Dwarf

Kurik Grandhelm's page

318 posts. Organized Play character for TriOmegaZero.


Race

Male Dwarf Ftr2/Clr4/HVin9 HP135/135 AC43 TC23 FF41 CMD44 F+21 R+11 W+17 (+4 Spells, +4Poison/Fear, +1 Mind-Affect) Init +5 Perc +10 Spd 30 Channels 0/5 Active Buffs: Delay Poison, Heroes Feast, Air Walk, Shield of Faith, Barkskin, FoM

Classes/Levels

Chronicles.

About Kurik Grandhelm

Kurik Grandhelm
Male dwarf cleric of Abadar 4/fighter (unbreakable) 2/holy vindicator 9 (Pathfinder RPG Advanced Player's Guide 263, Pathfinder RPG Ultimate Combat 49)
LG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +10 (+12 to notice unusual stonework)
Aura deflection aura (2 ft.)
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Defense
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AC 36, touch 20, flat-footed 34 (+12 armor, +1 Dex, +1 dodge, +1 insight, +7 sacred, +4 shield; +2 deflection vs. evil)
hp 135 (15 HD; 4d8+11d10+45)
Fort +21, Ref +11, Will +17 (+1 vs. mind-affecting effects); +2 vs. attacks by a specific opponent you have designated, +2 vs. poison, +4 vs. spells and spell-like abilities; +2 resistance vs. evil
Defensive Abilities defensive training, unflinching +1, vindicator's shield; Resist negative energy 10, positive energy 10
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Offense
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Speed 30 ft.
Melee +3 ghost touch dwarven waraxe +22/+17/+12 (1d10+8/×3) or
. . adamantine heavy pick +20/+15/+10 (1d6+5/×4) or
. . spiked gauntlet +19/+14/+9 (1d4+5)
Ranged light crossbow +17 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 16, 7d6), hatred
Cleric Spells Prepared (CL 10th; concentration +14)
. . 5th—breath of life (DC 19), teleport[D], true seeing
. . 4th—air walk, blessing of fervor[APG] (DC 18), dimension door[D], freedom of movement, wrathful weapon
. . 3rd—daylight, fly[D], magic circle against evil, remove blindness/deafness, communal resist energy[UC]
. . 2nd—barkskin[D], delay poison, grace[APG] (2), remove paralysis, weapon of awe[APG] (DC 16)
. . 1st—comprehend languages, liberating command[UC] (2), longstrider[D], shield of faith, unbreakable heart[ISWG]
. . 0 (at will)—create water, detect magic, guidance, read magic
. . D Domain spell; Domains Protection (Defense[APG] subdomain), Travel
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Statistics
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Str 20, Dex 16, Con 16, Int 12, Wis 18, Cha 10
Base Atk +14; CMB +19; CMD 41 (45 vs. bull rush, 45 vs. trip)
Feats Alignment Channel, Channel Smite, Diehard, Dodge, Endurance, Extra Channel, Furious Focus[APG], Power Attack, Shield Focus, Steel Soul[APG], Step Up, Vital Strike
Traits armor expert, eyes and ears of the city
Skills Climb +6, Diplomacy +18, Fly +1, Intimidate +4, Knowledge (arcana) +5, Knowledge (engineering) +5, Knowledge (history) +5 (+7 on checks that pertain to dwarves or their enemies), Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +11, Linguistics +10, Perception +10 (+12 to notice unusual stonework), Profession (Smith) +10, Sense Motive +10, Spellcraft +14, Survival +8; Racial Modifiers lorekeeper[APG], +2 Perception to notice unusual stonework
Languages Abyssal, Aklo, Azlanti, Celestial, Common, Dwarven, Infernal, Terran, Thassilonian, Undercommon
SQ agile feet (7/day), bloodfire, bloodrain, divine judgement, divine wrath, faith healing, stigmata: ac, stigmata: attack rolls, stigmata: caster level checks, stigmata: saving throws, stigmata: weapon damage
Combat Gear pearl of power (1st level), ring of foe focus[UE], scroll of restoration, wand of cure light wounds; Other Gear +3 comfort deathless glamered full plate, mwk chain shirt, +2 buckler, +3 ghost touch dwarven waraxe, adamantine heavy pick, crossbow bolts (20), light crossbow, spiked gauntlet, bead of newt prevention[UE], belt of physical perfection +2, cloak of resistance +4, dusty rose prism ioun stone, gloves of elvenkind[ARG], headband of mental superiority +2, necklace of adaptation, ring of feather falling, smoked goggles[APG], weapon cord[APG], wooden holy symbol of Abadar, diamond (worth 5,000 gp), diamond dust (worth 100 gp) (400), eye ointment (worth 250 gp) (4), 15,767 gp, 9 sp
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Special Abilities
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Agile Feet (7/day) (Su) For 1 rd, you ignore difficult terrain.
Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Bloodfire (Su) While using Stigmata, Channel Smite gains +1d6 dam, sickens and deals 1d6 bleed damage.
Bloodrain (Su) While using Stigmata, Channel Energy gains +1d6 damage and inflicts Sickening and 1d6 bleed damage.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Channel Positive Energy 7d6 (5/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Defense) 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.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Deflection Aura (4 rounds, 1/day) (Su) 20'r aura grants +2 AC and +2 CMD
Diehard You are stable and can choose how to act when at negative Hp.
Divine Judgement (Sp) When your melee attack reduces a creature to -1 or fewer HP, you may sacrifice a 2nd-level spell to invoke death knell on that target.
Divine Wrath (Sp) When you confirm a critical hit or an enemy critical hits you, you may sacrifice a 1st-level spell to inflict doom on them.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Faith Healing (maximize) (Su) Cure wounds spells you cast on yourself are Maximized.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Sacred Stigmata: AC +4 (Move) (Su) Inflict 4 HP of bleed damage on yourself to gain a +4 bonus to AC.
Sacred Stigmata: Attack Rolls +4 (Move) (Su) Inflict 4 HP of bleed damage on yourself to gain a +4 bonus to attack.
Sacred Stigmata: Caster Level Checks +4 (Move) (Su) Inflict 4 HP of bleed damage on yourself to gain a +4 bonus to CL checks.
Sacred Stigmata: Saving Throws +4 (Move) (Su) Inflict 4 HP of bleed damage on yourself to gain a +4 bonus to saves.
Sacred Stigmata: Weapon Damage +4 (Move) (Su) Inflict 4 HP of bleed damage on yourself to gain a +4 bonus to weapon damage.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Unflinching +1 (Ex) Gain +1 bonus to Will saves vs. mind-affecting effects
Vindicator's Sacred Shield +7 (- Custom / magic armor -) (Su) Channel energy into shield for sacred/profane AC bonus for 24 hr or until hit.
Vital Strike Standard action: x2 weapon damage dice.

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