HP 69/69, F:8/R:2/W:10, AC 22 (26 vs Giants) CMB +10 CMD 22 Init +0
Gender
Male
Adjustments:
+4 CMD vs Bull Rush/Trip, +1 vs fear vs giants, +1 dmg when flanking, +1 Shield AC, +4 AC vs Giants
Size
Medium, 4'4" 205lbs
Age
110
Alignment
LN
Deity
Torag
Languages
Common, Dwarven
Occupation
Brewer
Strength
16
Dexterity
10
Constitution
14
Intelligence
10
Wisdom
19
Charisma
9
About Ragnir Brightaxe
background:
Ragnir was born to the Brightaxe family, a well known family of giant slayers. Most of his brothers and sisters became fighters and a few dwarven defenders, but Ragnir felt a different calling early on. He felt the call of Torag. He felt it through the earth that they dwelt in, and felt it anytime he was in the council hall. Still, the Brightaxe blood ran strong in the young dwarf, and with the help of his family he excelled in the weapons of his family's namesake.
During a skirmish with some marauding giants, Ragnir and his family were called on to dispatch the beasts. During the fight one of the giants cornered Ragnir, and if not for the interaction of his sister, Ragnir would have surely fallen that day. He still remembered the blows that tore his weapon and shield from his hands, and standing waiting to receive another blow, when the giant fell backwards with a howl of agony as his sister hamstringed the monster.
Ragnir lost his nerve a bit after that, and when they returned home, Ragnir put up his shield and axe and over time turned to the craft of brewing. He'd settled in to the routine of brewing for the clan. Soon though he felt the call through the earth. Torag had need of him, and Ragnir could do nothing more than listen. Giants were on the move again, and Ragnir was needed...
Ragnir Brightaxe
Male dwarf warpriest of Torag 8 (Pathfinder RPG Advanced Class Guide 60)
LN Medium humanoid (dwarf)
Hero Points 0
Init +0; Senses darkvision 60 ft.; Perception +5 (+7 to notice unusual stonework)
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Defense
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AC 22, touch 10, flat-footed 22 (+9 armor, +3 shield; +2 deflection vs. evil)
hp 69 (8d8+21)
Fort +8, Ref +2, Will +10; +2 vs. poison, +4 vs. spells and spell-like abilities; +2 resistance vs. evil
Defensive Abilities defensive training, sacred armor (+1, 8 minutes/day)
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Offense
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Speed 20 ft.
Melee +2 frost heavy mace +12/+7 (1d8+6 plus 1d6 cold) or
. . dagger +10/+5 (1d4+4/19-20) or
. . dagger +10/+5 (1d4+4/19-20) or
. . heavy shield bash +10/+5 (1d4+4) or
. . mwk cold iron falchion +11/+6 (2d4+6/18-20) or
. . mwk dwarven longhammer +11/+6 (2d6+6/×3) or
. . mwk dwarven waraxe +12/+7 (1d10+4/×3) or
. . warhammer +10/+5 (1d8+4/×3)
Ranged +1 longbow +7/+2 (1d8+1/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork dwarven longhammer)
Special Attacks blessings 7/day (Earth: acid strike, Law: axiomatic strike), channel positive energy 4/day (DC 18, 3d6), fervor 8/day (3d6), hatred, sacred weapon (1d8, +2, 8 rounds/day)
Warpriest Spells Prepared (CL 8th; concentration +12)
. . 3rd—badger's ferocity[UM] (DC 17), deadly juggernaut[UC], invisibility purge
. . 2nd—bull's strength, hold person (DC 16), communal protection from evil[UC], lesser restoration, spiritual weapon
. . 1st—bless, moment of greatness[UC], protection from evil, remove fear, shield of faith
. . 0 (at will)—create water, detect magic, read magic, resistance, spark[APG] (DC 14)
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Statistics
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Str 18, Dex 10, Con 14, Int 10, Wis 19, Cha 9
Base Atk +6; CMB +10; CMD 20 (24 vs. bull rush, 24 vs. trip)
Feats Cleave, Improved Shield Bash, Power Attack, Saving Shield[APG], Shield Focus, Steel Soul[APG], Weapon Focus (dwarven waraxe)
Traits dirty fighter, giantslayer scion
Skills Acrobatics -8 (-12 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Heal +8, Intimidate +4, Knowledge (religion) +8, Perception +5 (+7 to notice unusual stonework), Sense Motive +9, Spellcraft +10, Survival +8; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ hero points
Other Gear +1 righteous half-plate, mwk breastplate, heavy steel shield, +1 longbow, +2 frost heavy mace, dagger, dagger, mwk cold iron falchion, mwk dwarven longhammer[ARG], mwk dwarven waraxe, warhammer, belt of giant strength +2, backpack, bedroll, belt pouch, belt pouch, blanket[APG], flint and steel, hemp rope (50 ft.), silver holy symbol of Torag, trail rations (7), vial (3), waterskin, 32 gp, 9 sp
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Special Abilities
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Blessings (7/day) (Su) Pool of power used to activate Blessing abilities.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Fervor (3d6, 8/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Armor +1 (8 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Weapon +2 (8 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Saving Shield As an immediate action, add a 2 shield bonus to an adjacent ally's AC.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Warpriest Channel Positive Energy 3d6 (4/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
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