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Thovar Druskeden's page

286 posts. Organized Play character for Mike Kimmel.

Full Name

Thovar Druskeden




cleric of Abadar 2 -- 9/22 hp; Init +1; AC 17, touch 11, flat-footed 16 (+4 vs. giants); CMD 15; Fort +6, Ref +2, Will +6 (+2 vs. spells, SLAs, poison); Perception +8 (darkvision 60 ft.)



About Thovar Druskeden

PFS #12248-2
Male dwarf cleric of Abadar 2
LG medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +8


AC 17, touch 11, flat-footed 16 (+5 armor, +1 Dex, +1 shield)
hp 22 (2d8+9)
Fort +6, Ref +2, Will +6; +2 vs. poison, spells, and spell-like abilities


Speed 30 ft.
Melee mwk warhammer +5 (1d8+3/×3)
Ranged light crossbow +2 (1d8/19–20) or throwing axe +2 (1d6+3)
Special Attacks channel positive energy 3/day (DC 10, 1d6)
Cleric Spells Prepared (CL 2nd; concentration +4)
1st—comprehend languages, divine favor, liberating command, longstriderD
0—create water, light, mending, purify food and drink
D domain spell; Domains Protection, Travel


Str 16, Dex 12, Con 14, Int 12, Wis 14, Cha 10
Base Atk +1; CMB +4; CMD 15
Feats Toughness
Skills Diplomacy +5, Knowledge (religion) +6, Perception +8; Racial Modifiers +2 Appraise (precious metals and gemstones only)
Languages Common, Dwarven, Giant
SQ agile feet 6/day, aura, dwarf racial traits
Favored Class cleric (+2 hp)

Eyes and Ears of the City (Perception is a class skill, +1 bonus)
Fate's Favored (Luck bonuses increase by 1)


Current Wealth: 999 gp, 18 sp, 20 cp

Consumable Items:
wand of cure light wounds (50/50 charges remaining)
flasks of acid (2)
alchemist's fire (2)
smokesticks (2)

masterwork warhammer (312 gp, 5 lbs.)
throwing axes (2) (16 gp, 4 lbs.)
light crossbow (35 gp, 4 lbs.)
10 crossbow bolts (1 gp, 1 lbs.)
scale mail (50 gp, 30 lbs.)
buckler (5 gp, 5 lbs.)
cleric's kit (16 gp, 32 lbs.)
--belt pouch
--candles (10)
--cheap holy text (Abadar)
--flint and steel
--iron pot
--mess kit
--spell component pouch
--torches (10)
--trail rations (5 days)
--wooden holy symbol of Abadar
Explorer's outfit (0 gp, 8 lbs.)

Total weight carried: 84 lbs. (medium load) plus consumables


Cleric Domains: Protection, Travel

Protection Domain:
You receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your 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 a number of times per day equal to 3 + your Wisdom modifier. (0/6 used)

Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Domain Spells: 1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere.

Travel Domain:
Increase your base speed by 10 feet.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.


Slow and Steady: Dwarves have a base speed of 20 feet, but their 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: Dwarves 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: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.


5'5" tall, 210 lbs., dirty blonde hair/beard, dark brown eyes
More coming soon


XP: 3
Fame Score: 6 (Qadira)
Current PP: 4

Slave Pits of Absalom: 457 gp, 2 PP
Mists of Mwangi: 480 gp, 2 PP
Eye of the Crocodile King: 455 gp, 2 PP
Starting wealth: 150 gp

wand of cure light wounds (2 PP)
mwk warhammer (net cost 306 gp)
2 alchemist's fire (40 gp)
2 flasks of acid (20 gp)
2 smokesticks (40 gp)