Vanderoff Hammersmith
Male Dwarf Cleric 1 Mythic Tier (Hierophant) 1
NG Medium Humanoid (dwarf)
Init +1; Senses darkvision; Perception +4
Aura deflection aura (1 rounds) (1/day)
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Defense
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AC 17, touch 11, flat-footed 16 (+5 armor, +1 shield, +1 Dex)
hp 19 (1d8+7)
Fort +4, Ref +2, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee Warhammer +2 (1d8+2/x3)
Ranged Light crossbow +1 (1d8/19-20/x2)
Spell-Like Abilities Acid Dart (6/day)
Cleric Spells Prepared (CL 1):
1 (2/day) Divine Favor, Shield, Magic Weapon
0 (at will) Resistance, Create Water, Purify Food and Drink (DC 13)
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Statistics
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Str 14, Dex 12, Con 12, Int 11, Wis 16, Cha 10
Base Atk +0; CMB +2; CMD 13 (13 vs. Bull Rush, 13 vs. Trip)
Feats Toughness (m), Toughness +6
Traits Guardian of the Forge (Knowledge [engineering]), Missing Child (Sibling)
Skills Acrobatics -4 (-8 jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Climb -3, Escape Artist -4, Fly -4, Heal +7, Perception +4 (+6 to notice unusual stonework, such as traps and hidden doors in stone walls or floors.), Ride -4, Stealth -4, Survival +4, Swim -3
Languages Common, Dwarven
SQ aura, cleric channel positive energy 1d6 (3/day) (dc 10), divine surges (inspired spell), domains (defense, earth), greed, hard to kill (die @ -24), hardy, hatred, mythic flaws (elemental vulnerabilitycold), mythic power[1d6]wisdom, path abilities (faith's reach), slow and steady, spontaneous casting, stability, stonecunning +2
Combat Gear Sunrod; Other Gear Scale mail, Buckler, Crossbow bolts (20), Light crossbow, Warhammer, Backpack (8 @ 7 lbs), Belt pouch (2 @ 0.28 lbs), Blanket, Bread (2), Bucket (empty), Cheese (2), Earplugs, Holy Symbol, Silver (Warhammer), Mug/tankard, 4 GP, 9 SP, 1 CP
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Special Abilities
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Acid Dart (1d6+0) (6/day) (Sp) 30' Ranged touch attack deals 1d6+0 Acid damage.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (3/day) (DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Defense) Associated Domain: Protection
Cleric Domain (Earth) Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Deflection Aura (1 rounds) (1/day) (Su) 20'r aura grants +2 AC and +2 CMD
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Elemental Vulnerability (Cold) Select either acid, cold, electricity, or fire. You take double the normal amount of damage whenever you take damage of the selected type. You can never benefit from resistance or immunity to that element and your mythic saves ability does not apply
Faith's Reach (Su) Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 30 feet.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Guardian of the Forge (Knowledge [engineering]) You receive a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. One of these skills (your choice) is a class skill for you.
Hard to Kill (die @ -24) (Ex) Automatically stabilize and die at negative 2x CON score.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Inspired Spell (Su) You can expend one use of mythic power to cast any one divine spell.
Mythic Power[1d6] (Wisdom) (Su) Mythic power points equal to your selected ability score.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Background:
Vanderhoff Hammersmith was born and raised in Janderhoff. As a youth he spent many hours wandering the endless tunnels with his little sister, Erriga. The two dwarf siblings were inseperable, Vanderoff always taking care to keep his sweet little sister out of harms way. Perhaps the the years spent looking after his sister is why when he grew older, he followed the path of the church. The young dwarf alway felt secure in his spirituality and was fond of taking care of all that needed him. His sister always teased him, saying he was becoming a stuffy old preacher, then scamper out of the way of his half-hearted swipes. Vanderoff's family was proud of him even if he didn't follow the path of the family trade of weapon and armor smithing. His father never expressed disappointment in Vanderoff and always encouraged him in his religious learnings. Life was good and content for the young dwarf.
That all changed a year ago. Vanderoff's father had taken a trip to Korvosa to meet with some of the merchants that sold his wares in that city. Erriga had elected to accompany her father because she had never been to big city such as Korvosa. While in the city exploring, her father preoccupied in his business meetings, Erriga was abducted. When it was discovered that she was missing, her grief-stricken father nearly torn the city walls down searching for his beloved daughter. Vanderoff's father spent six months looking for his daughter before, accepting that she was probably dead, he returned home a broken man. Vanderoff had learned of the abduction shortly after it happened, his father sending word back home. The young dwarf grieved for his little sister and tried to comfort his mother. Vanderoff spent many sleepless night at the church of Torag, praying for his sister and guidance. It was during one of these nights that something miraculous happened to the dwarf. Torag, he believes came to him and spoke to him. The god told him that he was destined to find the one who took his sister and serve him justice. The god told him him that he was destined for even greater glory in the name of Torag. Whether a dream or an epiphany, the young dwarf felt an awesome power wash over him that night. He knew what he had experienced was real. That night he pledged his life to fulfilling his god's command.
Shortly after that momentous night, Vanderoff's father returned home a broken man. The young dwarf tried to comfort his father, to tell him he thought Erriga was still alive. But his father could not Bring himself to believe it. Two weeks after coming home, Vanderoff's father died, most say of heartbreak. Vanderoff administered the last rights to his father and saw him laid to rest in the ancestral tomb. He packed his things, saw his mother was looked after by relatives, bade his family goodbye and left Janderhoff.
Vanderoff made his way to Korvosa, secure in the conviction that he would find his sister and bring her abducter to justice. When he arrived in the city, the dwarf was awed by the teeming metropolis. He has been in Korvosa for a couple months now with few leads. Vanderoff has begun to become discouraged and his faith is starting to get a little shaken. He is not sure where to turn for more leads, but he feels he must do something soon.