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About Rorgar BrewmasterGeneral Info:
Rorgar Brewmaster Male Dwarf Warpriest 1 LN medium humanoid Senses Darkvision (60) OFFENSE:
BAB 1, CMB 3 Space 5 Reach 5 Speed 20 ft 2 Handed Melee
1 Handed Melee:
Ranged:
DEFENSE:
AC 16, T 11, FF 15 (+4 vs Giant Subtype) hp 16 Fort 5, Reflex 2, Will 5, CMD 15 +4 vs spell, Spell like ability, +2 vs Poison Racial Traits:
Racial Traits Slow and Steady: You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance. Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype. Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes. Hardy: You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. Weapon Familiarity: You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Campaign Traits:
Northern Ancestry (APRW 6): You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2. Glory of Old (DoG 11): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison. Defensive Strategist (ISG 219): You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle. 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. 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 that you know. Combat Expertise (Core 119): You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 to your AC. Power Attack (Core 131): You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased to +3 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 +1 if you are making an attack with an off-hand weapon or secondary natural weapon. These effects last until your next turn. 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.
Skills:
With Shield / Without Shield Acrobatics -4/-4 Appraise 2/2 Bluff 0/0 Climb -4/-4 Craft (Bow) 6/6 (Background) Diplomacy 0/0 Disguise 0/0 Escape Artist -4/-4 Fly -4/-4 Handle Animal 4/4 Heal 6/6 Intimidate 0/0 Knowledge(Engineering) 7/7 (Background) Knowledge(Religion) 7/7 Perception 4/4 Ride -4/-4 Sense Motive 2/2 Spellcraft 7/7 Stealth -4/-4 Survival 6/6 Swim -4/-4 Use Magic Device 2/2 Languages:
Dwarven, Common, Giant, Celestial gear:
Weapons Normal Dwarven Waraxe Normal Dwarven Maulaxe Normal Cold Iron Boarding Axe Normal Sling Normal Dagger 10 x Normal Sling Bullets 10 Cold Iron sling bullets Normal Composite Longbow (0 Str) +1 Composite (0) Longbow 20 Blunt Arrows Normal Arrows (40) 16 Cold Iron Arrows Armour
Adventuring Gear
Belt Pouch,
Adventurers Sash,
Sack (2)
consumables:
Torches (12) Alchemists Fire (1) Trail Rations (5) Pitons (4) Oil Flasks (5) Tindertwigs (4) magic:
Composite Long Bow (+1) Money:
PP Gp 8 Sp 5 Cp Class Features:
Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are proficient with shields (except Tower Shields). Weapon Proficiency: You are proficient with all Simple and Martial weapons. Additionally you are proficient with the following weapons: Battleaxe, Pick, heavy; Warhammer Aura (Core 39): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment Favored Weapon (Core 39): You gain proficiency with the favored weapon of your deity (warhammer) Spontaneous Casting (Core 41): You can channel stored spell energy into cure spells. Blessings (Su): Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
Sacred Weapon (Su): At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them.
blessings:
Earth Blessing Acid Strike (minor): At 1st level, you can touch one weapon and enhance it with acidic potency. For 1 minute, this weapon emits acrid fumes that deal an additional 1d4 points of acid damage with each strike. This additional damage doesn’t stack with the additional damage from the corrosive weapon special ability. Protection Blessing
Spells Prepared:
0 Level Guidance Detect Magic Read Magic Purify Food and Drink 1st Level
Background:
Rorgar, was born of a merchant family in the five kings mountains where he spent a large amount of his time listening to stories of old and glory, and playing in the snow of the mountain peaks. When his family enrolled him into the school system, he started paying more attention to the armed aspect of his teachings. When he reached his twenties, after the schooling that he received, he entered the church of Torag, where he found a job as a temple guard in Highhelm. For a number of years, he did this job, without ever leaving the area of Highhelm. Due to an increasing amount of banditry on the caravans going to and from the different countries around the five kings mountains, the church was asked to provide some divine guidance to one of the caravans going to Taldor. As the church was reluctant, unless there were guards available, so he was tasked to act as a bodyguard for one of the priests who accompanied the caravan. This arrangement went well for a couple of years then he asked if on the next caravan, he could take some time to look around on his own, and that he would make is own way back to the five kings mountains after he had a chance to look around on his own, and see how others were treated when he wasn’t guarding someone. Soon after leaving the caravan at the Taldor capital of Oppara, he made his way south, and eventually found himself in the small village of Heldrin Rorgar AC:16 FF:15/T:11)CMD:15 HP:16/16 Non Lethal Cold: 2/16 Saves-FO:5 RE:2 WL:5 +4 vs Spell/SLA +2 vs Poisons
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