Duergar

Nordack Hammerson's page

2 posts. Alias of Jeremy Corff.


Full Name

Nordack Hammerson

Race

Dwarf

Classes/Levels

Warpriest/Brawler (Winding Path Renegade) 10/2

Gender

M

Size

Medium

Age

146

Alignment

LG

Deity

Torag

Location

Numeria

Languages

Common, Dwarven, Hallit

Homepage URL

https://www.myth-weavers.com/sheet.html#id=1858912

Strength 22
Dexterity 12
Constitution 15
Intelligence 12
Wisdom 18
Charisma 6

About Nordack Hammerson

Myth-Weavers Stat Block:

Nordack Hammerson
M LG Dwarf Warpriest/Brawler(Winding Path), Level 12 (10/2), Init 7, HP 112/112, DR DR 2/-, Speed 40ft
AC 26, Touch 12, Flat-footed 25, CMD 25, Fort 18, Ref 9, Will 14, CMB +15/+10, Base Attack Bonus 9/4
Reach, move action to switch +2 Adamantine Dwarven Dorn-dergar +15/+10 (1d10+20, X2)
Cold iron dagger +12/+7 (1d4+12, 19-20x2)
Unarmed strike +13/+8 (1d10+12, x2)
60 charges, 1 charge per 10 min +2 Smart Armor (+10 Armor, +1 Dex, +1 Natural, +4 Deflect)
Abilities Str 22, Dex 12, Con 15, Int 12, Wis 18, Cha 6
Condition None
Favored Class: Warpriest (+1 HP)

Character Sheet:

NORDACK HAMMERSON
Deity: Torag
Level 12 (10/2) Warpriest/Brawler (Winding Path Renegade)
Size Medium
Age 146
Gender Male
Height 5"1'
Weight 265
Eyes Blue
Hair Grey
Ability Scores | Mod
STR 22 | 6
DEX 12 | 1
CON 15 | 2
INT 12 | 1
WIS 18 | 4
CHA 6 | -2
Caster Level 12
HP 112/112 DR 2/-
AC 26 = 10 + 10 armor + 1 Dex + 4 NA + 1 deflection
Touch 12 Flat-footed 25
CMD 25 FCMD 24
INIT 7 = 1 Dex + 6 Misc
40ft speed in Heavy armor
Saving Throws
Total = (Base + AbilityMod + MagicMod + MiscMod + TempMod)
FORTITUDE 18 = 10 + 2 + 2 + 2 + 2
REFLEX 9 = 6 + 1 + 2 + 0 + 0
WILL 14 = 7 + 4 + 2 + 0 + 1
BAB 9/4

Attacks
+2 Adamantine Dwarven Dorn-dergar +15/+10 1d10+20 B, X2
Reach 10ft, swift action to switch non-reach

Cold iron dagger +12/+7 1d4+12 P or S, 19-20x2

Unarmed strike +13/+8 1d10+12 B, x2

Masterwork darkwood Composite Longbow +11/+6 1d8+6 P, x3
110ft range, 40 arrows

Armor
+2 Smart Armor, heavy armor, AC bonus 10, ACP 5, Max Dex 1
60 charges, 1 charge per 10 min, 20lbs, 35% spell failure

Feats:
Toughness
Weapon Focus: Dwarven Dorn-delgar
Weapon Focus: Unarmed Strike
Improved Unarmed Strike
Extra Traits: Empathic Diplomat, Magical Knack
Power Attack: -3 to hit, +6 damage (+9 2hand)
Darting Viper: switch Dorn-delgar as swift action
Lunge: +5ft reach, -2 AC until end of turn
Technologist
Breadth of Experience: +2 Knowledge, Profession, untrained
Quicken Blessing: Artifice
Improved Initiative

Traits
Reactionary: +2 init
Fate's Favored: Luck bonuses +1
Empathic Diplomat: Wis to Diplomacy
Magical Knack: +2 caster level Warpriest

Class: Warpriest
Sacred Weapon 1d10, 10/day
Aura or Law, Good
Blessings: Artifice, Protection 9/day
-Crafter's Wrath, Transfer Magic
-Increase Defense, Aura of Protection
Fervor: 3d6, 9/day
Channel Energy
Sacred Armor

Class: Brawler (Winding Path Renegade)
Brawler's cunning
Martial flexibility
Martial training
Unarmed strike 1d6
Brawler's Flurry
Mystery of Unblinking Flame: +10 move speed

Race: Dwarf
Slow and Steady: 20ft, no armor penalty
Darkvision 60ft
Desert Delver: Resistance 1 Fire & Cold,
Lorekeeper: +2 to History checks
Hatred: +1 attack vs orcs and goblins
Unstoppable: Toughness, +1 Fort saves
Stability: +4 vs bull rush and trip
Stonecunning: +2 Percep. on stonework
Weapon Familiarity

Skills (Skill Name, Key Ability, SkillMod (AbilityMod + Rank + Misc – ACP)
Acrobatics Dex 10 = 1 + 6 + 5 -5
Appraise Int 3 = 1 + 0 + 2 0
Bluff Cha -2 = -2 + 0 + 0 0
Climb Str 5 = 6 + 1 + 0 -5
Craft Int 1 = 1 + 0 + 0 0
Diplomacy Wis 13 = 4 + 6 + 0 0
Disable Device Dex -4 = 1 + 0 + 0 -5
Disguise Cha -2 = -2 + 0 + 0 0
Escape Artist Dex -4 = 1 + 0 + 0 -5
Fly Dex -4 = 1 + 0 + 0 -5
Handle Animal Cha -2 = -2 + 0 + 0 0
Heal Wis 4 = 4 + 0 + 0 0
Intimidate Cha -2 = -2 + 0 + 0 0
Knowledge (Arcana) Int 3 = 1 + 0 + 2 0
Knowledge (Dungeoneering) Int 7 = 1 + 1 + 2 0
Knowledge (Engineering) Int 10 = 1 + 4 + 2 0
Knowledge (Geography) Int 3 = 1 + 0 + 2 0
Knowledge (History) Int 5 = 1 + 0 + 4 0
Knowledge (Local) Int 3 = 1 + 0 + 2 0
Knowledge (Nature) Int 3 = 1 + 0 + 2 0
Knowledge (Nobility) Int 3 = 1 + 0 + 2 0
Knowledge (Planes) Int 3 = 1 + 0 + 2 0
Knowledge (Religion) Int 10 = 1 + 4 + 2 0
Linguistics Int 1 = 1 + 0 + 0 0
Perception Wis 22 = 4 + 12 + 3 0
Perform Cha -2 = -2 + 0 + 0 0
Profession Wis 6 = 4 + 0 + 2 0
Ride Dex -4 = 1 + 0 + 0 -5
Sense motive Wis 11 = 4 + 4 + 0 0
Sleight of hand Dex -4 = 1 + 0 + 0 -5
Spellcraft Int 1 = 1 + 0 + 0 0
Stealth Dex -4 = 1 + 0 + 0 -5
Survival Wis 8 = 4 + 1 + 0 0
Swim Str 5 = 6 + 1 + 0 -5
Use magic device Cha -2 = -2 + 0 + 0 0
Total Skill Points: 40

Equipment
+2 Smart Armor 20500
+2 Adamantine Dwarven Dorn-dergar 11050gp
Cold iron dagger 4gp
Signal Horn 1gp
Masterwork darkwood composite Longbow (Str +6) 1030gp
Holy symbol, tattoo 100gp
Compass 10gp
40 arrows 2gp
Warpriest Kit 16gp
-backpack, bedroll, belt pouch, holy text, flint & steel, iron pot, mess kit, rope, soap
-spell component pouch, 10 torches, 5 days rations, water skin, wooden holy symbol
Coffee Pot 3gp
Mwangi Coffee 3sp
Small tent 10gp
Cybernetic Ears (+2 Percep, +4 vs Sonic) 4000gp
Cybernetic Legs (+10 spd, +5 vs Trip, Acrobatics) 8500gp
Dermal Plating Mk2 16000gp
Knight Inheritor's Ring 3000gp
Headband of Inspired Wisdom +2 4000gp
Belt of Giant Strength +4 16000gp
Boots of the Earth 5000gp
Lucky Horseshoe (saves, +5 vs one save per day) 6800gp
Amulet of Natural Armor +2 8000gp

Currency 3974gp

Languages Common, Dwarven, Hallit

Spells
(Level, Spell Name, # memorized)
0th Create Water
0th Grasp
0th Light
0th Mending
0th Stabilize
1st Divine Favor 2
1st Hedging Weapons 2
1st Rite of Centered Mind 1
1st Rite of Bodily Purity 1
2nd Defending Bone 1
2nd Eroding Ray 1
2nd Life Pact 1
2nd Protection from Evil, communal 2
3rd Prayer 1
3rd Channel Vigor 2
3rd Stoneshape 1
4th Hallucinogenic Smoke 1

Background
Originally from a desert tribe of dwarves in Osirion, Nordack spent much his youth in intense training hoping to qualify for one of the Houses of Perfection in Jalmeray. When he was 41 he made the trip out to the island, where he quickly found that for all his skill and training he just wasn’t cut out for the ascetic discipline the Houses demanded. Giving up that dream, he wandered for a few years, falling in with a few trade caravans, and eventually came under the wing of a traveling cleric of Torag. In the forge father Nordack found new purpose, and he dedicated his life to the god. His travels continued, and he made his way North to Numeria where the promise of strange engineering marvels and deadly monsters sparked his curiosity. He’s been in the Land of Fallen Stars ever since, earning a mighty reputation as a slayer of robots and a defender of the weak.