Giant Slayer

Boron Boulderstep's page

137 posts. Organized Play character for nightdeath.


Full Name

Boron Boulderstep

Race

| HP: 131/131 (155)| AC: 26/16/22 (24/14/20)|Init: +3| Perc: +9| Fort: +12 (14)| Ref: +9| Will: +9 (11)| CMB: +13 (15)| CMD: 26 (28)| Fieron: +16/+10 (18/14);1d12+6 (9)|Javelin: +12;1d6+4 (6)| Rage:15 Rds/day|

Classes/Levels

Skills:
Acro: +6| App: -1| Bluff:+2| Climb:+5| Dip: +10| Heal: +3| Inti: +6| K.(His/Pla):+3|K.(Planes):+7|Linguis:+10|Prof (Sailor): +18| Ride:+0| SM: -1| Spell:-1| Stealth: +0| Sur: +10| Swim:+7|UMD:+2|

Gender

#76925-5 Male Angry Dwarf with Divine Spells

Size

Medium

Age

100

Special Abilities

Rage, Spells. Much Anger. Sea Dwarf

Alignment

Neutral

Deity

Cayden Cailean

Location

Land of Linnorm Kings

Languages

Common, Dwarven, Tengu, Orc, Skald, Hallit, Tien , Terran, Thassoliolian, Abyssal (Tongues), Celestial (Tongues)

Occupation

Sailor

Strength 18
Dexterity 16
Constitution 18
Intelligence 8
Wisdom 9
Charisma 14

About Boron Boulderstep

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PFS# 76925-5 Boron Boulderstep

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Character Crunch:

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Male Dwarf Barbarian (Sea Reaver) 3 / Oracle of Battle 9
Neutral Medium Humanoid
Init +3; Senses Darkvision 60Ft Perception +9

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Defense
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AC 26 (24), touch 16 (14), flat-footed 22 (20) (+10 armor, +0 Shield, +3 Dex, +0 natural, +1 Dodge, +1 Deflection, +1 Insight)
hp 131 (3d12 + 9d8) (Con Bonus: +48) (155 when Raging)
Fort +12 (+14), Ref +9, Will +9 (+11)
Resist None

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Offense
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Offenses
Speed 30 ft.
Ranged Javelin +12 x10 (1d6+4 (+6) 20/x2)
Melee Fieron +16 (+18) (1d12+6 (9) 19-20/x3), Fieron +10 (+12) (1d12+6 (9) 20/x3)
Special Attacks Rage 15 Rounds of rage,
Spell-Like Abilities

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Statistics
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Str 18 (22), Dex 16, Con 18 (22), Int 8, Wis 9, Cha 14
Base Atk +9; CMB +13 (+15); CMD 26 (28)
Languages Common, Dwarven, Tengu, Orc, Skald, Hallit, Tien , Terran, Thassoliolian, Abyssal (Tongues), Celestial (Tongues)
SQ None (dc XX)

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Feats
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Dodge (1)
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Mobility (3)
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Spring Attack (5)
As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

Vital Strike (7)
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Extra Revelation (9)
You gain one additional revelation. You must meet all of the prerequisites for this revelation.

Toughness (11)
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Weapon Focus (Greataxe) (Oracle Revelation)
You gain a +1 bonus on all attack rolls you make using the selected weapon.

Improved Critical (Greataxe) (Oracle Revelation)
When using the weapon you selected, your threat range is doubled.

Diehard (Oracle Revelation)
When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.

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Traits
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Berserker of the Society (Combat)
Your time spent as a Pathfinder has taught you new truths about the origins of the your rage ability. You may use your rage ability for 3 additional rounds per day.

Weathered Emissary (Social)
Your travels in the wildlands gave you insight into how to survive their dangers and communicate with their inhabitants. You gain a +1 trait bonus on all Linguistics and Survival checks, and Linguistics is always a class skill for you.

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Class Features
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Weapon and Armor Proficiency:
A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
A sea reaver is not proficient with medium armor.

Marine Terror (Ex):
A sea reaver can hold her breath for a number of rounds equal to four times her Constitution score. In addition, a sea reaver can move normally though squares of standing water or bog that is 1 foot deep. It does not cost her extra movement to traverse these terrains. Lastly, a sea reaver ignores the normal cover bonus to AC when attacking creatures that are partially immersed in water. This ability replaces fast movement.

Eyes of the Storm (Ex):
At 2nd level, a sea reaver ignores any concealment provided by fog, rain, sleet, mist, wind, or other weather effects that is less than total concealment, and any penalties weather applies on Perception checks are halved. This ability replaces uncanny dodge.

Savage Sailor (Ex):
At 3rd level, a sea reaver gains a +1 bonus on Acrobatics, Climb, Profession (sailor), Survival, and Swim checks made in aquatic terrain, including aboard a ship or along shorelines. These bonuses improve by +1 every three levels after 3rd. This ability replaces trap sense.

Rage (Ex):
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Rage Powers (Ex):
As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.

Spells:
An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier.

Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table 2–5. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table 2–6. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2–6 are fixed.

In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.

Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery.

Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

Mystery:
Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.

At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels.

Oracle’s Curse (Ex):
Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must a single curse. All curses can be found here.

Orisons:
Oracles learn a number of orisons, or 0-level spells, as noted on Table 2–6 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Revelation:
At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.

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Skills
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Acrobatics +6 (+3 Rank, +3 trained, +3 Ability, -3 Armor)
Appraise -1 (+0 Rank, +0 trained, -1 Ability)
Bluff +2 (+0 Rank, +0 trained, +2 Ability)
Climb +5 (+1 Rank, +3 trained, +4 Ability, -3 Armor)
Craft -1 (+0 Rank, +0 trained, -1 Ability)
Diplomacy +10 (+5 Rank, +3 trained, +2 Ability)
Disable Device +0 (+0 Rank, +0 trained, +3 Ability, -3 Armor)
Disguise +2 (+0 Rank, +0 trained, +2 Ability)
Escape Artist +0 (+0 Rank, +0 trained, +3 Ability, -3 Armor)
Fly +0 (+0 Rank, +0 trained, +3 Ability, -3 Armor)
Handle Animal +2 (+0 Rank, +0 trained, +2 Ability)
Heal +3 (+1 Rank, +3 trained, -1 Ability)
Intimidate +6 (+1 Rank, +3 trained, +2 Ability)
Knowledge (History) +3 (+1 Rank, +3 trained, -1 Ability)
Knowledge (Planes) +3 (+1 Rank, +3 trained, -1 Ability)
Knowledge (Nobility) +0 (+1 Rank, +0 trained, -1 Ability)
Knowledge (Religion) +7 (+5 Rank, +3 trained, -1 Ability)
Linguistics +10 (+7 Rank, +3 trained, -1 Ability, +1 Trait)
Perception +9 (+7 Rank, +3 trained, -1 Ability)
Profession (Sailor) +18 (+11 Rank, +3 trained, -1 Ability, +1 Class, +2 Circumstance, +2 Vanity)
Ride +0 (+0 Rank, +0 trained, +3 Ability, -3 Armor)
Sense Motive -1 (+0 Rank, +0 trained, -1 Ability)
Spellcraft -1 (+0 Rank, +0 trained, -1 Ability)
Stealth +0 (+0 Rank, +0 trained, +3 Ability, -3 Armor)
Survival +10 (+6 Rank, +4 trained, -1 Ability, +1 Trait)
Swim +7 (+2 Rank, +3 trained, +4 Ability, -3 Armor)
Use Magic Device +2 (+0 Rank, +0 trained, +2 Ability)
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Magic
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Bonus Spells (1st: 1, 2nd: 1, 3rd:0)
Caster Level: 9
Spells Known (8) Level 0 DC 12
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Guidance: +1 on one attack roll, saving throw, or skill check.
Read Magic: Read scrolls and spellbooks.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Detect Poison: Detects poison in one creature or object.
Bleed: Cause a stabilized creature to resume dying.
Stabilize: Cause a dying creature to stabilize.

Spells Known (5) Level 1 DC 13 6/6
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Detect Undead: Reveals undead within 60 ft.
Obscuring Mist: Fog surrounds you.
Protection from Evil: +2 to AC and saves, plus additional protection against selected alignment.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Bless: Allies gain +1 on attack rolls and saves against fear.
Enlarge person: Humanoid creature doubles in size. (Mystery Spell)

Spells Known (4) Level 2 DC 14 6/6
Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10)
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Spiritual Weapon: Magic weapon attacks on its own.
Make Whole: Repairs an object.
Fog Cloud: Fog obscures vision. (Mystery Spell)

Spells Known (3) Level 3 DC 15 6/6
Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
Daylight: 60-ft. radius of bright light.
Invisibility Purge: Dispels invisibility within 5 ft./level.
Prayer: Allies get +1 bonus on most rolls, enemies –1 penalty.
Magic Vestment: Armor or shield gains +1 enhancement per four levels. (Mystery Spell)

Spells Known (2) Level 4 DC 16 4/4
Cure Critical Wounds: Cures 4d8 damage + 1/level (max +20).
Blessing of Fervor: Gives allies a choice of benefits.
Blade of Light: Imbue a weapon with sunlight, making it bane to the undead
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level. (Mystery Spell)

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Special Abilities
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Rage:
Moment of Clarity (Ex):
The barbarian does not gain any benefits or take any of the penalties from rage for 1 round. Activating this power is a swift action. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against her total number of rounds of rage per day. This power can only be used once per rage.

Oracle Relevation: Battle
Skill at Arms (Ex):
You gain proficiency in all martial weapons and heavy armor.

Weapon Mastery (Ex):
Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats.

War Sight (Su): (Extra Revelation)
Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

Resiliency (Ex):
You are not disabled and you do not gain the staggered condition if you are reduced to exactly 0 hit points. At 7th level, you gain Diehard as a bonus feat. At 11th level, you do not lose a hit point when you take a standard action while disabled. You do not need to meet the prerequisite to receive the Diehard feat.

Oracle Curse:
Tongues:
In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.

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Equipment
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Equipment list]
Melee Weapons Fieron (Flaming Burst Greataxe+2)
Ranged Weapons Javelin x10
Armor Speedchink (Mithral Full Plate of Speed)
Other Gear
Barbarian’s kit :
This includes a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Dungeoneering kit :
This bundle of essential supplies for exploring ruins and abandoned cities includes two candles, chalk, a hammer and four pitons, 50 feet of hemp rope, a hooded lantern with 5 flasks of oil, two sacks, two torches, and four tindertwigs. A deluxe dungeoneering kit contains two candles, chalk, a hammer and four pitons, 50 feet of silk rope, two sacks, three sunrods, four tindertwigs, and an everburning torch.
Smelling salts
Cleric Vestment
Cold Weather Outfit
Wayfinder
Court Title: Baron (Vanity)
Ship (Vanity) Give +2 to Profession (Sailor)

Magic Item
Incandescent Blue Ioun Stone
Give +1 Competence to Profession.

Wand of CLW - 27/50 Charges
Wand of CLW - 50/50 Charges
Wand of infernal Healing - 17/50
Wand of infernal Healing - 50/50

Cloak of Resistance +2
Flecks of silver or steel are often sown amid the fabric of these magical cloaks. This garment offers magical protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).

Dusty Rose Prism (Normal) Ioun Stone
+1 insight bonus to AC.

Boots of Striding and Springing
These boots increase the wearer’s base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. She can jump with a +5 competence bonus on Acrobatics checks.

Belt of Physical Perfection +2
This belt has a large platinum buckle and grants the wearer an enhancement bonus to all physical ability scores (Strength, Dexterity, and Constitution) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.

Ring of Evasion
This ring continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage.

Wealth
4338 gp

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Racial Traits
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Dwarf Racial Traits:

+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Hatred: 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.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

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Background Story
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Boron Boulderstep :


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Appearance
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Boron Boulderstep Appearance: