Imrijka

Mumbar Clochhafan's page

94 posts. Alias of ReckNBall.


Full Name

Mumbar Clochhafen

Race

Half-orc

Classes/Levels

Cleric

Gender

M

Size

M

Age

30

Strength 16
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 16
Charisma 12

About Mumbar Clochhafan

HalfOrcCleric
Half-orc cleric of Brigh 9
NG Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +3
Aura metal fists
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Defense
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AC 23, touch 10, flat-footed 23 (+10 armor, +3 shield)
hp 66 (9d8+18)
Fort +8, Ref +3, Will +9
Resist acid 10
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 heavy mace +6/+1 (1d8+4)
Special Attacks channel positive energy 4/day (DC 15, 5d6), dancing weapons (4 rounds, 1/day), gatecrasher
Domain Spell-Like Abilities (CL 9th; concentration +12)
. . At will—mending
. . 6/day—artificer's touch (1d6+4 , bypasses DR and hardness 9)
Cleric Spells Prepared (CL 9th; concentration +12)
. . 5th—righteous might, wall of stone{super}D{/super}
. . 4th—cure critical wounds, cure critical wounds, spike stones{super}D{/super} (DC 17)
. . 3rd—blindness/deafness (DC 16), cure serious wounds, dispel magic, speak with dead (DC 16), stone shape{super}D{/super}
. . 2nd—align weapon, bull's strength, cure moderate wounds, defending bone, heat metal{super}D{/super} (DC 15), silence (DC 15)
. . 1st—bless, bless water (DC 14), burning disarm (DC 14), doom (DC 14), magic stone{super}D{/super}, shield of faith
. . 0 (at will)—detect magic, detect poison, light, purify food and drink (DC 13)
. . D Domain spell; Domains Artifice, Earth (Metal subdomain)
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Statistics
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Str 16, Dex 10, Con 14, Int 10, Wis 16, Cha 12
Base Atk +6; CMB +9 (+13 sunder); CMD 19 (21 vs. sunder)
Feats Craft Magic Arms & Armor, Craft Wondrous Item, Extra Channel, Improved Sunder, Power Attack
Traits bully, scholar of the great beyond
Skills Appraise +0 (+2 for small or highly detailed items when using a magnifying glass), Craft (armor) +3, Craft (blacksmith) +3, Craft (firearms) +3, Craft (weapons) +3, Diplomacy +6, Heal +12, Intimidate +8, Knowledge (arcana) +5, Knowledge (planes) +6, Knowledge (religion) +5, Linguistics +5, Perception +3 (only -1/20' while using a spyglass, instead of -1/10'), Sense Motive +7, Spellcraft +4, Survival +3 (+4 to navigate in the wilderness in an appropriate area); Racial Modifiers +2 Intimidate
Languages Common, Giant, Orc, Undercommon
SQ orc blood
Combat Gear pendant of the blood scarab, wand of cure serious wounds, caltrops, vicious (2); Other Gear banded mail of luck, +1 heavy steel shield, +1 heavy mace, all tools vest, bag of concealment i, campfire bead, campfire bead, campfire bead, campfire bead, campfire bead, area map, backpack, masterwork, magnifying glass, manacles, mithril, spyglass, tent, small, waterproof bag, waterskin, weapon cord, wrist sheath, spring loaded, 5,213 gp, 4 sp
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Tracked Resources
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All tools vest (1/day) - 0/1
Artificer's Touch 1d6+4 (6/day) (Sp) - 0/6
Banded mail of luck (1/week) - 0/1
Cleric Channel Positive Energy 5d6 (4/day, DC 15) (Su) - 0/4
Dancing Weapons (4 rounds, 1/day) (Su) - 0/1
Extra Channel (2/day) - 0/2
Mending (At will) - 0/0
Metal Fists (6/day) (Su) - 0/6
Pendant of the blood scarab (1/day) - 0/1
Wand of cure serious wounds - 0/50
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Special Abilities
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All tools vest (1/day) This well-made leather vest bears numerous shiny metal buttons, which stud a number of bulging pockets. Once per day, as a standard action, the wearer can speak the vest's command word and order it to bring forth all the standard tools required to make checks for any one Craft skill. These tools appear in the countless pockets of the vest or, if too heavy, on the floor, on a nearby shelf, on a workbench, or in a toolbox or cupboard that appears nearby. Once summoned, they remain for 24 hours or until another creature touches them, whichever comes first.

Construction
Requirements Craft Wondrous Item, summon instrument; Cost 900 gp
Area map (????) A geographically relevant map grants a user a +1 circumstance bonus on Survival checks made to navigate in the wilderness. It also can be used to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.
Artificer's Touch 1d6+4 (6/day) (Sp) Melee touch attack deals 1d6+4 damage to objects or constructs, bypassing 9 hardness.
Banded mail of luck (1/week) Require an attack roll against you be rerolled.
Campfire bead On command bead becomes 2 ft tall fire for up to 8 hrs.
Campfire bead On command bead becomes 2 ft tall fire for up to 8 hrs.
Campfire bead On command bead becomes 2 ft tall fire for up to 8 hrs.
Campfire bead On command bead becomes 2 ft tall fire for up to 8 hrs.
Campfire bead On command bead becomes 2 ft tall fire for up to 8 hrs.
Cleric Channel Positive Energy 5d6 (4/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Artifice) Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.
Cleric Domain (Metal)
Dancing Weapons (4 rounds, 1/day) (Su) Touched weapon temporarily becomes dancing.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Gatecrasher You gain a +2 bonus on Strength checks to break objects.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Magnifying glass +2 Appraise for small or highly detailed items.
Metal Fists (6/day) (Su) Swift action: Your fists feal 1d6 damage, do not provoke AoO, and ignore hardness 10
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Pendant of the blood scarab (1/day) Automatically confirm a critical threat, but take 1d6 damage.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Weapon cord Attached weapon can be recovered as a swift action.

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