Background Di Buhlgharm Stonehead

Buhlgharm è il figlio di Kargharm Stonehead, eroe e sacerdote di Dumathoin del clan Quartzcrop. Buhlgharm ha ereditato Whelm dal padre mrto durante le guerre di Greyhawk, e sta ricercando il suo primo segreto.

BUHLGHARM STONEHEAD
Male hill dwarf cleric of Clangeddin 6/oracle of war 2
NG medium humanoid (dwarf)
Init +0; Senses Darkvision 60 ft.; Perception +3; Stonecunning;
DEFENSE
AC 22, touch 12, flat-footed 10 (+10 armor, +2 shield); Defensive Training
hp 60 (8d8+24)
Fort +7 Ref +2 Will +11; Hardy
Weakness Haunted
OFFENSE
Speed 20 ft.; Slow and Steady
Melee +1 giant bane warhammer +9 (1d8+3/x3)
Melee handaxe +7 (1d6+2/x3) (2)
Melee dagger +7 (1d4+2/19-20 x2) (6)
Melee short sword +7 (1d6+2/19-20 x2) (2)
Melee +4 short sword +11 (1d6+6/19-20 x2)
Melee gauntlet +7 (1d3+2)
Ranged heavy crossbow +5 (1d10/19-20 x2 incr. 120 ft.)
Ranged dagger +5 (1d4+2/19-20 incr. 10 ft.)
Special Attacks Hatred, Channel Energy, Battlecry
Domain Spell-Like Abilities
6/day— battle rage, strength surge
Cleric Spells Prepared (CL 5th)
3rd - protection from energy, dispel magic, create food and water, magic vestment
2nd - bull's strength, consecrate, spiritual weapon, resist energy, eagle splendor
1st - detect evill, protection from evil, shield of faith, doom, enlarge person*
0 - bleed, detect poison, light, purify food and drink
D domain spell (strength, war)
Oracle Spells Known
1st - mage hand, ghost sound, bless, divine favor, sanctuary
0 - detect magic, guidance, stabilize, virtue, resistance
Oracle spells prepared
1st - mage hand, ghost sound, bless, divine favor, sanctuary
TACTICS
Before Combat bless, divine favor, magic vestment, protection from energy, bull's strength, eagle splendor, shield of faith
During Combat spiritual weapon, protection from evil, enlarge person
Morale never surrenders
STATISTICS
Str 14, Dex 10, Con 14, Int 10, Wis 16, Cha 12
Base Atk +5; CMB +7; CMD 17 (21); Stability
Feats Weapon Focus (warhammer), Heavy Armor Proficiency, Combat Casting, Quick Draw
Skills Appraise +6, Heal +11, Intimidate +6, Knowledge (history) +6, Knowledge (religion) +6, Knowledge (planes) +5, Perception +5, Sense Motive +6; Greed
Languages Common, Dwarven
SQ Weapon Familiarity, Sense Giants, Locate Object, Detect Goblinoids
Combat Gear potion of cure critical wounds (4); Other Gear Whelm (+1 giant bane warhammer), handaxe (2), dagger (6), short sword (2), +4 shortsword, heavy crossbow, 20 darts, +1 full plate armor, +1 light steel shield

SPECIAL ABILITIES
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
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.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.
Strength Surge (Sp): 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.
Channel Energy (Su): 4/day 3d6
Haunted (Ex): Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a move action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
Battlecry (Ex): As a standard action, you can unleash an inspiring battlecry. All allies within 100 feet that hear your cry gain a +1 morale bonus on attack rolls, skill checks, and saving throws for a number of rounds equal to your Charisma modifier. At 10th level, this bonus increases to +2. You can use this ability once per day, plus one additional time per day at 5th level and for every five levels thereafter.

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