonehammer

Korgan Stonehammer
Dwarf Crusader Cleric 4 NG
HP 35 / 35 Speed 20ft Init +1
AC 23 Fort 8 Ref 3 Will 10
CMB +4 BAB 3
Warhammer +9 (1d8+1, )
Channel Energy 2/2 (2d6, )
Str 12 (1) Dex 12 (1) Con 16 (3) Wis 21 (5) Int 11 (0) Cha 8 (-1)

Racial Abilities:

Desert Delver
Source Heroes from the Fringe pg. 4
Desert dwarves have adapted to the extremes of cold and heat that can suddenly occur in both the harsh deserts and the mountain tunnels around their caravan routes. Dwarves with this racial trait gain cold and fire resistance 1 and treat the temperature as 20 degrees cooler or warmer when determining the effects of extreme heat or extreme cold environments.

This replaces defensive training.

Craftsman
Source Advanced Race Guide pg. 11, Advanced Player's Guide pg. 1
Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.

Magic Resistant
Source Advanced Race Guide pg. 12, Advanced Player's Guide pg. 1
Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells. This racial trait replaces hardy.

Giant Hunter
Source Advanced Race Guide pg. 12
Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.

Mountaineer
Source Advanced Race Guide pg. 12
Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces. This racial trait replaces stability.

Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Feats:

Channel Smite (Combat)
Source PRPG Core Rulebook pg. 119
You can channel your divine energy through a melee weapon you wield.

Prerequisites: Channel energy class feature.

Benefit: Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.

Guided Hand
Source Ultimate Combat pg. 1
Your deity blesses any strike you make with that deity’s favored weapon.

Prerequisites: Channel energy class feature, Channel Smite, proficiency with your deity’s favored weapon.

Benefit: With your deity’s favored weapon, you can use your Wisdom modifier instead of your Strength or Dexterity modifier on attack rolls.

Class Abilities:

Protection (Defense) Domain
Source PRPG Core Rulebook pg. 46

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.

Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Deflection Aura (Su): Once each day, you can emit a 20-foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Domain Spells: 1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere.