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About Rurik RumnahelmCrunch:
Rurik Rumnaheim Male Dwarf cleric 2 LG Medium humanoid (dwarf) Init +1, Senses darkvision (60 ft.); Perception +3 Aura aura of good, aura of law, ================================================= DEFENSE ================================================= AC 16, touch 11, flat-footed 15 (+3 armor, +1 Dex, +2 shield, ) hp 19 ((1d8)+3) Fort +6, Ref +2, Will +6, +2 vs. poison, spells, and spell-like abilities Defensive Abilities resistant touch (6/day), ================================================= OFFENSE ================================================= Speed 20 ft. Melee shield, heavy steel -2 (1d4+2) Melee warhammer +2 (1d8+1/x3) Ranged crossbow, light +1 (1d8/19-20) Special Attacks Channel Positive Energy (1d6, DC 11, 4/day), *:Domain spell.
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Backstory:
From the time Rurik was a young Dwarven child, he has known two things: War, and family. His small village in the Mindspin Mountains (a band of dwarves originally from a far off land across the sea) was regularly attacked and raided by orcs of the Black Sun, which meant that he had to learn how to fight and defend his family from a young age. This constant fighting meant that Rurik lived in constant poverty; his village put all their resources towards defenses, weapons, and food that eventually would be destroyed or looted by the attacking orcs. Eventually, around when Rurik was 22 (he can't remember when exactly it felt like a lifetime ago), the orc's of the Black Sun attacked his village with renewed malice (rumors say it was driven by a recent war with another orc tribe) and sacked his whole village, taking his family and most of his tribe hostage (what befell them he still does not know). Rurik was able to escape, stumbling through the mountains till he came upon the town of Trunau, where he was befriended and taken in by a Human tradesman and holy man, Kent. Kent was in need of soldiers to defend his trade caravans through the Hold of Belkzen, so he recruited Rurik to join him; providing food and lodging in return for his (Rurik's) services. In return Kent also started Rurik on the path of religion: opening Rurik's eyes to the god Torag (Kent had some experience with dwarves and their gods through his travels, and after learning of Rurik's past thought that it would do him good to find peace through worship). Currently Rurik is a Grunt-for-Hire living in Trunau, aiding and defending travelers and traders who pass through Belkzen, while also learning more about his faith on the side. Appearance and Personality:
In appearance, Rurik is pretty similar to most Dwarves in Golarion. He reaches to about the waist of an average Human, with long, thick, reddish brown hair extending down his shoulders, and large brown eyes that squint through a thick rugged face. Due to the constant fighting throughout his childhood, Rurik has gained much resiliency and mental focus, able to block out negative thoughts and emotions to focus on the battle at hand. Likewise, after having to protect his family and friends throughout his youth (and because of the kindness Kent showed him when he was in great need) he is constantly on the lookout for other travelers and potential friends to help and protect, and is always on the alert for news of other dwarves from his village who might have also escaped.
Special Abilities:
Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). Aura of Good (Ex) You project a faint good aura. Aura of Law (Ex) You project a faint lawful aura. Bonus Cleric Domain Power Use Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power. Channel Positive Energy Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 11 Will save to halve the damage. You can use this ability 4 times per day. Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype. Domains Focused Mind Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks. Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones. Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Hatred (Ex) 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. Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again. Resilient Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You gain a +1 trait bonus on Fortitude saves. Resistant Touch (Sp) As a standard action, you can touch an ally and grant them your +1 resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability 6 times per day. Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name). Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance. Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to 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, regardless of whether or not they are actively looking. Touch of Good (Sp) You can touch a creature as a standard action, granting giving it a +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. You can use this ability 6 times per day. Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Character Notes:
Starting gp: 23.9 -5cp milk +5gp assasin Inventory:
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