Difference between revisions of "User:Wizardoest/PCs/Luis Guillermo Stonebreaker"
Wizardoest (talk | contribs) (Created page with "== Luis Guillermo Stonebreaker == == Framework == Rogue 1 <br/> CN Medium Dwarf<br/> '''Faction''' Cheliax<br/> '''Init''' +5; '''Senses''' Darkvision 60' <hr> '''AC:''' 17; '''Touch:''' 13; '''Flat-footed:''' 14<br/>(+3 dex; +4 armor)<br/> '''Special''' +4 vs Giants<br/> '''HP:''' 17 (2d8+4)<br/> '''Fort:''' +2, '''Ref''' +6, '''Will''' +1<br/> '''Special''' Evasion; +1 vs divine spells; +2 vs poison, spells, spell-likes <hr> '''Speed:''' 20'<br/> '''Melee:''' Short...") |
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== Luis Guillermo Stonebreaker == | == Luis Guillermo Stonebreaker == | ||
Warpriest 1 | |||
LG Medium Dwarf | |||
== Dwarf == | |||
* +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff. | |||
* Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size. | |||
* 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. | |||
* <s>Defensive Training: Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.</s> | |||
* Greed: Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones. | |||
* <s>Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.</s> | |||
* <s>Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.</s> | |||
* 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 any such features that they pass within 10 feet of, whether or not they are actively looking. | |||
* Weapon Familiarity: Dwarves are prof icient 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 languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. | |||
Replaces Defensive Training, Hatred; [PFS Legal] Lasting Grudge | |||
Source Inner Sea Races pg. 210 | |||
Dwarves are notorious for their long-lasting grudges. Those who live up to this racial reputation gain a +1 racial bonus on attack rolls against any individual creature that has attacked them 1 day ago or longer. This racial trait replaces defensive training and hatred. | |||
Replaces Hardy; [PFS Legal] Unstoppable | |||
Source Inner Sea Races pg. 210 | |||
Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy. | |||
== Feats == | |||
* Toughness (bonus from Dwarf Unstoppable) | |||
Revision as of 13:13, 12 September 2022
Luis Guillermo Stonebreaker
Warpriest 1
LG Medium Dwarf
Dwarf
- +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
- Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
- 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 their AC against monsters of the giant subtype.- Greed: Dwarves receive a +2 racial bonus on Appraise 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 because of their 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 any such features that they pass within 10 feet of, whether or not they are actively looking.
- Weapon Familiarity: Dwarves are prof icient 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 languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Replaces Defensive Training, Hatred; [PFS Legal] Lasting Grudge Source Inner Sea Races pg. 210 Dwarves are notorious for their long-lasting grudges. Those who live up to this racial reputation gain a +1 racial bonus on attack rolls against any individual creature that has attacked them 1 day ago or longer. This racial trait replaces defensive training and hatred.
Replaces Hardy; [PFS Legal] Unstoppable Source Inner Sea Races pg. 210 Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy.
Feats
- Toughness (bonus from Dwarf Unstoppable)
Framework
Rogue 1
CN Medium Dwarf
Faction Cheliax
Init +5; Senses Darkvision 60'
AC: 17; Touch: 13; Flat-footed: 14
(+3 dex; +4 armor)
Special +4 vs Giants
HP: 17 (2d8+4)
Fort: +2, Ref +6, Will +1
Special Evasion; +1 vs divine spells; +2 vs poison, spells, spell-likes
Speed: 20'
Melee: Shortsword, mw +5 or +3/+3 (1d6 / 19×2)
Ranged: Shortbow +4 (1d6 / 20×3 / 60')
Special +1d6 sneak attack; +1 vs orcs/goblins
Space: 5'; Reach: 5'; BAB: +1;
Combat Maneuver Bonus: +1 Combat Maneuver Defense: 14
Special +4 racial to resist bull rush/trip while on the ground
Abilities STR: 10 DEX: 17 CON: 14 INT: 14 WIS: 12 CHA: 8
Feats 1: Weapon Finesse; R2: Two-weapon Fighting
Skills ACP -2
- Acrobatics +8
- Appraise +4 (+6 nonmagical stones and gems)
- Bluff +3
- Climb +2
- Disable Device +8 (+9 vs Traps)
- Disguise +1
- Escape Artist +8
- K-dungeoneering +4
- K-local +6
- Perception +6 (+8 unusual stonework, within 10'; +7 vs Traps)
- Sense Motive +3
- Sleight of Hand +8
- Stealth +8
- Use Magic Device +1
You Be Goblin!: +2 bonus to Bluff, Diplomacy, Intimidate, Sense Motive vs Goblins. Languages Common, Dwarven, Giant, Terran
Items 209gp
- Trapfinding
- A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
- Rogue Talents
- Combat Training (bonus feat, Two-weapon fighting)
- Traits
- Reactionary (+2 trait to Init) and History of Heresy (+1 trait bonus on all saves vs divine spells)
- Weapon and Armor Proficiency
- Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
- Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.