Dwarf Fighter

Rognar Grimtooth's page

440 posts. Organized Play character for Edelsmirge.


Full Name

Rognar Grimtooth

Race

Dwarf

Classes/Levels

Cleric 7 (Verisian Pilgrim) hp 59, ac 20, f +7, r +4, w+12(+14 vs spells), init +8, perc +14 cmb 16, cmd 18

Gender

Male

Size

Medium

Special Abilities

See Below

Alignment

N

Deity

Halcamora

Strength 14
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 25
Charisma 16

About Rognar Grimtooth

N Medium
Init +8; Perception +12
--------------------
Defense
--------------------
AC 22, touch 14 , flat-footed 7
Ring of Force shield (+2 shield ac)
HP 59
Fort +7, Ref +5, Will +12
BAB +4
CMB 16
CMD 18

--------------------
Offense
--------------------
Speed 20
Melee: great club +6
Melee:
Ranged: javelin +6

--------------------
Feats
--------------------
1 improved init
3 extra channel+2 channel energy
5 quick channel
7 leadership

--------------------
Traits
-------------------
1 reactionary +2 init
2 exalted of the society +1 channel energy
3 touched by divinity (see below)
Drawback: hedonistic

hedonistic:
You are a creature of pleasure and comfort.

Effect(s) Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.

Skills
--------------------
1 know religion 5 0 3 8
2 perception 7 7 0 14
3 sense motive 2 7 3 12

--------------------
Gear
--------------------
Great club
Ioun torch 750
Anytool 250
2 waterskins, full
Week iron rations
100 ft knotted Silk rope a grapple wrapped
Medium tent
Alchemist fire x3
Cot, bedroll, and blanket
Travellers outfit
Courtiers outfit
Chainmail 150 ac+8 dex +2, (+2 armor)
Silver holy symbol(free)
Headband of wisdom +2(4000)
Handy haversack (2000)
Figurine of wonderous power(10,000)
When animated, a bronze griffon acts in all ways like a normal griffon under the command of its possessor. The item can be used twice per week for up to 6 hours per use. When 6 hours have passed or when the command word is spoken, the bronze griffon once again becomes a tiny statuette.
Travelling alter, Halcamora
Wand 10 ch liberating command (1st lv)
1850gp+820gp+3135gp

--------------------
Special Abilities
--------------------
Channel energy 4d6 13/day

Per day spells:
0 - 4
1 - 5(+2) enlarge person(free), goodberry(free), cure light wounds x2, bless x2, santuary x2
2 - 5(+2) barkskin(free) shield other x2 cure moderate wounds x2 aid x2
3 - 2(+2) pro from energy prayer(free) x2 stone shape cure serious wounds
4 - 1(+2) freedom of movement(free) celestial healing, greater, blessing of fervor x2

trait touched by divinity:

holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity(Seasons subdomain). You gain the use of that domain’s 1st-level domain spell (goodberry)as a spell-like ability usable once per day (CL equals your character level).

domain luck:

Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.

Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.

domain plant, subdomain growth:
Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—enlarge person, 2nd—barkskin, 3rd—plant growth, 4th—command plants, 5-righteous might, 6th—repel wood, 7th—animate plants, 8th—control plants, 9th—shambler.

Varisian Pilgrim abilities:
Source Inner Sea Magic pg. 42
While most clerics are associated with a particular temple, adventuring clerics spend much of their time away from their favored place of worship, and there are those who worship primarily on the road and during the journey. These clerics see the act of travel and the arrival at sites sacred to their religion as valuable, and perhaps more so than time spent sequestered inside a church. Relatively common in Varisia, these pilgrims love to travel, typically on foot or with caravans. While the archetype is called the “Varisian pilgrim,” this archetype can be selected by any cleric who prefers to worship while on the move. Whether or not they are Varisian, these clerics learn a little about fortune-telling and a lot about people.

A Varisian pilgrim has the following class features.

Fortunate Road: At 1st level, a Varisian pilgrim must select the Chaos, Community, Liberation, Luck, Travel, or Weather domain (or the Exploration, Fate, Freedom, Trade, or Seasons subdomains from the Advanced Player’s Guide, if available in the campaign) as one of her domains. If the cleric worships a deity that doesn’t normally grant one of these domains, she gains access to this domain but can only pick this one domain—she effectively loses the option to pick a second domain. As a result, very few clerics who worship deities who don’t grant access to one of the domains or subdomains listed above opt to become Varisian pilgrims. In all other respects, this works like and replaces the standard cleric’s domain ability.

Caravan Bond (Su): At 1st level, by leading a group prayer for 1 minute, a Varisian pilgrim can select a number of traveling companions equal to her cleric level + her Wisdom bonus. She may use her domain-granted powers on any of these traveling companions as if they were her. She can use these abilities on her traveling companions at a range of up to 30 feet, even if the ability normally requires her touch. This ability replaces the cleric’s proficiency with medium armor and shields— she retains proficiency with light armor only.

Blessing of the Harrow (Su): At 8th level, once per day the pilgrim may perform a harrowing for herself or another creature. This is otherwise identical to the blessing of the harrow from the harrower prestige class (Inner Sea World Guide 276). This replaces an 8th-level domain power of the Varisian pilgrim’s choice.

--------------------
Background
---------------------
Rognar was born on a ship voyage to travelling merchants and was raised by both his parents in a modest house when not travelling. Rognar got that desire to see the world from his parents and his childhood was a happy one.
Rognar rebelled as a teenager and got involved in crime trafficking exotic animals as he had a way with them as a dwarf that most in the city did not. He was drawn to the hedonistic life style in the wrong crowd but one day found himself waking up from a night of drunken debauchery in a temple of Halcamora where they took care of him and saw to his needs.
This changed Rognar's life and he left the criminal life behind taking a camel named Bill with him when he left. The crime organization is still upset he left and is looking for him.
Rognar started to serve in the church bureaucracy but found his need for travel and to work in the world and bring the message of your faith to the darkest corners of the land greater thus becoming a pilgrim. He found his way to the lands of the sword Lord's and from there was recruited to enter the distant lands where the princess resides. He helped take back a castle where he had become captured and from there stayed at the castle as a cleric helping to rid the surrounding lands of undead.
Lawful blessing +2 (on wis)

Halcamora:

Halcamora
(Deity)
Titles Lady of Ripe Bounty
Realm Forest of Whispered Longing, Nirvana
Alignment Neutral good
Areas of Concern Gardens
Orchards
Wine
Worshipers Farmers, gardeners, revelers, vintners
Cleric Alignments (1E)
LG NG CG
LN N CN
LE NE CE
Domains (1E) Good, Luck, Plant, Weather
Subdomains (1E) Agathion, Growth, Revelry, Seasons
Favored Weapon Club
Symbol Jug of grapes
Sacred Animal Ladybug
Sacred Colors Red, white
Source: Chronicle of the Righteous, pg(s). 14
Halcamora is an agathion empyreal lord who watches over gardens, parks, and wineries.

Contents
1 Home
2 Appearance
3 Relationships
4 Cults
5 References
Home
Halcamora resides in a leafy bower deep within the Forest of Whispered Longing in Nirvana. She is a social empyreal lord and often visits the palaces of others.

Appearance
Halcamora appears as a friendly, smiling young woman with tanned skin, sleek black hair, and pale green eyes. Her brown robes are kilted up to her knees, and her feet are always dirty with wine stains. Two ladybug wings emerge from her shoulders, and two slender black antennae curve up from her temples.

Relationships
Halcamora is the daughter of Erastil and Jaidi, and the sister of Cernunnos.She despises insect-bodied fiends who blight crops and spread epidemics.

Cults
Halcamora is worshipped by gardeners and vintners, particularly in lean times. Peaceful farming communities often build small shrines dedicated to her in addition to temples for more powerful deities of nature.