Korric Brighthammer
Combat Stats
- BAB/CMB: +0/+2
- AC: 16 (+5 armor, +1 shield), touch 10, flat-footed 15; +4 vs giants
- CMD: 12 (+0 BAB, +2 Str); 16 vs bull rush or trip
- hp: 10
- Speed: 20’
- Initiative: +0
- Languages Known: Common, Dwarvish, Giant
- Melee: Warhammer +2 (1d8+2/x3)
- Ranged: Javelin +2 (1d6+2), range 30’
- Ranged: Acid dart +0 ranged touch (1d6+1), range 30’
Ability Scores
Strength 14 (+2) Dexterity 10 (-) Constitution 14 (+2) +2 racial Intelligence 13 (+1) Wisdom 17 (+3) +2 racial Charisma 11 (-) -2 racial
Saves
Fort +5 (+2 class, +1 resistance, +2 Con), +9 vs poison/spells/SLAs Ref +1 (+1 resistance), +5 vs poison/spells/SLAs Will +6 (+2 class, +1 resistance, +3 Wis), +10 vs poison/spells/SLAs
Feats
Steel Soul (hardy bonus is +4 instead of +2)
Skills
Concentration +6 (1 rank, +3 class, +2 Con), +7 cast defensively Heal +7 (1 rank, +3 class, +3 Wis) Knowledge (History) +1 (+1 Int), +3 re: dwarves, can roll untrained Knowledge (religion) +5 (1 rank, +3 class, +1 Int) Perception +3 (+3 Wis) Sense Motive +7 (1 rank, +3 class, +3 Wis)
Special Abilities
Stonesinger: Cast Earth spells and use the Earth domain granted power at +1 level. Replaces stonecunning. Hatred: +1 on attacks vs orcs and goblins Darkvision 60' Channel energy: 1d6 healing, 30’ radius, Will DC 11, 3/day Acid Dart: Ranged touch 30’, does 1d6 +½ level acid damage. Usable 6/day Deflection aura: 1/day, 20’ aura, lasts 1 round/level. Allies gain +2 deflection bonus to AC and CMD. (Defense domain) Student of Faith (trait): Cast all cure spells at +1 CL, +1 to channel energy DC Battlefield Caster (trait): +1 Concentration to cast defensively, +1 AC when provoking AoO due to spellcasting
Typical Spells Prepared Domains: Earth, Defense
Orisons (at will, DC 13): Guidance, stabilize, virtue 1st level (2+1, DC 14): Bless, sanctuary, shield (D)
Gear
Scale mail (30 lbs) Buckler (5 lbs) Warhammer (5 lbs) Dagger (1 lb) Javelin (4) (8 lbs) Holy symbol, iron (1 lb) Explorer’s outfit (8 lbs) Bedroll (5 lbs) Backpack, common (2 lbs) Belt pouch (x2) (1 lb) Soap (1/2 lb) Rope, 50’, hemp (10 lbs) Sunrod (5) (5 lbs) Rations, 5 days (5 lbs) 44 gp, 3 sp, 9 cp
Appearance/Personality:
A young adult (early 50s), Korric wears his brown beard short. He's surprisingly friendly and welcoming for a dwarf, and greets everyone he meets with a smile and a hearty handshake. He has jade green eyes and is short even by dwarf standards.
His greatest fear is to be found unworthy in Torag's eyes; as such, he works tirelessly in the god's name, healing those in need, and offering help and advice. Although he likes a pint as much as the next dwarf, he has no patience for drunkenness, excess, and public irresponsibility; celebration is all well and good, but there's no need to make a fool of oneself. He has a deep and abiding love for earth in all its forms, from iron to granite, from well-tilled loam to the hardest diamond; he's one of those rare dwarves who would be as happy on a farm as in a mine. Although friendly and jovial, when threatened or frightened he instinctively hunkers down, sets his back to the nearest boulder, and dares the danger to come at him.
His secret - something he considers quite shameful - is that he left his family on bad terms, a great dishonor for a dwarf. He does not relish seeing them again, and yet he hopes to someday return home. This conflict is the cause of much inner turmoil.
Background:
Korric is the son of a merchant, Kovald Brighthammer, and grew up riding along on his father's wagon selling pig iron, coal, and semiprecious stones to the surface-dwellers, then returning below ground with grain, cheese, and lumber. Instead of teaching him the finer points of finances, this instilled in him a love of travel, of meeting new folks and seeing new sights. He was a bit of a black sheep until he was called to be a priest; this honor, it was felt, balanced out his undwarfish curiosity and wanderlust.
Recently, after a spat with his family about which he doesn't like to speak, Korric came to the conclusion that Torag expected more of him than a life of trade and the healing of occasional minor injuries. Packing his few belongings, he set off to see the world and find his place in it, leaving his family a short letter of farewell. He wandered aimlessly, trading his healing powers for food and a place to sleep, chopping firewood or sweeping stables for his dinner when necessary. Eventually, Fate brought him to Sandpoint, a town he had visited twice before as a child, and one of which he had fond memories.