GM KoolKobold’s Rise of the Runelords (PF1)

Game Master KoolKobold

Battle Map (Sandpoint Festival)


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As stated.
Alias to come if I am selected.

Julius Skreebeard
Dwarf Cleric 1
LN medium humanoid
NPC Brother, a general Labourer at Sandpoint.
He also tends to work at whatever pays the bills.

Stats:

STR 14 DEX 10 CON 14 INT 13 WIS 18 CHA 8

Defences:

AC 15
Touch 10
Flat-footed 15
CMD 12
hp 10

Saves:

Fort 5
Reflex 1
Will 7

Offences:

BAB 0
CMB 2
Space 5
Reach 5

Melee 2 Handed
Longspear +2 (1d8+3 x3)
Warhammer +2 (1d8+3 x3)

Melee 1 Handed
Warhammer +2 (1d8+2 x3)
Dagger +2 (1d4+2 19/20x2)

Ranged
Light Crossbow +0 (1d8 19-20)
Sling +0 (1d4+2 x2)

Feats:

Steel Soul (APG 170): You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf ’s hardy racial trait.

Languages:

Dwarven, Common, Undercommon, Varisian

skills:

Without / With Shield

Acrobatics -6/-6
Appraise 5/5
Bluff -1/-1
Climb -4/-4
Craft (Arms and Armour) 5/5
Diplomacy -1/-1
Disguise -1/-1
Escape Artist -6/-6
Fly -6/-6
Handle Animal 0/0
Heal 8/8
Intimiidate -1/-1
Knowledge (Local ) 6/6
Knowledge (Religion) 5/5
Perception 5/5
Ride -6/-6
Sense Motive 4/4
Spellcraft 5/5
Stealth -6/-6
Survival 4/4
Swim -4/-4

Gear, Armour and Equipment:

Armour
Scale Mail
Light Wooden Shield

Ranged Weapons and Ammunition
Light Cross Bow
20 Crossbow Bolts
Sling
5 Sling Bullets
Melee Weapons
Longspear
Warhammer
Dagger

Gear
Wooden Holy Symbol
Spell component pouch
Canteen (x2)

Backpack Containing
Cleric's vestments
Fishing Kit
Ink (1oz vial)
Inkpen
Scroll case
String or twine (50 ft.)
Torch (x12)
Journal
Hooded Lantern

Sack 1 Containing
Iron Pot
Bedroll
Blanket (x2)
Trail Rations (x7)
Soap (bar)
Cooking Kit (AA)
Gear Maintenance Kit
Grooming Kit
Scrivener’s Kit
Mess kit

Sack 2 Containing
Grappling Hook
Hammer
Hemp Rope (2 x 50 feet)
Iron spike (6)
Piton (4)

Adventurers Sash including Belt Pouch
Candle (x10)
Chalk - 1 piece (x4)
Charcoal (x2)
Flint and Steel
Tindertwig (x4)
Whetstone

Waterskin
Oil (5 x 1-Pint flask)

Racial, Class, and Campaign Traits:

Dwarf Traits
Type (CRB 21): You are a humanoid with the dwarf subtype.

Slow and Steady (CRB 21): You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.

Darkvision (CRB 21): You have darkvision with a range of 60ft.

Defensive Training (CRB 21): You gain a +4 dodge bonus to AC against monsters of the giant subtype.

Greed (CRB 21): You receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred (CRB 21): You receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy (CRB 21): You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability (CRB 21): You receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning (CRB 21): You receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. You receive a check to notice such features whenever they pass within 10 feet of them, whether or not you are actively looking.

Weapon Familiarity (CRB 21): You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Campaign Traits

Glory of Old (DoG 11): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Family Ties (APRR 4): You gain a +1 trait bonus on Knowledge (local) checks and Knowledge (local) is always a class skill for you. You begin play able to speak and read Varisian.

Defensive Strategist (ISG 219): You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle.

Class Traits

Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (excluding tower shields.)

Weapon Proficiency: You are proficient with all Simple weapons. Additionally you are proficient with the following weapons: Battleaxe; Pick, heavy; Warhammer

Aura (Core 39): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (Lawful, Good)

Favored Weapon (Core 39): You gain proficiency with the favored weapon of your deity (Warhammer)

Channel Energy (Su) (Core 40): You can release a wave of positive energy which either heals 1d6 of damage to living creatures or damages undead creatures (Will Save DC 9) You can use this ability 2 times a day.

Spontaneous Casting (Core 41): You can lose any prepared spell that is not a orison or domain spell in order to cast a cure spell of the same spell level or lower.

Domain Powers: You gain the following domain powers:
• Resistance Bonus (Core 46): You receive a +1 resistance bonus on saving throws.
• Resistant Touch (Core 46): 7 times per day, you can touch an ally to transfer your domain's Resistance Bonus to them for 1 minute.
• Acid Dart (Core 43): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack (1d6+0). You can use this ability 7 times per day.

Weapon Traits
Brace Weapon: If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging creature.

Reach Weapon: You use a reach weapon to strike opponents 10 feet away, but you can't use it against an adjacent foe.

Weapon Descriptions
Light crossbow
You can shoot, but not load, a light crossbow with one hand at a -2 penalty on attack rolls.

Dagger
You gain a +2 bonus on Sleight of Hand checks to conceal a dagger on your body.

Background:

Julius was born of a poor family in the 5 kings Mountains.
During his childhood, he was inducted into the base training that all dwarves go through to give them the basics of being able to help themselves.
After that basic training, he joined the church’s ranks, and continued his training.
After about 10 years of being in the church, his brother asked him to come to help him at Sandpoint.
After an arduous journey, he translated his work at the forge in Highhelm into a job at the local smiths as an apprentice.
During this time, he put money aside, to reequip himself, and start to figure out the gear needed, to allow himself and his brother to relocate.
During this time, he has learned more on the making of equipment, and productively worked on equipping himself with his own work.
He was still gathering equipment, at the time of the yearly swallowtail festival


Alright I’ll close the recruitment and we will decide on who is selected!


Will Dagny Lyght go to discussion and edit their character sheet?

Grand Lodge

will do


I believe I have done it, though I don't have any traits.

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