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Shovelier

Male Dwarf0 Cavalier(Gendarme) Order of the Land 2/Alchemist 2/Fighter(Armor Master) 3
Neutral Good Medium Humanoid (Dwarf)
Player mosillan (37103-14)
Xp 15
Faction Grand Lodge
Prestige/Fame 23/27


Init +1 (+1 dex)
Senses Perception +13, Darkvision 60'


AC 21, touch 11, flat-footed 21; (+1 dex, +10 armor, +1 insightSotU) (+2 NA Mutagen, +4 Shield);
hp 74 (5d10 + 2d8 + 7 x 4 con + 2fc)
Fort +14 (+4 con, +3 c, +3 a, +3 f, +1 res)
Ref +6 (+1 ref, +0 c, +3 a, +1 f, +1 res)
Will +8 (+2 wis, +0 c, +0 a, +1 f, +1 res, +2 familiar, 2 feat)
Special Defenses

  • Hardy:
    • +4 racial bonus on saving throws against poison, spells, and spell-like abilities.
  • Stability:
    • +4 racial bonus to their CMD when resisting a bull rush or trip
  • Poison resistance:
    • +2 bonus on all saving throws against poison.
  • Sight of the Unseeing:
    • +1 insight bonus to AC and saving throws when flat-footed or during a surprise round
  • Dwarven boulder helmet:
    • +2 circumstance bonus to the wearer's AC against critical hit confirmation rolls.
  • Adamantine Full Plate
    • DR 3/-

Speed 20ft, with armor 20ft
Melee two-handed Shovel +10/+5 1d6+12 (20/x2) PA
Melee two-handed Shovel +12/+7 1d6+15 (20/x2) PA+Mutagen
Melee Mwk Dwarven Boulder Helmet +8/+3 1d4+8 (20/x2) PA
Melee Mwk Dwarven Boulder Helmet +10/+8 1d4+10 (20/x2) PA+Mutagen
Ranged Shovel +9 1d6+4 (20/x2) range:10'
Ranged Shovel +9 1d6+6 (20/x2) range:10' Mutagen


Spell-like Abilities
1/day - Magic Weapon (CL 8)
Extracts prepared (CL 2)
1st (2+1+1/day) DC 12 - Long Arm, 2x Expeditious Retreat
Formuale known
1st: Expeditious Retreat, Long Arm, Comprehend Languages, Endure Elements


Str 18 (17+1), Dex 12, Con 18 (16), Int 12, Wis 14, Cha 5
Base Atk +6/+1; CMB +10; CMD 21; +4 racial bonus resisting a bull rush or trip attempt while standing on the ground.
Feats

  • Steel Soul (1st)
  • Power Attack (Cavalier 1)
  • Catch Off-Guard (Cavalier 2)
  • Throw Anything (Alchemist 1)
  • Extra Bombs (Alchemist 1)
  • Boon Companion(Animal Companion) (3rd)
  • Alertness(familiar) (Alchemist 2)
  • Iron Will (5th)
  • Step Up (Fighter 1)
  • Death From Above (fighter 2)
  • Armored Athlete(Acrobatics) (7th)

Skills 4x(4+1)+2*(2+1) = 23; acp -3

  • Acrobaticsc +11 (7); -4 to jump, cause 20' movement; +8 to jump, when expeditious retreat
  • Appraisec +5 (1)
  • Bluffc -3
  • Climbc +7 (1)
  • Craft(alchemy)c +5 (1)
  • Diplomacyc (1) +1
  • Disable devicec (1) +5
  • Disguise -3
  • Escape artist +1
  • Flyc +1
  • Handle animalc -3
  • Healc +2
  • Intimidatec -3
  • Knowledge (arcana)c +5 (1)
  • Knowledge (dungeoneering) +1
  • Knowledge (engineering) +1
  • Knowledge (geography) +1
  • Knowledge (history) +1
  • Knowledge (local)c +5 (1)
  • Knowledge (nature)c +5 (1)
  • Knowledge (nobility) +1
  • Knowledge (planes) +1
  • Knowledge (religion) +1
  • Linguistics +1
  • Perceptionc +13 (7)
  • Perform -3
  • Profession(miner)c +6 (1) | +2 with mwk shovel, +2 to Day job checks Chronicle#14
  • Ridec +5 (1)
  • Sense motivec +8 (1)
  • Sleight of handc +1
  • Spellcraftc +5 (1)
  • Stealth +1
  • Survivalc +7 (2)
  • Swimc +7 (1)
  • Use magic devicec -3

Racial traits Slow and Steady, Darkvision, Deep Warrior3, Greed4, Hatred5, Hardy6, Stability7, Stonecunning8, Weapon Familiarity
Traits Surprise Weapon1, Rice Runner2
Languages Common, Dwarf, Goblin
SQ Challenge 1/day9, mount, order, Adaptive Strike (Ex)10, Alchemy, Bomb: 1d6+1; 5/day; DC 12, Mutagen, Discovery(Tumor Familiar11), poison resistance +2, poison use, Deflective Shield, Armor Training 1,


On person Full Plate, 6x Shovel, Silver Shovel, Cold Iron Shovel, Mwk Shovel, 2x Spring loaded Wrist Sheat(clw, jump)
Wands: CLW, Jump, Shield, Identify, Barkskin
Ioun stones: cVPP
In backpack
Encumbrance m lb. without backpack (86/173/260), M lb. with backpack (100/200/300)


Wondrous Items


Familiar - Them Spikes

Neutral Diminutive animal(Hedgehog)
Init +3; Senses low-light vision; Perception +7
AC 19, touch 17, flat-footed 17 (+3 Dex, +2 natural, +4 size)
hp 29 (HD6), fast healing 5
Fort +4, Ref +6, Will +1
Str 1, Dex 16, Con 6, Int 6, Wis 12, Cha 7
Base Atk +3; CMB +2; CMD 8 (8 vs. trip)
Feats Athletic, Alertness
Special Improved Evasion, Share Spells, Empathic Link
Skills

  • Climb +5,
  • Stealth +19
  • Swim +5

Animal Companion - Them Hoovs

Neutral Large animal(Horse)
Init +2; Senses low-light vision, Scent; Perception +1
AC 19, touch 11, flat-footed 17 (+2 Dex, +8 Natural, -1 Size)
hp 45 (6d8 + 18 con)
Fort +8, Ref +7, Will +3 Devotion: +4 morale bonus on Will saves against enchantment spells and effects.
Speed 50', with armor 50'
Melee Bite +10 1d5+7
Melee Bite +10 1d4+5, 2x Hooves +5 1d6+2
Str 20, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +10; CMD 22;
Feats Light Armor Proficiency, Jumper, (Death from Above?), Narrow Frame
Special Combat Trained, Link, Evasion, Devotion
Tricks 2x attack, come defend, down, guard, heel, seek, track Skills

  • Acrobatics (2) +7 | +4 to jump
  • Climb (1) +9
  • Perception (1) +5
  • Survival (1) +5
  • Swim (1) +9

Notes
0 +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff. Height 4' 1" (1.25m), Weight 220lb (~100kg)
1 You are skilled at fighting with objects not traditionally considered weapons. You gain a +2 trait bonus on attack rolls with improvised weapons.
2 You grew up as a slave in Wanshou, harvesting rice for your kraken despot, and you know how to move agilely across sodden and unsteady ground. You gain a +1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you.
3 Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple). This racial trait replaces defensive training.
4 Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
5 Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
6 Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
7 Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
8 Dwarves gain a +2 bonus on Perception checks to 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.
9 Whenever an order of the land cavalier issues a challenge, he receives a +1 morale bonus on ranged attack rolls against the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.
10 Shovelier receives Catch Off-Guard as a bonus feat. As a swift action, he can cause an armed opponent to become flat-footed against any attacks he makes during that round with an improvised weapon. This ability can be used once per combat.
11 Shovelier creates a Diminutive or Tiny tumor on his body, usually on his back or stomach. As a standard action, the alchemist can have the tumor detach itself from his body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to the alchemist as a standard action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on the alchemist’s caster level (though some familiar abilities may be useless to an alchemist). The tumor acts as the alchemist’s familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to the alchemist, the tumor has fast healing 5. An alchemist’s extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells. If a tumor familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per alchemist level. The ritual takes 8 hours to complete.


Tulevaisuus

  1. Cavalier 1
  2. Cavalier 2
  3. Alchemist 1
  4. Alchemist 2
  5. Fighter 1
  6. Fighter 2
  7. Fighter 3
  8. Fighter 4, FEAT:?
  9. Fighter 5, Armored Defense, FEAT:Improvised weapon mastery
  10. Mammoth Rider 1, Gigantic steed (+2 Con, +2 Str), steed, wild coercion; FEAT?
  11. Mammoth Rider 2, Born survivor, colossus hunter +1;
  12. Mammoth Rider 3, Gigantic steed (+4 Str), rapid straddle, rugged steed +1; FEAT?
  13. Mammoth Rider 4

Ostoslista

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