GPCFBRPGN:PCs/Foster
Foster Ironforge
Once a fortnight, I dream of a confrontation between ancient dwarves and ancient elves. These dreams are from the first person perspective. I do not remember these dreams when I wake up.
File:Icon-DwarfKing.svg (Positive)
Fighter 3
Dwarf Female
Abilities Str 18 4 | Dex 16 3 | Con 14 2 | Int 10 0 | Wis 8 -1 | Cha 12 1
Initiative: 6 (Dex + Level)
- That's Your Best Shot? (Racial Power)
- Once per battle as a free action after you have been hit by an enemy attack, you can heal using a recovery. If the escalation die is less than 2, you only get half the usual healing from the recovery. Unlike other recoveries that might allow you to take an average result, you have to roll this one!
- Note that you can’t use this ability if the attack drops you to 0 hp or below. You’ve got to be on your feet to sneer at their attack and recover.
Defense
HP: 50 ([8+Con]*5) Staggered: 25
Recoveries: 9 (3d10[16]+Con[2]), 18 average
AC: 20 (15 + middle mod of Con/Dex/Wis [2/3/-1] + Level) [+1 with shield]
Physical Defense: 16 (10 + middle mod of Str/Con/Dex [4/2/3] + Level)
Mental Defense: 13 (10 + middle mod of Int/Wis/Cha [0/-1/1] + Level) [+1 if wearing scarf]
Disengage: +0
Basic Attacks
Melee Attack
Indigo Scarf-Sword At-Will Target: One enemy Attack: +8 vs. AC Hit: 3d8 + 5 Miss: 3 |
Melee Attack
Warhammer At-Will Target: One enemy Attack: +7 vs. AC Hit: 3d8 + 4 Miss: 3 |
Melee Attack
Dragon-bone sword At-Will Target: One enemy Attack: +7 vs. AC Hit: 3d8 + 4 Miss: 3 |
Melee Attack
Handaxe At-Will Target: One enemy Attack: +7 vs. AC Hit: 3d6 + 4 Miss: 3 |
Ranged Attack
Javelin At-Will Target: One nearby enemy Attack: +6 vs. AC Hit: 3d8 + 3 Miss: — |
Class Features
Extra Tough
You start with nine recoveries instead of the usual eight.
Threatening (3)
Whenever an enemy attempts to disengage from you, it takes a penalty to its check equal to your Dexterity or Constitution modifier, whichever is higher.
The penalty doesn’t apply if you are stunned, grabbed, or otherwise incapable of making an opportunity attack.
Class Talents
Cleave
Once per battle, make a fighter melee attack as a free action after one of your melee attacks drops an enemy to 0 hp.
Counter-Attack
Once per round when the escalation die is even and an enemy misses you with a natural odd melee attack roll, you can make a basic melee attack dealing half damage against that enemy as a free action. (The attack can’t use any limited abilities or flexible attack maneuvers.)
Skilled Intercept
Once per round as a free action, roll a normal save (11+) to intercept an enemy who is moving to attack one of your nearby allies. You can pop free from one enemy to move and intercept the attack. If you are engaged with more than one enemy, the others can take opportunity attacks against you.
The moving enemy makes its attack with you as a target instead. If you’re wearing heavy armor and the attack hits, you only take half damage.
Feats
Counter Attack (Talent): Adventurer
Your Counter-Attack attack now deals full damage.
Deadly Assault (Maneuver): Adventurer
Now you can reroll both 1s and 2s with deadly assault.
Skilled Intercept (Talent): Adventurer
You can pop free from up to two enemies when using Skilled Intercept.
Maneuvers
Any
Hack and Slash
Flexible Melee Attack At-Will Trigger: Any natural even roll, when the escalation die is 2+ Effect: Make another melee weapon attack against a different target. Special: You can use this maneuver only once per round. |
Hit
Deadly Assault
Flexible Melee or Ranged Attack At-Will Trigger: Any natural even hit Effect: Reroll any 1s or 2s from your damage roll. You’re stuck with the rerolls. |
Miss
Brace for It
Flexible Melee Attack At-Will Trigger: Any miss Effect: Until the end of your next turn, the first critical hit you take from a melee attack becomes a normal hit instead. |
Grim Intent
Flexible Melee Attack At-Will Trigger: Any natural even miss Effect: The next time you would deal miss damage with a melee attack, add a WEAPON die to that damage. |
Backgrounds
Statistic | Bonus |
---|---|
STR | +7 |
CON | +5 |
DEX | +6 |
INT | +3 |
WIS | +2 |
CHA | +4 |
- Acrobat Extraordinare +3
- Background history
- Always Invited to Certain Parties +1
- Background history
- Crafting and Repairing Aircraft Devices +1
- Background history
- Crowd Favorite +1
- Background history
- Gloves Off - Throw Down +2
- Background history
Possessions
55
Typical Arms
- Heavy Armor
- Dragon bone sword
- Shield
- Warhammer
- Handaxe
- Javelin ×3
True Magic Items
- Indigo Scarf-blade
- Weapon. Prone to being extravagant and over-the-top
- +1MD
- With a command word, can change into a +1 Longsword
- An indigo infinity scarf that shimmers like small scales in bright lights
Consumables
- Adventurers Healing Potion ×1
- Use on self or other as a standard action
- Spend a recovery and heal an additional 1d8 HP
- Maximum healing of 30 HP
- Adventurers Healing Potion ×1
- Use on self or other as a standard action
- Spend a recovery and heal an additional 2d8 HP
- Maximum healing of 60 HP
- Adventurer Oil (choose one when used)
- Weapon: Non-magic item gains +1 to hit and damage for a combat
- Armor: +1 AC to non-magic armor for a combat.
- Adventurer Rune (choose one when used)
- Weapon: Non-magic item gains +1 to hit and damage for a combat. Can reroll 1 missed attack roll that combat.
- Armor: +1 AC/PD/MD to non-magic armor for a combat. May reroll one failed save that combat when active.
Gear
- Woolen Blanket (+1 saves vs cold)
- Small hammer
- Small drum
- Iron spike
- Hammock
- Well made helmet covered in runes
- Odd gears
Story Bonuses
- Dreams become reality
- ???