About Brynsil "Grams" Lustershale[dice=Perception (trained)]1d20+5[/dice] [ spoiler=Status]
[ ooc]Action XX: ◈ Stride [/ooc]
[dice=Battleaxe Strike]1d20+7[/dice]
[dice=Fort (expert)]1d20+9[/dice]
Brynsil "Grams" Lustershale
Chain mail (+4 AC, +1 max Dex, -2 check penalty, flexibly, noisy)
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Ranged
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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
Skill feats
General feats
Skills:
Acrobatics +1 (U, Dex) [dice=Acrobatics (untrained)]1d20+1[/dice] Arcana +0 (U, Int)
Athletics +6 (T, Str)
Crafting +3 (T, Int)
Deception +0 (U, Cha)
Diplomacy +3 (T, Cha)
Intimidation +3 (T, Cha)
Lore (dwarven) +3 (T, Int)
Lore (scouting) +3 (T, Int)
Lore (warfare) +3 (T, Int)
Medicine +5 (T, Wis)
Nature +2 (U, Wis)
Occultism +0 (U, Int)
Performance +0 (U, Cha)
Religion +5 (T, Wis)
Society +3 (T, Int)
Stealth +1 (U, Dex)
Survival +2 (U, Wis)
Thievery +1 (U, Dex)
Gear:
Bulk (7.4, 8 max) 1 gp Combat gear
Other gear
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
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
+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
+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
Bounty 2
2-13 A Gilded Test
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