About Bástya ThunderforgeBástya Thunderforge:
Champion 10 (Paladin) LG Female Anvil Dwarf Senses: Perception (Wis) (T) +13 (+10 Level, +2 Trained, +1 Wis) Hero Points: X/3 DEFENSE:
AC (T) 31 (10 +10 Level, +4 Expert, +7 Armor) HP 154 (100 +40 Con, +10 Dwarf, +4 Belt of Good Health) Called Sturdy Force Shield (Lesser) (HP 120 Hardness 12/14, BT 60) Resistances: Slashing 3, Fire 2 Fort (E) +21/23 (+10 Level, +6 Master, +4 Con, +1 Item)
Divine Grace (Reaction) Trigger You attempt a save against a spell,
Shield of Reckoning (Reaction) Trigger A foe’s attack against an ally matches the trigger for both your Shield Block reaction and your champion’s reaction.
Shield Block (Reaction) Trigger While you have your shield raised, you would take damage from a physical attack.
Retributive Strike (Reaction) Trigger An enemy damages your ally, and both are within 15 feet of you.
OFFENSE:
Speed 20 ft. (Base 20 ft) Class DC (Str) (E) 29 (10 +10 Level, +4 Expert, +5 Str) Spell DC (Cha) (E) 26 (10 +10 Level, +4 Expert, +2 Cha) Divine Spell Attack Roll (Cha) (E) +16 (+10 Level, +4 Expert, +2 Cha) +1 Striking Shield Boss +20 (2d6+7/2d8+7 B) (+10 Level, +4 Expert, +5 Str, +1 Potency) (Attached to Shield, Magical)
Everstand Strike 1 Action, Press Requirement You are wielding a Shield in two hands.
STATISTICS:
Str 20 (+5) Dex 10 (+0) Con 18 (+4) Int 18 (+4) Wis 12 (+1) Cha 14 (+2) SKILLS:
Athletics (Str) (M) +21 (+10 Level, +6 Master, +5 Str) Crafting (Int) (M) +21/23 (+10 Level, +6 Master, +4 Int, +1 Item, +2 feat) Diplomacy (Cha) (T) +14 (+10 Level, +2 Trained, +2 Cha) Lore - Guild (Int) (T) +16 (+10 Level, +2 Trained, +4 Int) Lore - Smithing (Int) (M) +20 (+10 Level, +6 Trained, +4 Int) Medicine (Wis) (T) +13 (+10 Level, +2 Trained, +1 Wis) Nature (Wis) (T) +13 (+10 Level, +2 Trained, +1 Wis) Occultism (Int) (T) +16 (+10 Level, +2 Trained, +4 Int) Religion (Wis) (T) +13 (+10 Level, +2 Trained, +1 Wis) Society (Int) (T) +16 (+10 Level, +2 Trained, +4 Int) Stealth (Dex) (T) +12 (+10 Level, +2 Trained, +0 Dex) Survival (Wis) (T) +13 (+10 Level, +2 Trained, +1 Wis) FEATS:
Anvil Dwarf (Ancestry 1) You are a descendant of a famed crafter and have your own amazing talent. Other dwarves might consider this a blessing from your ancestors or from the Forgefather himself, depending on where you grew up. You become trained in Crafting (or another skill if you were already trained in Crafting) and gain the Specialty Crafting skill feat, but you can pick two different specialties instead of one. Unburdened Iron (Ancestry 1) You've learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor. Ignore the reduction to your Speed from any armor you wear.
Specialty Crafting (Woodworking, Blacksmithing) (Background 1) Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it’s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a Morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking. Everstand Stance (Champion 1) You brace your shield with both hands, enhancing its potential for both offense and defense. When in this stance, you wield the shield with both hands. When wielding a shield this way, increase the weapon damage die of the shield’s boss or spikes by one step, and increase the shield’s Hardness by 2 when using the Shield Block reaction. Scrounger Dedication (Archetype 2) You can Craft items even without appropriate tools or a workshop, though you take a –2 item penalty to your Crafting check. Additionally, you don't need a physical formula book to remember all of your formulas; you pay the same cost as normal to learn them, but you memorize them all.
Divine Grace (Champion 2) Trigger You attempt a save against a spell,
Quick Repair (Skill 2) You take 1 minute to Repair an item. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action. Magical Crafting (General 3) You can Craft magic items, though some have other requirements, as listed in Chapter 11. When you select this feat, you gain formulas for four common magic items of 2nd level or lower. Everstand Strike (Champion 4) 1 Action, Press Requirement You are wielding a Shield in two hands.
Additional Lore (Smithing) (Skill 4) Your knowledge has expanded to encompass a new field. Choose an additional Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.
Reverse Engineering (Archetype 4) You are able to reverse engineer items into formulas more effectively than most. You gain a +2 circumstance bonus to Crafting checks to reverse engineer a formula
Defy the Darkness (Ancestry 5) Using ancient dwarven methods developed to fight enemies wielding magical darkness, you've honed your darkvision and sworn not to use such magic yourself. You gain greater darkvision, enabling you to see through magical darkness even if it normally hampers darkvision (such as the darkness created by a 4th-level darkness spell). You can't cast spells with the darkness trait, use item activations with the darkness trait, or use any other ability with the darkness trait. Shield Warden (Champion 6) You use your shield to protect your allies. When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block. Tattoo Artist (Skill 6) You can craft tattoos, including magical tattoos. When you select this feat, you gain the formulas for four common magical tattoos of 2nd level or lower. You gain a +1 circumstance bonus to Crafting checks to Craft tattoos. If you're a master in Crafting, this bonus increases to +2 and you gain the formulas for four common magical tattoos of 7th level or lower. Hight-Quality Scrounger (Archetype 6) When you Craft a temporary item using Scrounger Dedication, it can be an item of up to 3rd level (though the item must still be a weapon, armor, or a nonconsumable piece of adventuring gear). You can instead Craft it for someone else’s use, allowing them to avoid taking the penalty for using a shoddy item when using it, but causing you to take the penalty if you use it. Alchemical Crafting (General 7) You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book. Quick Shield Block (Champion 8) You can bring your shield into place with hardly a thought. At the start of each of your turns, you gain an additional reaction that you can use only to Shield Block. Impeccable Crafting (Skill 8) You craft flawless creations with great efficiency. Whenever you roll a success at a Crafting check to make an item of the type you chose with Specialty Crafting, you get a critical success instead.
Battleforger (Ancestry 9) You can sharpen weapons, polish armor, and apply special techniques to temporarily gain better effects from your armaments. By spending 1 hour working on a weapon or armor, you can grant it the effects of a +1 potency rune until your next daily preparations, gaining a +1 item bonus to attack rolls for a weapon or increasing armor’s item bonus to AC by 1. This has no effect if the weapon or armor already had a potency rune. Shield of Reckoning (Champion 10) (Reaction) Trigger A foe’s attack against an ally matches the trigger for both your Shield Block reaction and your champion’s reaction.
Inventor (Skill 10) You are a genius at Crafting, easily able to determine how things are made and create new inventions. You can spend downtime to invent a common formula that you don’t know. This works just like the Craft activity: you spend half the Price of the formula up front, attempt a Crafting check, and on a success either finish the formula by paying the difference or work for longer to decrease the Price. The difference is that you spend the additional time in research, design, and development, rather than in creating an item. Once it’s complete, you add the new formula you invented to your formula book. Mighty Bulwark (Archetype 10) Thanks to your incredible connection to your armor, you can use it to shrug off an incredible array of dangers. Your bonus from the bulwark armor trait increases from +3 to +4, and it applies on all Reflex saves, not just damaging Reflex saves.
ABILITIES:
Shield Ally (Champion 3) A spirit of protection dwells within your shield. In your hands, the shield's Hardness increases by 2 and its HP and BT increase by half. Weapon Expertise (Champion 5) Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. Armor Expertise (Champion 7) Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to expert. You gain the armor specialization effects of medium and heavy armor. Weapon Specialization (Champion 7) You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary. Champion Expertise (Champion 9) Prayers strengthen your divine power. Your proficiency ranks for your champion class DC and divine spell attack rolls and DCs increase to expert. Divine Smite (Champion 9) You surround evil targets in a punishing halo. If you hit with your Retributive Strike, the target takes persistent good damage equal to your Charisma modifier. Juggernaut (Champion 9) Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead. Lightning Reflexes (Champion 9) Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert. PROFICIENCIES:
Simple Weapons (E) Martial Weapons (E) Unarmed (E) All Armor (E) Unarmored (E) DEVOTION SPELLS:
Focus Points: 1 Lay on Hands (1 Action) (Heightened 5) Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a –2 status penalty to AC for 1 round.
EQUIPMENT:
Weapons +1 Striking Shield Boss, +1 Striking Composite Longbow Armor
Magic Items
Consumables
Other
Bag of Holding contains all except:
Gold
Bulk (Limit 10) (5, +5 Str)
Invested Items (6/10)
DESCRIPTION:
Background: Artisan Languages: Common, Dwarven, Gnomish, Goblin Deity: Hephaestus Physical Description:
Her skin is tanned and weathered from her travels, and her face bears a few small scars, testaments to past battles and hardships. In the few moments that she is not wearing her armor its hard not to take note of the numerous tattoos that cover her body. On her chest and stomach, she bears a stylized map of the world, with intricate details of coastlines, mountains, and rivers. The map seems to shift and change depending on the angle of the light. As Bástya travels the map seems to expand plotting her journey. Currently it shows her homeland of Skåne in southern Sweden in great detail as well as a thin line of land down to the south and a new bubble of land in Greece. As she travels at first, the tattoo only shows the general contours of the land, with some notable landmarks and major cities. But as she continues to travel the same area, the map gradually fills in with more detail. Mountain ranges, forests, and rivers appear, along with small villages and historical ruins. The rest of her body has various other tattoos including across the side of her neck an anvil on one side and a hammer on the other stylized in the form of the holy symbols of Hephaestus. Generally, when people see her though she is covered in her armor that she forged herself, with incredible skill and precision. The armor is made of dark metal plates that cover her entire body save for slits her eyes, providing excellent protection against physical attacks. The armor is decorated with intricate etchings and symbols of Hephaestus and the other gods. The etchings are precise and detailed, depicting a variety of smithing tools and associated with Hephaestus as well as depictions of scenes from myth glorifying the gods. The armor itself is expertly crafted, with a level of detail and care that is evident in every plate and joint. The plates are perfectly fitted to her body, with no gaps or weak spots that could be exploited by an enemy. The metal is polished to a high shine, giving the armor a sleek, intimidating appearance. Despite its impressive size and weight, the armor is surprisingly flexible and easy to move in, allowing the Paladin to dodge and deflect attacks with ease. Finally, Bástya wears a long, flowing cape made of deep red fabric, which billows behind her as she moves. Her cape is also adorned with symbols of Hephaestus, woven into the fabric in gold thread. BACKSTORY & PERSONALITY:
Backstory
Despite their violent lifestyle, Bástya's parents loved their daughter deeply and wanted her to have a better life than they did. They encouraged her interest in engineering, smithing, and mechanics, and they often brought her back trinkets and tools from their raids. One day, when Bástya was still young and in her prime, a volley of arrows was shot at her raiding group. Most of her companions were wounded, and her parents were killed. Bástya managed to escape almost unharmed because of her skill with her shield. Her mother died almost instantly after taking an arrow through her throat, and her father sustained a wound that would prove mortal after a few weeks. This exchange and her clan’s insistence that the Gods saw these deaths as good caused Bástya to start to see rifts form between herself and her faith. She vowed to never allow another to take a blow in her stead she set down her hand axe to never pick it up again using only a shield and guarding those around her first. After the tragedy, Bástya turned to tattooing to cope with her grief. She began creating tattoos on herself and others and created a magical map tattoo that would chart the path she would take in life. She stopped raiding and became a smith instead. When Bástya was in her early fifties, she met Olaf, a raider from a neighboring clan. They fell in love and were married soon after. Olaf was a fierce warrior like Bástya, but he also had a softer side. He encouraged her to pursue her interests in engineering and smithing, and he often helped her with her projects. They had three children together: Erik, Ingrid, and Lars. For a while, Bástya was content with her life as a smith and a mother. Eventually she stopped raiding and focused on her family and her craft. However tragedy would once again strike when Olaf and the children who had begun raiding together were killed during a coastal raid on a city that had been forward. After that everything changed. Bástya was devastated and angry, and she blamed the gods and herself for her loss wishing that she could trade her own life for her children’s had she been there. She felt like she had nothing left to live for she decided to leave Skåne with a curse towards the Norse Gods and start a new life elsewhere. Over the next three years, Bástya took a long journey south by land and made it to Pella. There, she met two other travelers who would become her dear friends and confidantes. The first was a tall and lanky man named Nikos, who was a skilled trader and spoke several languages fluently he taught her to read and speak Goblin and Gnomish tools that proved invaluable in reading recipes for her craft. The second was a plump and jovial woman named Maria, who was a herbalist and healer who taught her alchemy. Together, Bástya, Nikos, and Maria traveled to Athens, where Bástya pledged herself to creating a suit of armor for herself, venerating the Greek Gods in the hopes of making an impression on them. When she completed it, she began selling her services both as a warrior and a craftsman. With Nikos' help, she found clients who appreciated her unique blend of talent and tenacity. With Maria's help, she healed the sick and wounded, earning a reputation as a kind and compassionate soul. Personality
After the loss of her family her maternal instincts extended well beyond her own family. She often goes out of her way to care for and protect others. She is fiercely loyal to her friends and allies she will do whatever it takes to keep them safe. Her protective instincts are complemented by her natural empathy and compassion, and she is always willing to lend an ear or offer a helping hand to those in need. Bástya's nurturing side is also evident in her love of crafting and engineering. She enjoys creating things with her hands, whether it's a suit of armor for herself or a useful tool for someone in her community. She takes pride in her work and is always looking for ways to improve and innovate. At times, Bástya can be guarded and reserved, especially when it comes to her emotions. She has experienced great loss and tragedy in her life, and has learned to keep her feelings to herself as a coping mechanism. However, she is also capable of great empathy and compassion, and will often go out of her way to help those in need. Party Role
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