Harsk

Ragnar Grudgebearer's page

174 posts. Alias of Mokshai.


Full Name

Ragnar Grudgebearer

Race

Dwarf

Classes/Levels

Warpriest 7; AC With/WO Shield 22/21 T 11/11, FF 21/20; CMD 20, Fort 8, Ref 4, Will 10 (+4 Vs Spell/SLA, +2 vs Poison); Perception 11, +2 vs unusual Stonework

Gender

Male (Blessings 6/6 per Day DC 17); (Sacred Weapon 7/7 Rounds/Day); (Sacred Armour 7/7 min/day) (Fervour 7/7 per Day DC 15)

Size

Medium, 4' 2"

Age

56

Special Abilities

Darkvision 60'

Alignment

LN

Deity

Iomendae

Languages

Common, Dwarven, Celestial, Undercommon

Strength 18
Dexterity 13
Constitution 14
Intelligence 14
Wisdom 18
Charisma 9

About Ragnar Grudgebearer

Ragnar 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
Masterwork Dwarven Waraxe +11 (1d10+6 /20/x3) (s)
Masterwork Dwarven Waraxe +9 (1d10+12 /20/x3) (s) Power Attack

1 Handed Melee
Masterwork Dwarven Waraxe +11 (1d10+4/20/x3) (s)
Masterwork Dwarven Waraxe +9 (1d10+8/20/x3) (s) Power Attack
Cold Iron Boarding Axe +9 (1d6+4/20/x3) (p/s)
Cold Iron Boarding Axe +7 (1d6+8/20/x3) (p/s) Power Attack
Dwarven Maulaxe +9 (1d6+4/20/X3)
Dwarven Maulaxe +7 (1d6+8/20/X3) Power Attack
Dagger +9 (1d4+3/19-20/x2)(p)
Shield Bash +9 (1d3+3/x2)(b)

Ranged
Masterwork Darkwood Mighty(+2) Composite Longbow +8 (1d8+2/20/x3)(p)
Masterwork Darkwood Mighty(+2) Composite Longbow +6 (1d8+6/20/x3)(p) Deadly Aim
Sling +6 (d4+4/x2)(b)
Sling +4 (d4+8/x2)(b) Deadly Aim

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
Appraise 5/5
Bluff -1/-1
Climb 2/3
Diplomacy -1/-1
Disguise 5/5
Escape Artist -5/-4
Fly -5/-4
Handle Animal 5/5
Heal 8/8
Intimidate -1/-1
Knowledge (engineering) 12/12
Knowledge (religion) 12/12
Perception 11/11
Profession (Sailor) 8/8
Ride 1/2
Sense Motive 4/4
Spellcraft 12/12
Stealth -5/-4
Survival 4/4
Swim -2/-1
Use Magic Device 6/6

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:
Masterwork Dwarven Waraxe
Dwarven Maulaxe
Boarding Axe (Cold Iron)
Dagger
Sling
Masterwork Darkwood Mighty (+2) Composite Longbow
100 Cold Iron Arrows
40 Cold Iron Blunt Arrows
2 x Grapple Arrows

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:
Bedroll
Blankets x 2
Bullseye Lantern (Waterproof)
Candle Lamp
Coffee Pot
Cooking Kit (AA)
Fishing Kit
Gear Maintenance Kit
Grooming Kit
Holy Text
Mess Kit
Iron Pot
Scroll Box
Scroll Case
Soap
50' String
Waterskin (Holding 4 Pints Lamp Oil)
Whetstone
Explorers Outfit
Poncho
Coffee (1 lb ground)
8 Days Trail Rations

Medium Sack Containing: (In Haversack)
Grappling Hook
Hammer
8 x iron Spikes
4 x Pitons
100' Silk Rope
Medium Tent
2 x Torches
1 x Medium Sack

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:
+10ft to base speed
+1 dodge bonus to AC
+1 insight bonus on attack rolls
+1 luck bonus on saving throws.

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.
You can replace some of the bonus with the following abilities:

Brilliant Energy (+4)
Defending (+1)
Disruption (+2)
Flaming (+1)
Frost (+1)
Axiomatic (+2)
Merciful (+1)
Keen (+1)
Shock (+1).

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.
You can only target yourself with the spell, even if it could normally affect other or multiple targets.

• 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.
This grants it a +1 enhancement bonus that stacks with any existing bonuses up to a maximum of +5.
You can replace some of the bonus with the following special abilities:
Energy Resistance (normal (+2), improved (+4), greater (+5));
Fortification (light (+1), moderate (+3), heavy (+5));
Glamered (+1);
Spell Resistance (13 (+2), 15 (+3), 17(+4), 19 (+5)).

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.
When you use this ability, you can also use your sacred weapon ability as a free action by spending one use of fervor.

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:
+10ft to base speed
+1 dodge bonus to AC
+1 insight bonus on attack rolls
+1 luck bonus on saving throws.

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
Divine Favour (+2 Attack and Damage)
Divine Favour (+2 Attack and Damage)
Shield of Faith (+3 Deflect AC)
Shield of Faith (+3 Deflect AC)
Magic Weapon (+1) Cannot stack with other Enhancements

Level 2
Bulls Strength (+4 STR)
Bulls Strength (+4 STR)
Bears Endurance (+4 CON)
Bears Endurance (+4 CON)
Resist Energy (20 Points Resistance)

Level 3
Magic Vestment (+1 AC to Shield or Armour)
Protection from Energy (84 points total)

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.
He eventually started as a deckhand on his parents ship shortly thereafter.
When he reached the age of 14, his parents ship went down with all hands leaving him an orphan.
With nothing to really live for, he turned to the one thing that seemed to keep his parents spirits up, religion.
For the next few years, he followed the church of Iomadae, which was practiced under severe restrictions, whom taught him the use of the axe and blade.
As soon as the crusade became active, he stopped openly practicing the churches doctrine, and started following his own tenants of the church.
With the proclomations, becoming more and more asinine, he got fed up and started to agitate to remove the leadership.
With the broadsheets announcing another protest, he joined in bringing only a dagger, and leaving his stuff at what was his parents shipping company (Now defunct).