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About Ragnar GrudgebearerRagnar Grudgebearer LN warpriest of Iomadae Basics:
Ragnar Grudgebearer LN Dwarven Warpriest Senses: Darkvision 60’ STATISTICS:
STR 18 DEX 13 CON 14 INT 14 WIS 18 CHA 10 Level 4=+1 to Dex OFFENCE:
BAB 5 CMB 9 Speed 20 ft Space 5 Reach 5 2 Handed Melee
1 Handed Melee
Ranged
DEFENCE:
With / Without Shield AC 22/21, touch 11/11, flat-footed 21/20 Fort 8 Reflex 4 Will 10; CMD 18 hp 52 SKILLS:
With / Without Shield Acrobatics -5/-4
FEATS:
• Steel Soul (APG 170): You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf ’s hardy racial trait. • Craft Wondrous Item (Core 120): You can create magic wonderous items • Weapon Focus (Waraxe, dwarven) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon.* • Deadly Aim (Core 121): You can choose to take a -1 penalty on all ranged attack rolls and combat maneuver checks to gain a +2 to your damage roll. • Power Attack (Core 131): You can choose to take a -2 penalty on all melee attack rolls and combat maneuver checks to gain a +4 bonus on all melee damage rolls. This bonus to damage is increased to +6 with two-handed weapons, a one handed weapon using two hands, or a primary natural weapon that deals 1.5 strength damage. This bonus to damage is decreased to +2 if you are making an attack with an off-hand weapon or secondary natural weapon. These effects last until your next turn. • Weapon Focus (Longbow) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon.* • Scribe Scroll (Core 132): You can create a scroll of any spell you know.
LANGUAGES:
Common Dwarven Undercommon Celestial ARMOUR AND WEAPONS:
Armour: Masterwork Full Plate Masterwork Light Quickdraw Wooden Shield Weapons:
ADVENTURING GEAR:
Adventurers Sash containing: Candles x 6 Canteens x 2 Chalk x 6 Compass Ear Plugs Flint and Steel Silver holy symbol with flask and compartment (1 Holy Water, 1 Pot CLW) Journal Mirror Scriveners Kit Scroll Case Smoked Goggles Wire Saw Healers Kit Vet's Kit Surgeons Tools Tinder Twigs x 4 Water Purification Sponge Assorted Alchemical Weapons Handy Haversack Containing:
Medium Sack Containing: (In Haversack)
WONDEROUS ITEMS:
Efficient Quiver Handy Haversack Travellers Anytool Heavyload Belt of Strength (+2 Str / Permanant Anthaul) Amulet of Natural Armour (+1) CONSUMABLES:
Healers Kit (10 Uses) Vets Kit (10 Uses) Acid Flasks x 2 Alchemists Fire x 2 Alkali Flask x 2 Bottled Lightning x 2 Holy Water x 4 Liquid Ice x 2 Tanglefoot Bags x 2 Thunderstone x 2 Cure Light Wounds (d8+1) x 4 Serrins Swift Girding x 2 Weapons Blanc (Silver) x2 Used 15 Arrows, 5 Blunt Arrows Weapons Blanc (Adamantine) x 2 Used 15 Arrows, 5 Blunt Arrows Weapons Blanc (Ghost Touch) x 2 Used 25 Arrows, 5 Blunt Arrows MONEY:
PP GP 3744 SP 9 CP 1 Gems/Jewels TRAITS:
• Fed-Up Citizen (APHR 10): You gain a +1 bonus on Disguise checks* and Disguise is a class skill for you.* When someone uses Detect Good or Detect Law on you, your effective HD is four lower than their actual total. Divine casters treat themselves as standard aligned creature for these purposes. You gain +1 trait bonus on saving throws against mind-affecting effects. • Warsmith (DoG 10): You gain a +1 trait bonus to damage rolls against creatures and objects made primarily of clay, crystal, earth, metal, or stone. Knowledge (engineering) is a class skill* for you.
CLASS FEATURES:
• Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are proficient with shields (excluding tower shields.)* • Weapon Proficiency: You are proficient with all Simple and Martial Weapons. • Aura (Ex) (ACG 60): You have a particularly powerful aura corresponding to your deity's alignment. • Blessings (Su) (ACG 60): 6 times per day, you can call upon one of the following blessings to aid yourself or your allies. (DC: 17) War Mind (ACG 68): You can touch an ally and grant them a tactical advantage for 1 minute. At the start of each of their turns, they can select one of the following bonuses for that round:
Blinding Strike (ACG 68): You can create a flash of sunlight in one of your opponent's eyes, blinding them for one round. A Reflex save reduces this to dazzled for one round. Sightless creatures are unaffected; creatures with light blindness or sensativity take a -4 penalty on the saving throw. • Focus Weapon (Ex) (ACG 60): You gain Weapon Focus as a bonus feat.* • Sacred Weapon (Su) (ACG 60): Weapons you wield are charged with the power of your faith. When you wield a Medium version of a Sacred Weapon - your deity's favored weapon or one in which you have Weapon Focus - you may deal 1d8 damage instead of the weapon's normal amount.*As a swift action, you can enhance your weapon with divine power for up to 7 rounds per day. This grants it a +1 bonus enhancement that stacks with existing bonuses up to a +5 maximum.
Brilliant Energy (+4)
Enhancements only work for you and you must have a +1 enhancement before adding other enhancements. If multiple weapons, or both ends of a double weapon are enhanced, each consumes rounds of use separately. • Spontaneous Casting (ACG 61): You may convert the stored energy of a prepared spell into a cure spell of the same level or lower. • Fervor (Su) (ACG 61): 7 times per day, you can draw on your faith to heal wounds, harm foes or quickly cast spells. By touching a creature and expending one use of fervor, you can heal a living creature or harm an undead creature for 2d6 damage. This is a standard action that provokes an attack of opportunity if you use it on another creature, but a swift action if you use it on yourself. You can spend one use of fervor to cast any prepared warpriest spell (with a casting time of 1 round or shorter) as a swift action with no somatic components.
• Channel Energy (Su) (ACG 61): You can expend two uses of Fervor to emit a wave of positive energy through your holy symbol. This can either heal all living creatures or harm all undead creatures within 30ft of you for 2d6 damage. Creatures harmed get a Will save (DC 17) to halve the damage. You can choose not to include yourself in the effect. • Sacred Armor (Su) (ACG 62): As a swift action, you can enhance your armor with divine power for up to 7 minutes per day.
Bonus and abilities only apply to you. They are determined the first time you use it each day and cannot be changed until the next day.
BLESSINGS:
Blessings (Su) (ACG 60): 6 times per day, you can call upon one of the following blessings to aid yourself or your allies. (DC: 17) War Mind (ACG 68): You can touch an ally and grant them a tactical advantage for 1 minute. At the start of each of their turns, they can select one of the following bonuses for that round:
Blinding Strike (ACG 68): You can create a flash of sunlight in one of your opponent's eyes, blinding them for one round. A Reflex save reduces this to dazzled for one round. Sightless creatures are unaffected; creatures with light blindness or sensitivity take a -4 penalty on the saving throw.
SPELLS:
Spells Prepared:: Level 0 Detect Magic Read Magic Guideance Create Water Purify Food and Drink Level 1
Level 2
Level 3
Fluff/Background:
Ragnar was born in Old Kintargo of a merchant shipping family. While he was young, he went on a couple of hunts with his parents where he was taught the use of the bow.
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