Gorm Greathammer

Bryc Eightfingers's page

40 posts. Organized Play character for TrinketMike.


Full Name

Bryc Eightfingers

Race

| Acrobatics +7, Athletics +3, Stealth +7, Thievery +7 | Deception +5, Diplomacy +5, Intimidation +5 | Medicine +5, Society +4, Survival +5

Classes/Levels

| Active Conditions: None

Gender

| HP: 19/19 | AC 18 | F:+4 R:+9 W:+7 | Speed 20 ft. | Hero Points: 1/1 | Perc +7 |

Strength 10
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 14
Charisma 12

About Bryc Eightfingers

Bryc Eightfingers
293444 - 2002
Male Dwarf (strong-blooded) Gambler Rogue 1
Nationality (Varisian), Birthplace (Riddleport)
CN Medium, Dwarf, Humanoid
Fame 4
Faction: Horizon Hunters (Reputation 4)
Education: Scrolls 3
Items Gained minor healing potion (1d8), minor healing potion (1d8)
XP 4

Languages Common, Dwarven, Varisian
Senses darkvision, Perception +7 (Expert; +1 vs. traps)
Hero Points 1
Class DC 17
Speed: 20 feet

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DEFENSE
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HP: 19
AC: 18 (+1 AC, +4 Dex, + 3 Proficiency)(+1 vs. traps)
Fortitude: +4 Reflex: +9 Will: +7
…strong-blooded dwarf (recover from poisons quickly)
…+1 vs. traps
Poison Resistance: 1

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OFFENSE
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Melee: shortsword +7 (1d6+4 P)(agile, finesse, versatile S)
Melee: clan dagger +3 (1d4)(agile, dwarf, parry, versatile B)
Ranged: shortbow +7 (1d6 P)(Range: 60 ft.)(deadly d10)(Arrows: 10)

Sneak Attack +1d6
Thief Racket: When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier.

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Skills
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Skill: +Mod (Proficiency)
Acrobatics: +7 (Trained)
Arcana: +1 (Untrained)
Athletics: +3 (Trained)
Crafting: +1 (Untrained)
Deception: +4 (Trained)
Diplomacy: +4 (Trained)
Intimidation: +4 (Trained)
Lore (Accounting): +4 (Trained)
Lore (Games): +4 (Trained)
Lore (Underworld): +4 (Trained)
Medicine: +5 (Trained)
Nature: +2 (Untrained)
Occultism: +1 (Untrained)
Performance: +1 (Untrained)
Religion: +2 (Untrained)
Society: +4 (Trained)
Stealth: +7 (Trained)
Survival: +5 (Trained)
Thievery: +7 (Trained)

-1 Check Penalty

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Statistics
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STR 10 DEX 18 CON 12 INT 12 WIS 14 CHA 12

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Feats
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Ancestry: strong-blooded dwarf, rock runner
Background: lie to me
Class: rogue’s racket (thief), sneak attack, surprise attack
General:
Skill experienced smuggler

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FEAT AND ABILITY DETAILS
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Experienced: You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you have concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items. Due to your smuggling skill, you’re more likely to find more lucrative smuggling jobs when using Underworld Lore to Earn Income.

Lie to Me: - You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.

Rock Runner: - Your innate connection to stone makes you adept at moving across uneven surfaces. You can ignore difficult terrain caused by rubble and uneven ground made of stone and earth. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone or earth, you aren’t flat-footed, and when you roll a success at one of these Acrobatics checks, you get a critical success instead.

Sneak Attack: 1d6
When your enemy can’t properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse. As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.

Strong-Blooded Dwarf - Your blood runs hearty and strong, and you can shake off toxins. You gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison.

Surprise Attack: You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.

Trap Finder: You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.
…You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.

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Equipment
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Armour: leather armor
Weapons: clan dagger, shortsword, shortbow, 10 arrows
Alchemical Items
Magical Items
Containers: Backpack (Bulk 0/4), Belt Pouch (Bulk 0/4L), Sheath
Equipment: bedroll, explorer’s clothes, flint and steel, grappling hook, rations (2 weeks), religious symbol (wooden, Desna), rope, scroll case, soap, tent (pup), thieve’s tools, waterskin, writing set

Gold: 16
Silver: 5
Copper: 0

Bulk 3, 1L
Encumbered 5 (5+Str), Maxiumum 10 (10+str)

Note: Buy healer’s tools, 5 gp

BOONS:

[] [] Valais’s Assurance (General, Limited Use)
Valais Durant is the leader of the Radiant Oath, in no small part because of her kindness and willingness to share her power with those in need. You may check a box next to this boon and spend an action to use the champion focus spell lay on hands, heightened appropriately for your level. This does not cost a focus point.

Defense Proficiencies:

Unarmored: Trained
FORT: Trained
REF: Expert
WILL: Expert
Light Armor: Trained
Medium Armor: Untrained
Heavy Armor: Untrained
Shields: Untrained

Offense Proficiencies:

Unarmed Attacks Trained
Simple Weapons: Trained
Martial Weapons: Untrained
Special Proficiencies: Trained (rapier, sap, shortbow, shortsword)
Arcane Magic Untrained
Divine Magic Untrained
Occult Magic Untrained
Primal Magic Untrained

Reminder:

Untrained +0
Trained 2+level
Expert 4+level
Master 6+level
Legendary 8+level

Background:

Born and raised in Riddleport, Bryc’s parents were miners in the Gas Forges. Bryc hated it, and promptly fled into the city every chance he got. He got hooked on gambling. His parents died in the toxic mines. Bryc met a tengu who became his close friend, and taught Bryc a combat style to help him survive — one that Bryc had an affinity for. Got into trouble gambling and lost a few digits due to gambling debts. Fled the legbreakers and collectors to pursue a life elsewhere. Eventually joined the Pathfinders in Magnimar and shipped out to Absalom for training. Loves the big city. Worships Desna in passing. Super greedy.

Likes: gambling, liquor, money, living the high life,

Dislikes: mining, Riddleport, Torag

Quirks: coughs often, hacks up phlegm (lungs wrecked from his time working with carbauxine in the Gas Forges).

Catchphrase: “Shiny!”

Appearance and Personality:

Bryc is a deeply tanned dwarf, slight of build, with short black hair and beard. He wears pristine explorer’s clothes, a green and yellow cloak, and a variety of gold jewelry — a circlet, cloak clasp, and beard decorations. He’s outfit for battle, with simple leather armor, a shortsword and clan dagger on his hip, and a bulging backpack. His left hand has only three fingers — the pinky and ring finger are completely missing.

Bryc grins at the Pathfinders around him. ”Hail and well met, my friends! The name’s Bryc—Bryc Eightfingers! Nice to meet you!”