Drinking & Dragons

Difference between revisions of "User:Wizardoest/PCs/Luis Guillermo Stonebreaker"

From Drinking and Dragons
 
Line 51: Line 51:
* [https://aonprd.com/WarpriestBlessingDisplay.aspx?ItemName=Healing Healing]
* [https://aonprd.com/WarpriestBlessingDisplay.aspx?ItemName=Healing Healing]
* [https://aonprd.com/WarpriestBlessingDisplay.aspx?ItemName=Glory Glory]
* [https://aonprd.com/WarpriestBlessingDisplay.aspx?ItemName=Glory Glory]
== Weapons & Armor ==
* https://aonprd.com/EquipmentWeaponsDisplay.aspx?ItemName=Gandasa 2d4


== Languages ==
== Languages ==

Latest revision as of 13:56, 12 September 2022

Luis Guillermo Stonebreaker

Warpriest 1

LG Medium Dwarf

God: Sarenrae https://pathfinder.fandom.com/wiki/Sarenrae

Abilities

  • Str
  • Dex
  • Con +2 dwarf
  • Int
  • Wis +2 dwarf
  • Chr -2 dwarf

Defenses

Hit Points: 0 = d8 +3 toughness,

Saves: 2/0/2

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)
  • Weapon Focus (bonus from Warpriest)

Blessings

Weapons & Armor


Languages

Bonus Languages: A warpriest’s bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race.

  • 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.


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.
Modules played