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Dwarf

Breach Shattershield aka Javell's page

287 posts. Alias of Javell DeLeon.


Full Name

Breach Shattershield

Race

Dwarf

Classes/Levels

Fighter 5/Rogue(Trapsmith) 2

stats:
Hp's: 77; AC 23, T: 12, FF: 18; Perc. +12; Fort: +9; Ref: +8, Will: +7

Gender

Male

Size

Med

Age

65

Alignment

NG

Deity

Torag

Languages

Dwarven, Common, Undercommon

Strength 18
Dexterity 15
Constitution 16
Intelligence 10
Wisdom 12
Charisma 10

About Breach Shattershield aka Javell

Original Breach for reference:

Breach Shattershield
Male Dwarf Fighter 6/ Rogue (Trapsmith) 2
NG Medium Humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +12
--------------------
DEFENSE
--------------------
AC 23, touch 12, flat-footed 18. . (+7 armor, +2 Dex,+3 shield, +1 natural)
hp 45 (5d10+2d8+14)
Fort +9, Ref +8, Will +7
Defensive Abilities Bravery +1, Defensive Training, Evasion
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +1 Cold Iron Waraxe, Dwarven +11/+6 (1d10+7/20/x3) and
. . Masterwork Gauntlet, Spiked +13/+8 (1d4+5/20/x2) and
. . Shield, Light Wooden +11 (1d8+4/20/x2) and
. . Shortsword +11/+6(1d6+4/19-20/x2) and
. . Unarmed Strike +12/+7 (1d3+5/20/x2)
Ranged Crossbow, Light +7/+2 (1d8/19-20/x2)
Special Attacks Sneak Attack +1d6, Weapon Training: Close
--------------------
STATISTICS
--------------------
Str 16/18, Dex 15 (+1@4th), Con 16(+1@8th), Int 10, Wis 12, Cha 10
Base Atk +6; CMB +10; CMD 22
Feats Improved Shield Bash, Iron Will, Ironhide, Power Attack -2/+4, Rogue Weapon Proficiencies, Shield Focus, Two-weapon Fighting, Weapon Focus: Waraxe, Dwarven, Weapon Specialization: Waraxe, Dwarven
Traits: Indomitable Faith, Tunnel Fighter
Skills Acrobatics +6, Appraise +4, Craft: Traps +8, Disable Device +15, Knowledge: Dungeoneering +5, Linguistics +4, Perception +10, Sense Motive +7, Stealth +6, Survival +5
Languages Common, Dwarven, Undercommon
SQ Armor Training 1 (Ex), Greed, Hardy, Hatred, Slow and Steady, Stability, Stonecunning +2, Trapfinding +1
Combat Gear: +1 Mithral Breastplate, (+1 Cold Iron Waraxe, Dwarven), Shortsword, (Masterwork Gauntlet, Spiked), (+1 Bashing, Shield Spikes Darkwood Quickdraw Shield, Light Wooden)
Other Gear: Backpack, Masterwork (12 @ 23.5 lbs); Bell (3); Belt of Giant Strength, +2; Block and tackle; Caver's Hammock; Chalk, 1 piece; Cloak of Resistance, +1; Goggles of Minute Seeing; Iron Spike; Mirror, small steel; Periscope; Potion of Cure Light Wounds (x3); Pouch, belt (8 @ 3.5 lbs), Powder, Rations, trail (per day) (x5), Rope, silk (50 ft.), String (50'), Thieves' tools, masterwork, Thunderstone (x2), Tool, masterwork: Craft: Traps, Waterskin (x2), Whetstone
--------------------
SPECIAL ABILITIES
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bravery +1 (Ex) +1 Will save vs. Fear
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Ironhide Your skin is thicker and more resilient than that of most of your people.

Prerequisites: Con 13; dwarf, half-orc, or orc.

Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Shield Focus +1 Shield AC
Slow and Steady Your base speed is never modified by encumbrance.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Trapfinding +1 +1 to find or disable traps.
Tunnel Fighter +2 Initiative and +1 critical damage while underground.
Weapon Training: Close +1 (Ex) +1 Attack, Damage, CMB, CMD with Close-in weapons

The latest version of Breach:

Breach Shattershield
Male Dwarf Fighter 6/ Rogue (Trapsmith) 2
NG Medium Humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +12
--------------------
DEFENSE
--------------------
AC 23, touch 12, flat-footed 21. . (+7 armor, +3 shield, +2 Dex, +1 natural)
hp 77 (10+30(fighter)+10(rogue)+24(con)+3FC)
Fort +9 (+5base/+3con/+1cloak)
Ref +8 (+5base/+2dex/+1cloak)
Will +7 (+2base/+1wis/+1cloak/+1trait/+2feat)
Defensive Abilities Bravery +1, Deep Warrior, Evasion
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Light Shield Bash +11 (1d8+4/20/x2) and w/PA +9 (1d8+6/20/x2)
. . +1 Cold Iron Waraxe, Dwarven +11/+6 (1d10+7/20/x3) and w/PA +9/+4 (1d10+11/20/x3)
. . Dagger +11/+6 (1d4+4/19-20/x2) and
. . Masterwork Gauntlet, Spiked +13/+8 (1d4+5/20/x2) and w/PA +11/+10 (1d4+9/20/x2)
. . Shortsword +11/+6 (1d6+4/19-20/x2)
Special Attacks Sneak Attack +1d6, Weapon Training: Close
--------------------
STATISTICS
--------------------
Str 16/18, Dex 15(+1@4th), Con 16(+1@8th), Int 10, Wis 12, Cha 10
Base Atk +6; CMB +10; CMD 22 (24 vs. Bull Rush/24 vs. Trip)
Feats: Improved Shield Bash, Iron Will, Ironhide, Power Attack -2/+4, Rogue Weapon Proficiencies, Shield Focus, Two-weapon Fighting, Weapon Focus: Waraxe, Dwarven, Weapon Specialization: Waraxe, Dwarven; Double Slice
Traits:
Indomitable Faith: You were born in a region where your faith was not popular, but you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive; you gain a +1 trait bonus on Will saves as a result.
Tunnel Fighter: Caves and tunnels are a second home to you. While underground, you receive a +2 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit).

Skills: +28 ranks(+12/fighter; +16/rogue); +3 fav. class = 31 total
Acrobatics +6: (+2dex/+1rnk/+3cs)
Appraise +4: (+2dex/+1rnk/+3cs)
Craft (Traps) +8: (+0dex/+3rnk/+3cs/+2tools)
Disable Device +18: (+2dex/+5rnk/+3cs/+2tools/+1trapfinding/+5goggles*)
Knowledge (Dungeoneering) +5: (+0int/+2rnk/+3cs)
Linguistics +6: (+0int/+3rnk/+3cs)
Perception +12: (+1wis/+8rnk/+3cs)
Sense Motive +7: (+1wis/+3rnk/+3cs)
Stealth +10: (+2dex/+5rnk/+3cs)
Survival +5: (+1wis/+1rnk/+3cs)

*Goggles of Minute Seeing: The lenses of this item are made of special crystal. When placed over the eyes of the wearer, the lenses enable her to see much better than normal at distances of 1 foot or less, granting her a +5 competence bonus on Disable Device checks. Both lenses must be worn for the magic to be effective. *Source: PRD*

Languages Common, Dwarven, Undercommon, Ancient Osirani, Osirani
SQ Armor Training 1 (Ex), Greed, Hardy +2, Hatred, Slow and Steady, Stability, Stonecunning +2, Trapfinding +1
Combat Gear: (+1 Bashing, Shield Spikes Darkwood Quickdraw Shield, Light Wooden); (+1 Cold Iron Waraxe, Dwarven); +1 Mithral Breastplate; Dagger; (Masterwork Gauntlet, Spiked); Shortsword; (Crossbow, Light); Bolts, Crossbow (x15)(x11)
Other Gear: Backpack, Masterwork (24 @ 31.5 lbs); Bell (x3); Belt of Giant Strength, +2; Block and tackle; Caver's Hammock; Chalk, 1 piece; Cloak of Resistance, +1; Goggles of Minute Seeing; Iron Spike; Mirror, small steel; Periscope; Potion of Cure Light Wounds (x3); Potion of Protection From Evil; Pouch, belt (2 @ 2 lbs); Powder; Rations, trail (per day) (x5); Rope, silk (50 ft.); String (50'); Thieves' tools, masterwork; Thunderstone (x2); Tool, masterwork: Craft (Traps); Waterskin (x2); Whetstone
--------------------
SPECIAL ABILITIES
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bravery +2 (Ex) +2 Will save vs. Fear
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deep Warrior +2 AC and +2 grapple vs. Aberrations.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Ironhide Your skin is thicker and more resilient than that of most of your people. You gain a +1 natural armor bonus to AC.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Shield Focus +1 Shield AC
Slow and Steady Your base speed is never modified by encumbrance.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Trapfinding +1 +1 to find or disable traps.
Weapon Training: Close +1 (Ex) +1 Attack, Damage, CMB, CMD with Close-in weapons

Backstory:

As the dust settled from the great crash of stone and steel, it became evident the deadfall had done its grisly deed. All that remained of the orc platoon assualting the western corridor was a pulping mess oozing from behind the 3 ton stone that had previously occupied the upper end of the sloped passageway's T-section. Steadily advancing up the tunnel under teh cover a pair of tower shields, the orc invaders thought they were making ground on their beared enemies. Little did they know that a cruel fate awaited them two-thirds up their advance. The as sudden as the bang which loosed the giant maul, the stone was upon them filling the entirety of corridorleaving no room for escape. Rollers located to each side of the device allowed toglide down the smooth stone face of hall crushing all 20 of the warriors under its weight and spikes hidden behind a mica panel at the end of its travel path.

As the other warriors began to work the winch, which would return the trap to its place, Dorian Doorbreak heaped congtraulations on his newest trapsmith's handy work. "Aye, excellent work, my boy. I remember my first stronghold defensive measure," the older dwarf says, savoring the memory of the skewered drow and the spider mounts. Having been a frontline brawler for so many years cutting his teeth in viscious tunnel warfare, Breach had only recently answered the calling for skilled trap springers. Being a bit of an opportunist, Breach thought learning more about the deadly devices so often set by many of his kin's enemies, might serve him and his fighting breathern well.

Stepping up next to his mentor to observe the work Breach was responsible for were his other teachers in the ways of stealth and subterfuge; Ian Bellsmith and Bixin Belaclock. Ian is a halfling and Bixin a gnome both being longtime friends of Dorian's. From Ian he learned stealth and precision were as deadly as any axe, and from Bixin he was taught the ways of mechanical trapping. "Looks as though our lessons have been well learned, huh Dorian," said the halfing. As the group watched the final group of intruders be swept from the hall by the dwarven war ragers, Dorian turned to Breach and said, "Tis time you returned to your duties outside the mighty walls of our keep, Breach. I have a cousin who could use your skills in a venture in the land of Orision."

Three days later, Breach set out for the docks of Sothis encouraged by the fact he had also recieved word a friend he had made during one of the many battles to keep the creature of the underdark where they belonged would also be joining in on this quest. Though the young Halstdt Morgrym was only half as old as Breach, the dwarf had earned his respect in one particular pitched battle against a deep fiend. There small patrol had been ambushed by the darklings and had it not been for the sudden divine intervention by Halstadt, Breach is unsure if they would have held the day. "What grand times," Breach thought to himself as he continued on toward his destination.

Arriving in Sothis, Breach made for the docks as directed in letter from the organization requesting adventurers for the dig in Orision. Coming a corner, Breach saw the docks spread out before him bustling with the day's activity. After some time and a couple of broken noses, Breach finally came upon his young friend. With a gleam in his bright blue eyes, Breach hailed his comrade. "Why if that isn't the ugly end of an Otyugh, I don't know what is," he calls out, erupting into a booming laugh. Clasping his friend on the shoulder he set about discussing the adventure which lay ahead.

Dice:

[dice=1st: +1 Cold Iron Waraxe w/PA]1d20+9[/dice]
[dice=Damage]1d10+11[/dice]

[dice=2nd(Offhand): +1 Bashing Wooden shield w/PA]1d20+9[/dice]
[dice=Damage]1d8+8[/dice]

[dice=3rd: +1 Cold Iron Waraxe w/PA]1d20+4[/dice]
[dice=Damage]1d10+11[/dice]

--------------------------------------------------------------------

[dice=1st: +1 Cold Iron Waraxe]1d20+11[/dice]
[dice=Damage]1d10+7[/dice]

[dice=2nd(Offhand): +1 Bashing Wooden shield]1d20+11[/dice]
[dice=Damage]1d8+6[/dice]

[dice=3rd: +1 Cold Iron Waraxe w/PA]1d20+6[/dice]
[dice=Damage]1d10+7[/dice]

------------------------------------------------------------------------

[dice=Acrobatics]1d20+6[/dice]

[dice=Craft traps]1d20+8[/dice]

[dice=Disable Device]1d20+18[/dice]

[dice=Knowledge(Dungeoneering)]1d20+5[/dice]

[dice=Perception]1d20+12[/dice]

[dice=Sense Motive]1d20+7[/dice]

[dice=Stealth]1d20+11[/dice]

[dice=Survival]1d20+5[/dice]

[dice=Fort]1d20+9[/dice]

[dice=Ref]1d20+8[/dice]

[dice=Will]1d20+7[/dice]

[dice=Initiative]1d20+2[/dice]

Breach's extra use post


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