Drinking & Dragons

User:Wizardoest/PCs/Guinness Stonebreaker (Pathfinder)

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Guinness Stonebreaker

Rogue 1
CN Medium Dwarf
Faction Cheliax
Init +5; Senses Darkvision 60'


AC: 16; Touch: 13; Flat-footed: 10
(+3 dex; +3 armor)
Special +4 vs Giants
HP: 10 (1d8+2)
Fort: +2, Ref +5, Will +1
Special +1 vs divine spells; +2 vs poison, spells, spell-likes


Speed: 20'
Melee: Shortsword +3 (1d6 / 19×2)
Ranged: Shortbow +3 (1d6 / 20×3 / 60')
Special +1d6 sneak attack; +1 vs orcs/goblins
Space: 5'; Reach: 5'; BAB: +0;
Combat Maneuver Bonus: +0 Combat Maneuver Defense: 13
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
Skills 40 points

Languages Common, Dwarven, Giant, Terran


Items 150gp (66 spent) Shortsword 10 Shortbow 31 Studded Leather 25


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.
Reactionary (Trait)
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
History of Heresy (Trait)
You were raised with heretical views that have made it not only difficult for you to accept most religious beliefs, but you also have had to live with the fact that you or those you love were often treated as pariahs. As a result, you have turned your back on religious teachings, and as long as you do not possess any levels in a class that grants divine spellcasting power, you gain a +1 trait bonus on all saving throws made against 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.
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.


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.


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.

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.