Dwarf Fighter

Rorgar Brewmaster's page

404 posts. Alias of Mokshai.


Full Name

Rorgar Brewmaster

Race

Dwarf

Classes/Levels

Warpriest 2 (HP16/16), (AC 16, T11, FF15)+4 vs Giant Subtype,(CMB 3, CMD 15), (Saves F5, R2, W5, +4 vs Spell / SLA, +2 vs Poison), Init 2, Perception 4 +2 vs Stonework

Gender

Male (Blessings 4/4 per day DC 13 Acid Strike, Increased Defence), (Sacred Weapon 2Round/Day D6 dmg), (Fevor 3/3 per day)2 Hero Points

Size

M

Age

43

Special Abilities

Darkvision 60'

Alignment

LN

Deity

Torag

Languages

Dwarven, Common, Giant, Celestial

Occupation

Temple Guard

Strength 14
Dexterity 14
Constitution 13
Intelligence 14
Wisdom 14
Charisma 10

About Rorgar Brewmaster

General 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
Normal Dwarven Waraxe +3 (1d10+3/x3)(s)
Normal Dwarven Waraxe +2 (1d10+6/x3)(s) (Power Attack)

1 Handed Melee:
Normal Dwarven Waraxe +3 (1d10+2/x3)(s)
Normal Dwarven Waraxe +2 (1d10+4/x3)(s)
Normal Dagger +3 (1d4+2/19-20/x2)(s)
Normal Cold Iron Boarding Axe +3 (1d6+2/x2)(s/p)
Normal Cold Iron Boarding Axe +2 (1d6+4/x2)(s/p)
Normal Dwarven Maulaxe +3 (1d6+2/x2)(s/b)
Normal Dwarven Maulaxe +2 (1d6+4/x2)(s/b)

Ranged:
Normal Sling +3 (1d4+3/x2)(b)
Normal Sling +2 (1d4+5/x2)(b)
Normal Composite Longbow (0 STR) +4 (1d8/20/x3)(p)
Normal Composite Longbow (0 STR) +3 (1d8 +2 /20/x3)(p) (Deadly Aim)
Composite Longbow +1 (0 STR) +5 (1d8+1/20/x3)(p)
Composite Longbow +1 (0 STR) +4 (1d8+3/20/x3)(p) (Deadly Aim)

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
Scale Mail

Adventuring Gear
Backpack,
Bedroll,
Iron Pot
Mess Kit
Soap
Explorers Cloths
Cooking Kit (AA)
Fishing Kit
Hooded Lantern
Gear Maintenance Kit
Grooming Kit
Blanket (2)
Cold weather clothing
Blanket Winter

Belt Pouch,
Flint and Steel
Candles (2)
Chalk

Adventurers Sash,
Cheap Holy Text
Wooden Holy Symbol

Sack (2)
50' Hemp Rope (2)
Waterskin
Hammer
Grappling Hook

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.
Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.
If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.

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.
Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage.

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
Increased Defense (ACG 67): You can gain a +1 sacred bonus on saving throws and AC for one minute.

Spells Prepared:

0 Level
Guidance
Detect Magic
Read Magic
Purify Food and Drink

1st Level
Divine Favour +1 Luck on Hit and Damage, 20 Rounds
Divine Favour +1 Luck on Hit and Damage, 20 Rounds
Shield of Faith +2 Deflect to AC, 20 Rounds

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
2st Class-Warpriest Sex-Male Race-Dwarf Defenses: Cold Resist 2
limited abilities: N Blessings 4/Day-DC 13, Fervor 3/Day, Cannot be surprised (Trait Defensive Strategist), Sacred Weapon 2 Round/Day, HeroPoints:2