Bard

Ogden Greyhammer's page

136 posts. Alias of evandariel.


Full Name

Ogden, Son of Durden, Greyhammer

Race

Dwarf

Classes/Levels

Merciful Healer 1: HP 8/8; AC 14/14/10; CMD 10/14 stable; Init +0; Per +3 (5 stonework); F+2/R+0/W+6; SR 6; Restoration 6/6; Channel 8/8

Gender

Male

Size

Medium

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

About Ogden Greyhammer

Merciful Healer Cleric 1
NG Male Dwarf, Age: 71, Height: 4 ft. 1 in., Weight: 178 lbs.

Defense:
HP : 8 (1d8)
AC : 14, FF 14, Touch 10 (10 base + 4 armor), +4 vs giants
CMD : 10 (10 base), 14 vs bullrush/trip

Fort: +2 (2 base)
Ref : +0 (0 base)
Will: +6 (2 base, 3 wis, +1 trait)
Spell Resistance: 6

Offense:
BAB : +0
CMB : +0
Init: +0
Spd : 30 ft

Melee: Battleaxe, +0 (1d8/x3); Dagger, +0 (1d4/19-20x2); +1 attack vs giants

Ranged: Sling, +0 (1d4/x2); +1 attack vs giants

Class Abilities:

Cleric: Medium Armor Proficiency, Simple Weapon Proficiency, Favored Class, Restoration Domain, Orisons, Spells, Spontaneous Cures, Combat Medic.

Restorative Touch 6/day (Su): You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Channel Positive Energy 8/day (1d6, 30 ft burst) (Su):. The amount of damage healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

Combat Medic (Ex): A merciful healer does not provoke attacks of opportunity when using the Heal skill to stabilize another creature or casting healing spells.

Traits:

Adopted(Helpful): +2 using the aid another action.
Fools for Friends: +1 trait bonus to aid another bonus (given or received), +1 save vs charm/compulsion if 30ft from friend.
Exalted of the Society: +1 channel energy/day
Overprotective (Drawback): -2 attack/skill check if farther than 10ft from a fallen ally.

Racial Abilities:

Dwarf: Slow (20ft), +4 dodge AC versus giant subtype, +4 CMD versus bullrush/trip, +2 perception checks unusual stonework, notice 10ft, Darkvision 60ft, Weapon familiarity
Giant Hunter: +1 bonus on attack rolls against humanoids with giant subtype, +2 survival to track giants.
Magic Resistant: Spell Resistance equal to 5 + character level, -2 concentration for arcane.
Lorekeeper: +2 racial bonus to Knowledge (history) check for dwarves and their enemies, can use untrained.

Feats:

[Level 1]Extra Channel: Can channel energy an additional 2 times per day.

Skills:

Cleric: 5 (2 base + 2 int + 1 favored)

Diplomacy +6 (1 rank, 2 cha, 3 class)
Heal +7 (1 rank, 3 wis, 3 class)
Knowledge, history +7 (1 rank, 3 wis, 3 class), +2 vs dwarves and their enemies
Knowledge, religion +7 (1 rank, 3 wis, 3 class)
Sense Motive +7 (1 rank, 3 wis, 3 class)

Untrained:
Perception +3 (0 rank, 3 wis), +2 vs stonework
Survival +3 (0 rank, 3 wis), +2 vs giants

Languages: Common, Dwarven, Halfling, Giant

Spells:

Spells: Slots Per Day - 2+1 1st level spells
Orisons:
Detect Magic (1 min)
Enhanced Diplomacy (+2 competence bonus on Diplomacy or Intimidate, 1 min/discharge)
Guidance (+1 competence bonus on attack, saving throw, or skill check, 1 min/discharge)
1st: (Spontaneous spell: Cure Light Wounds)
Magic Stone
Bless (+1 morale bonus on attack rolls and saving throws vs fear)
[D]Cure Light Wounds (1d8+1)

Equipment:

Chain shirt, Holy Symbol (Wooden), Backpack, Bedroll, Chalk, Fishhook, Flint and Steel, Sewing Needle, Oil (2pt), Pot, Pouch, Sack, Rope (Hemp, 50'), Trail Rations (4), Torch (2), Waterskin, Whetstone, Explorer's outfit, Merchant's Scale, Book, Ink and pen, Flask.
Funds: 2cp

Appearance:

A dwarf of average build, Ogden has a flowing black mane of hair and a beard to match, with occasional braids and metal brads dotting the ends. His nose is rather large and round, fairly typical of dwarves, and his brown eyes look with cunning from underneith full eyebrows. He wears a green leather vest over a shirt of chainmail along with a pair of brown breeches, and a flowing black cloak adorns his back. Dwarven runes are branded into his accoutrements, and smaller ones line the edges of his vest in gold. A pristine battleaxe hangs from his belt, along with a sling, two pouches, and a worn leather book tied from a cord. His hands are an unusual sight, completely covered in scars, with half of the left pinky finger missing.

Background:

Since his birth, Ogden, son of Durden, was always a very finicky child. He did very well in his studies, and was quick to learn about dwarven history as well as stone and metal lore. The aptitude came at a price, as Ogden did not make many friends, and his quirky behavior often made enemies. His father lead caravans to trade with nearby settlements, and often took Ogden along to keep him busy. He spent a great deal of time making notes, and practicing drawing. His pictures never amounted to much, but his maps of their travels showed good promise. He seemed to take well to the intricacies of the road and trading.

On one such trip, the caravan was attacked by a hill giant. Under-staffed, the only veteran warrior on the train was Durden, Ogden's father. They fought valiantly, but were overcome. Inside one wagon, smashed by the club the giant wielded, lay the injured and dying boy. It proved to be lucky, as the giant took several of the bodies of the dead to feast on, or so Ogden was told. A settlement of halflings nearby found him, their scouts dragging his body back to their healers. He spent many years there, which he claims are of no consequence, but it did seem to change the man he became.

Eventually, Ogden felt ready to venture on his own, and set off homeward. He was welcomed back with great joy, but his time with the halflings had taken it's toll. His already nervous and meticulous behavior became even more pronounced. Some jokingly whisper that he inherited the worst habits of both dwarves and the pestering halflings. Even so, Ogden has made a name for himself, becoming adept at ordering others around, leveraging advantages in commerce and battle, and using his screwd accounting to generate riches for his people. He often accompanies trade caravans on their routes, even though there is a noticeable pallor at the thought of giants returning. He is inwardly insistent upon setting what was wrong right, and is also afraid that what happened to his father might happen to others. At some point, the problems besetting his people must be resolved.

Personality:

Ogden is most definitely an Executive, with a touch of Doer and Protector.

ENTJ - The Executive:
Assertive and outspoken - they are driven to lead. Excellent ability to understand difficult organizational problems and create solid solutions. Intelligent and well-informed, they usually excel at public speaking. They value knowledge and competence, and usually have little patience with inefficiency or disorganization.