Harsk

Surak Kekmor's page

192 posts. Alias of Aoth Anskuld.


Race

Dwarf

Classes/Levels

Cleric 2

About Surak Kekmor

SURAK KEKMOR CR 1
Male Dwarf Cleric 2
NG Medium Humanoid (Dwarf)
Init +2; Senses Darkvision (60 feet); Perception +5
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DEFENSE
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AC 19, touch 12, flat-footed 17. . (+6 armor, +1 shield, +2 Dex)
hp 22 (2d8+5)
Fort +4, Ref +2, Will +6
Defensive Abilities Deep Warrior; SR 7
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OFFENSE
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Spd 20 ft.
Melee Light Shield Bash -1 (1d4+2/20/x2) and
. . Cold Iron Javelin +3 (1d6+2/20/x2) and
. . Cold Iron Javelin +3 (1d6+2/20/x2) and
. . Cold Iron Javelin +3 (1d6+2/20/x2) and
. . Cold Iron Javelin +3 (1d6+2/20/x2) and
. . Cold Iron Javelin +3 (1d6+2/20/x2) and
. . Masterwork Sword, Bastard +4 (1d10+2/19-20/x2) and
. . Unarmed Strike +3 (1d3+2/20/x2)
Ranged Crossbow, Light +3 (1d8/19-20/x2)
Spell-Like Abilities Touch of Good (6/day)
Cleric Spells Known (CL 2, 3 melee touch, 3 ranged touch):
1 (3/day+domain) Murderous Command (DC 14), Doom (DC 14), Weapons against Evil (DC 14), Bless
0 (at will) Stabilize, Sotto Voce (DC 13), Guidance (DC 13), Vigor
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STATISTICS
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Str 14, Dex 14, Con 12, Int 10, Wis 16, Cha 12
Base Atk +1; CMB +3; CMD 15
Feats Toughness +3
Traits Armor Expert, Zest for Battle
Skills Acrobatics -1, Climb -1, Diplomacy +5, Escape Artist -1, Fly -1, Heal +8, Perception +5, Ride -1, Stealth -1, Swim -1
Languages Common, Dwarven
SQ Archon, Aura (Ex), Channel Positive Energy 1d6 (4/day) (DC 12) (Su), Cleric Domain: Leadership, Greed, Hatred, Inspiring Command (1 allies) (Su), Slow and Steady, Spontaneous Casting, Stability
Combat Gear Cold Iron Bolts, Crossbow (50), Cold Iron Bolts, Crossbow (50), Cold Iron Bolts, Crossbow (50), Cold Iron Bolts, Crossbow (50), Cold Iron Javelin, Cold Iron Javelin, Cold Iron Javelin, Cold Iron Javelin, Cold Iron Javelin, Crossbow, Light, Masterwork Breastplate, Masterwork Shield Spikes Shield, Light Wooden, Masterwork Sword, Bastard; Other Gear Backpack, Masterwork (empty), Holy Symbol, Wooden: Five wing amulet
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SPECIAL ABILITIES
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Archon Associated Domain: Good
Armor Expert -1 Armor check penalty.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 1d6 (4/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Leadership Associated Domain: Nobility
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deep Warrior +2 AC and +2 grapple vs. Aberrations.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Inspiring Command (1 allies) (Su) Allies gain +2 Attack AC, CMD, skill checks
Slow and Steady Your base speed is never modified by encumbrance.
Spell Resistance (7) You have Spell Resistance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 to avoid being bull rushed or tripped while standing.
Touch of Good (6/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1r.
Zest for Battle Whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls.
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The Kekmor family wandered more than typical dwarves, as they spent more time with other followers of Ragathiel than with normal dwarves.

Noran ended up training as a monk, and becoming a zen archer. His brother Surak focused on religious and martial studies, and eventually became a cleric of Ragathiel, charged with protecting the defenseless and defending society from unnatural evils, specifically of the undead and outsider varieties.

During a time of study in Katapesh, the followers of Ragathiel started to hear rumors of evil centered around the mines near Solku; Surak was sent to investigate, and has met a group of adventurers who may have different goals, but all seek to enter the mines as a means to achieve them.