Thramira Greathammer

Brynsil "Grams" Lustershale's page

294 posts. Organized Play character for motteditor (RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16).


Full Name

Brynsil "Grams" Lustershale

Race

HP 36 | AC 19/21 | F +9 R +7 W +6 | Perc +8 | Stealth +1 |

Classes/Levels

Speed: 15 ft. |

Gender

LG Female dwarf (rock) champion 2 |

Size

Medium

Age

227

Alignment

LG

Deity

Folgrit

Languages

Common, Dwarven

Occupation

Pathfinder Agent

Strength 16
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 14
Charisma 10

About Brynsil "Grams" Lustershale

[dice=Perception (trained)]1d20+5[/dice]

[ spoiler=Status]
HP 36/36
AC 19 (21 with shield raised)
Fort +9, Ref +7, Will +6
Hero points: 1
Effects:
[/spoiler]

[ ooc]Action XX: ◈ Stride [/ooc]
[ ooc]Action XX: ◈ Strike[/ooc]
[ ooc]Action XX: ◈ Reload[/ooc]
[ ooc]Action XX: ◈ Raise Shield (+2 AC)[/ooc]

[dice=Battleaxe Strike]1d20+7[/dice]
[dice]1d8+3[/dice]
[dice=Battleaxe Strike (iterative)]1d20+7-5[/dice]
[dice]1d8+3[/dice]
[dice=Battleaxe Strike (iterative, sweep)]1d20+7+1-5[/dice]
[dice]1d8+3[/dice]

[dice=Fort (expert)]1d20+9[/dice]
[dice=Reflex (trained)]1d20+5[/dice]
[dice=Will (expert)]1d20+8[/dice]
+2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that attempt to knock you prone. In addition, if any effect would force you to move 10 feet or more, you are moved only half the distance.
Divine Grace (reaction): Trigger You attempt a save against a spell, before you roll. Effect You call upon your deity’s grace, gaining a +2 circumstance bonus to the save.

Brynsil "Grams" Lustershale
Female mountain dwarf (rock)
LG, Medium, dwarf, humandoid
Senses Perception +6 (2 Wis + 2 trained + 2 level)
--------------------
DEFENSE
--------------------

AC 19 (1 Dex, +4 armor, +2 level, +2 trained)
HP 36 (+13/level)
Fort +9 (E), Ref +5 (T), Will +8 (E)

Chain mail (+4 AC, +1 max Dex, -2 check penalty, flexibly, noisy)
Wooden shield (+2 AC, 3 Hardness, 12 HP [6 BT])

--------------------
OFFENSE
--------------------

Melee
Clan Dagger (agile, Dwarf, Parry, Uncommon, Versatile B) 1d4 P
Battleaxe (sweep) 1d8 S

Ranged
3 javelins (30 feet range, thrown) 1d6 P

--------------------
STATISTICS
--------------------

Speed 20 ft.
Ancestry Abilities Darkvision

Class Features & Abilities:

Trained in simple weapons, martial weapons, unarmed attacks
Trained in all armor, unarmored defense
Champion's code:
* You must never perform acts anathema to your deity or willingly commit an evil act, such as murder, torture, or the casting of an evil spell.
* You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn't force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them.
* You must act with honor, never taking advantage of others, lying, or cheating.
* You must respect the lawful authority of legitimate leadership wherever you go, and follow its laws.
* Maintain the sanctity of a home, remain patient with others, take in those without families
Anathema: Abandon your family, fail to defend your neighbors
Deific Weapon: (staff) You zealously bear your deity’s favored weapon. If it’s a simple weapon, increase the damage die by one step (d4 to d6).

Retributive Strike (reaction) Trigger An enemy damages your ally, and both are within 15 feet of you. Effect You protect your ally and strike your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. If the foe is within reach, make a melee Strike against it.


Devotion Spells:

Trained in champion class DC, divine spell attacks, divine spell DCs
Focus Points: 1
Lay on Hands (healing, necromancy, positive) Cast: ◈ somatic; Range: touch; Targets: 1 willing creature or 1 undead creature
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.
________________________________________
Heightened (+1) The amount of healing increases by 6, and the damage to an undead target increases by 1d6.
Soothing Words (emotion, enchantment, mental) Cast: ◈ verbal; Range: 30 feet; Targets: 1 ally; Duration: 1 round
You attempt to calm the target by uttering soothing words in a calm and even tone. The target gains a +1 status bonus to Will saving throws. This bonus increases to +2 against emotion effects. In addition, when you Cast this Spell, you can attempt to counteract one emotion effect on the target.
Heightened (5th) The bonus to saves increases to +2, or +3 against emotion effects.

Feats:

Ancestry feats
1st: Dwarven Lore You eagerly absorbed the old stories and traditions of your ancestors, your gods, and your people, studying in subjects and techniques passed down for generation upon generation. You gain the trained proficiency rank in Crafting and Religion. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Dwarven Lore.
Fifth: Unburdened iron

Class feats
1st: Deity’s Domain (family) You embody an aspect of your deity. You gain the domain’s initial domain spell as a devotion spell.
2nd: Divine Grace (family) (reaction) Trigger You attempt a save against a spell, before you roll; Effect You call upon your deity’s grace, gaining a +2 circumstance bonus to the save.

Skill feats
Background: Battle Medicine You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.
2nd: Assurance: Medicine

General feats
Champion: Shield Block Trigger: While you have your shield raised, you would take damage from a physical attack. Effect: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Skills:

Acrobatics +1 (U, Dex)
[dice=Acrobatics (untrained)]1d20+1[/dice]

Arcana +0 (U, Int)
[dice=Arcana(untrained)]1d20+0[/dice]

Athletics +6 (T, Str)
[dice=Athletics (trained)]1d20+7[/dice]

Crafting +3 (T, Int)
[dice=Crafting (trained)]1d20+4[/dice]

Deception +0 (U, Cha)
[dice=Deception (untrained)]1d20+0[/dice]

Diplomacy +3 (T, Cha)
[dice=Diplomacy (trained)]1d20+4[/dice]

Intimidation +3 (T, Cha)
[dice=Intimidation (trained)]1d20+4[/dice]

Lore (dwarven) +3 (T, Int)
[dice=Lore (dwarven) (trained)]1d20+4[/dice]

Lore (scouting) +3 (T, Int)
[dice=Lore (scouting) (trained)]1d20+4[/dice]

Lore (warfare) +3 (T, Int)
[dice=Lore (warfare) (trained)]1d20+4[/dice]

Medicine +5 (T, Wis)
[dice=Medicine (trained)]1d20+6[/dice]

Nature +2 (U, Wis)
[dice=Nature (untrained)]1d20+2[/dice]

Occultism +0 (U, Int)
[dice=Occultism (untrained)]1d20+0[/dice]

Performance +0 (U, Cha)
[dice=Performance (untrained)]1d20+0[/dice]

Religion +5 (T, Wis)
[dice=Religion (trained)]1d20+6[/dice]

Society +3 (T, Int)
[dice=Society (untrained)]1d20+4[/dice]

Stealth +1 (U, Dex)
[dice=Stealth (untrained)]1d20+1[/dice]

Survival +2 (U, Wis)
[dice=Survival (untrained)]1d20+2[/dice]

Thievery +1 (U, Dex)
[dice=Thievery (untrained)]1d20+1[/dice]

Gear:

Bulk (7.4, 8 max)
1 gp

Combat gear
Clan dagger (free, 1L)
Chain mail (6 gp, 2 Bulk)
Wooden shield (1 gp, 1 Bulk)
Battleaxe (1 gp, 1 Bulk)
3 javelins (3 sp, 3L)

Other gear
Adventurer's pack (7 sp, 2 Bulk)
-bedroll
-two belt pouches
-10 pieces of chalk
-flint and steel
-50 feet of rope
-2 weeks’ rations
-soap
-5 torches
-waterskin
Healer's Tools (5 gp, 1 Bulk)

Special abilities:

Keen Eyes: Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.

Background:

Brynsil, like most mountain dwarfs, always wanted to adventure. Unfortunately for her, she started out a little too young, and a little too close to home and found the treasure of her life -- a baby, and the husband. Instead of making a name for herself, she and her family made a home for themselves, leading a productive life as one child turned into two, then three, then four.

But as her children left home, she had to admit if only in her deepest areas of heart, that she was a bit jealous of their own adventures. That feeling only grew when they returned home to start their own families. As she sat with grandchildren on her lap, and listened to her own children thrill them with bedtime stories of adventures, she couldn't help but wish she had tales of her own. Still, she couldn't abandon her family.

When a sickness cost her the life of her husband, though -- well, she couldn't take the pity of her children, and the way they seemed to treat her like a child herself. No, she may not be young anymore -- maybe she's even old, considering her descendants are old enough to affectionately call her "Grams" -- but she's not dead yet. And as long as she's not and her family doesn't need her, well, why not live out that childhood dream. She knows her husband would have been proud of her and time's a-wasting.

Husband: Dueggan, finely trimmed red beard
First son: Dueggald, urged his mother to go out
Second son: Belnus, went out for a long adventuring career, inspiring his mother, came home with a handsome dwarven man from the Mindspin Mountains, and they've adopted two children.
Third son: Regar was a cute baby, a bit horrified to find his mother adventuring
Fourth son: Tharren, newly married to Katgwyn, the mother of his young child; their wedding gave Grams the push

PFS information (has spoilers):

Character Number: 83959-2002
Pathfinder Training: School of Swords (3 points); may choose 2 from the following school items: Lesser leaper’s elixir, potency crystal, shining ammunition

1-07 The Flooded King's Court
Made friends with the goblins through a tremendous performance as a wolf (not a dog!), then killed two "dragon dogs" in the basement and freed a ghoul with a secret about House Candren.

+4 rep for Horizon Hunters, +2 rep for Vigilant Seal, +4 XP (4 total), +14 gp (15 gp total), +4 fame (4 total)

Quest 4: Port Peril Pub Crawl
Got in a bar brawl! Survived unscathed after knocking some heads together!

+1 rep for Horizon Hunters, +1 XP (5 total), +3.54 gp (18.54 gp total), +1 fame (5 total)

1-06 Lost on the Spirit Road
+4 rep for Horizon Hunters, +4 XP (9 total), +15.6 gp (34.14 gp total), +4 fame (9 total)

Bounty 2
+1 rep for HH, +1 XP (10 total), +4 gp (38.18 total)

2-13 A Gilded Test
+4 rep for HH, +4 XP (14 total), +14.4 gp (52.58 total)
1-11 Flames of Rebellion