Tablark Hammergrind

Tovar's page

68 posts. Organized Play character for Jon A.


Full Name

Tovar

Race

Dwarf

Classes/Levels

Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

Gender

Male

Size

Medium

Age

50

Alignment

Chaotic Good

Deity

Cayden Cailean

Languages

Common, Dwarven, Gnome, Giant

Strength 14
Dexterity 10
Constitution 15
Intelligence 14
Wisdom 17
Charisma 8

About Tovar

Male Dwarf Cleric 1
Chaotic Good Medium humanoid (dwarf)
PFS#128040-1
Favored Class Cleric
Initiative +0; Senses Perception +3, 60 ft. darkvision
-------
AC 15, touch 10, flat-footed 15 (+5 armor)
HP 14 (8+1x2 Con +1x1 favored class +3 Toughness)
Fort +4 (+2 base +2 Con), Ref +0, Will +6 (+2 base +3 Wis +1 trait)
BAB +0, CMB +2, CMD 12 (+0 BAB +2 Str)
Speed 30 ft/x6 – (20 ft base plus Travel domain) Medium armor: scale mail
Melee Warhammer (1d8+2)(two-handed 1d8+3) Bludgeoning 20x3

RACIAL ABILITIES:

Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception 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, whether or not they are actively looking.

SKILLS, FEATS, & TRAITS:

SKILLS
4 ranks = (1x2 +2 Int)
(1) Heal +7
(1) Knowledge (religion) +7
(1) Profession (Brewer) +7
(1) Sense Motive +7
*Armor Check Penalty –4 for scale mail

FEATS
Armor Proficiencies (Light, Medium) – Cleric
Shield Proficiencies (All but Tower) – Cleric
Weapon Proficiencies (Simple, battleaxes, heavy picks, warhammers, rapier) – Cleric, Dwarf, Diety
Toughness – 1st level

TRAITS
Indomitable Faith: You gain a +1 trait bonus on Will saves.
Fortified Drinker (CG): Whenever you imbibe any alcoholic beverage, you gain a +2 trait bonus on saves against mind-affecting effects for 1 hour.

SPELLS, SPELL-LIKE, & SUPERNATURAL ABILITIES:

Spell-casting
Concentration check +4
DC = 3 + spell level
Spontaneous Casting: A good cleric can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric 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).
Channel positive energy (Su): 2 per day, 1d6, DC 10. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Domains
Strength: 1st-Enlarge Person
Travel: 1st-Longstrider
Spells Prepared & Cast
0th–level (3 at-will): Create Water, Detect Magic, Resistance
1st-level (2+1 per day): Enlarge Person(d), Bless, Magic Weapon
Strength Surge (Sp): 6/6 per day. As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Agile Feet (Su): 4/6 per day. 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.

EQUIPMENT:

Worn
(free) Explorer’s Outfit – 8 lb.
(50 gp) Scale mail – 30 lb.
(12 gp) Warhammer – 5 lb.
(25 gp) Silver holy symbol – 1 lb.
(2 sp + 6 cp) 2x Flask (whiskey) – 4 lb.
(2 gp) Dagger (boot) – 1 lb
Wayfinder
Ready in belt
(5 gp) Spell component pouch - 2 lb.
(2 gp) 2x belt pouch – 1 lb
(1 gp) Traveler’s Holy Text of Cayden Cailean – 1 lb
(1 gp) Map case – 0.5 lb.
(40 sp) 10x paper (-)
(16 gp) 2x vial ink (-)
(4 sp) 4x ink pens (-)
Wand of Cure Light Wounds (50)
(2 gp) Backpack – 2 lb. (54 lb total)
(2 sp) Mess kit – 1 lb.
(8 sp) Iron pot – 4 lb
(1 sp) Bedroll – 5 lb.
(4 sp + 12 cp) 4x Flask (whiskey)– 8 lb.
(1 gp) Flint and steel (-)
(1 gp) 50 ft hemp rope – 10 lb
(6 gp + 2 sp) 6x waterskins (2x water, 2x beer, 2x empty)- 20 lb
(2 cp) Whetstone – 1 lb
(6 gp) Handaxe – 3 lb
Current Load 107.5 lb. Medium load
Currency 974 gp 5 sp 6 cp
Carrying Capacity Medium Load = 59–116 lbs.

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DESCRIPTION
Age 50 Height 4-ft, 3-in Weight 180 lb.
Hair brown Eyes grey

Tovar is a young, average sized dwarf with a full head of disheveled dark brown hair and a long flowing beard. He wears a plain brown outfit, and a silver Holy Tankard of Cayden on a cord around his neck. He has always seems to have a slightly rotten fermented smell about him, no matter how often he bathes.

PERSONALITY:

Good at heart, Tovar’s youth and enthusiasm can come off as abrasive to others, and have been know to get him in trouble.

BACKGROUND:

Tovar is from a moderately sized dwarven fortress in an out of the way corner of Golarion. His family has worked as the fortress’s brewers since its founding. Tovar was following in his family’s footsteps, pursuing his studies of the brewing sciences and working in the family’s brew hall with great enthusiasm. That is until one night, when Cayden Cailean appeared to Tovar in a dream (or maybe it was a drunken stupor), calling him to join the priesthood and follow His teachings.

Prior to this, Tovar’s fortress had been almost exclusively followers of Torag. However, the leaders of the local church recognized the divine influence on Tovar, and were willing to work with him in establishing his ministry. For the most part, Tovar and his congregation got along well with the church of Torag, even though many traditionalists felt that some of Tovar’s worship practices were a bit odd.

All was well until the most recent high feast of Torag. Apparently, Tovar’s salute to Torag got a bit out of hand. Details are sketchy, but rumors indicate some sort of incident involving several young members of prominent ruling families, extravagant quantities of ale, a large assortment of dwarven undergarments, and several inebriated ferrets. This managed to anger a great many members of the ruling families, and whisperings of Tovar’s exile were heard in the halls following the feast.

Wanting to minimize the fall out from the scandal, the church elders met with Tovar and explained to him that a truly dedicated cleric embraces all aspects of his god. They felt that he had learned all he could here at home, and it was time for Tovar to explore other dominions of Cayden Cailean, namely those related to freedom and travel (nudge, nudge).

It happened that an envoy from the Pathfinder Society was visiting the fortress during the holy fesitval. The Society was interested in some of the records kept in the fortress’s library. The church elders, seeing a way to kill two birds with one stone, convinced the ruling Thane to allow the envoy access to the records (which were mostly old crop reports, anyway), on the condition that the society induct a certain young dwarven cleric “who shows great potential and enthusiasm, and would be a tremendous asset to the Society.” Thus, Tovar began his career in the Pathfinder Society.

ADVANCEMENT:

Scenarios Played: #5-8 Confirmation, #5-19 Horn of Aroden
XP: 2
Fame: 4
Prestige(earned/spent): 4/2

Boons and Extras

Friend of Janira Gavix: +1 on Knowledge checks attempted in Grand Lodge
Explore, Report, Cooperate:As a free or immediate action, may ask the GM if a particular action will have a positive, negative, or negligible effect on achieving the secondary success conditions. Cross off once used.