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About Crastor DeemsCrastor Deems
Info:
Race: Dwarf Bennies: Conviction: Size: 0 Pace: 5 Fatigue -1 -2 INC Wounds -1 -2 -3
Attributes:
Agility- D10 Smarts- D6 Spirit- D6 Strength- D6 Vigor- D8 Skills:
Athletics (Agility)- D4 Common Knowledge (Smarts)- D4 Fighting (Agility)- D8 Notice (Smarts)- D6 Persuasion (Spirit)- D4 Repair (Smarts)- D4 Shooting (Agility)- D4 Spellcasting (Smarts)- D6 Stealth (Agility)- D6 Thievery (Agility)- D8 Powers:
PP 10/10 BOLT
Bolt sends damaging bursts of energy, streaks of holy light, or shards of matter toward one’s foes. There are no Range penalties, but the arcane skill roll is affected by Cover, Illumination, and all other usual penalties. The damage of the bolt is 2d6, or 3d6 with a raise. MODIFIERS
DISINTEGRATE (+2): If the bolt Incapacitates a creature, it must make a Vigor roll or its body turns to dust. If the target is an object, the caster rolls damage against its Hardness as usual (see Breaking Things on page 130). If the bolt breaks the object, it disintegrates. Disintegrate allows the caster to roll bonus damage against objects and all damage dice can Ace. Enchanted Items: The Hardness of enchanted items is doubled for the purposes of being disintegrated. GREATER BOLT (+4): The bolt causes 4d6 damage (5d6 with a raise) and is considered a Heavy Weapon. RATE OF FIRE (+2): The bolt attack is made at Rate of Fire 2 DEFLECTION
Deflection powers work in a variety of ways. Some manifestations actually deflect incoming attacks, others blur the target’s form or produce illusionary effects. The end result is always the same, however—to misdirect incoming melee or missile attacks from the recipient of the power. With success, foes must subtract 2 from either melee or ranged attacks (caster’s choice). With a raise, the penalty applies to both. An attacker who uses a ranged weapon in melee against the recipient suffers the penalty either way. MODIFIERS
STUN
Stun shocks a target with concussive force, sound, light, magical energy, or the like. A successful casting means the victim must make a Vigor roll (at −2 with a raise on the arcane skill roll) or be Stunned (see 138). MODIFIERS
Gear:
Weapon // Range // Damage // AP // ROF // WT // Notes Warhammer // Melee // Str+d6 // -1 AP // - // 5 // Cost 12 Dagger // Melee // Str +d4 // 0 AP// - // 1 // Cost 2 Gear // Cost // Wt
Total Weight: 70 lbs Total (51 lbs w/Backpack)
GP: 239 // SP: 2 // CP: 3 Hindrances:
[Used to take Arcane Background (Magic) and +1 Dice type for Agility]
CAN’T SWIM (MINOR): On Golarion, people who weren’t raised around a temperate body of water aren't likely to know how to swim. Those with this Hindrance suffer a −2 penalty to the Athletics skill when swimming, and each HINDRANCES 26 S AV AGE PATHFINDER inch moved in water costs 3″ of Pace. See Movement (page 123) for more details and Drowning (page 151). CAUTIOUS (MINOR): These planners personify restraint and carefulness. They never make rash decisions, preferring to plot things out in detail long before any action is taken. LOYAL (MINOR) This stalwart defender risks her life for friends without hesitation. Some Loyal heroes may not act very nice, but are the first to come to their friends’ rescue when they’re threatened. SUSPICIOUS (MINOR) Your character is suspicious of everyone. As a Minor Hindrance, this paranoia causes frequent trust issues. Suspicious characters might demand full payment before doing a task, want every agreement in writing, or believe even friends are out to get them. Edges & Advantages:
ROGUE REQUIREMENTS: Novice, Agility d6+, Notice d6+, Stealth d6+ Life is an endless adventure for those who live by their wits. Ever just one step ahead of danger, rogues bank on their cunning, skill, and charm to bend fate to their favor. Never knowing what to expect, they tend to prepare for everything. Out of necessity, they become adept manipulators, agile acrobats, or shadowy stalkers. They are thieves and gamblers, fast talkers and diplomats, bandits and bounty hunters, or explorers and investigators. Although many rogues favor the opportunities of towns and cities, some embrace life on the road. They wander from place to place, meeting exotic people and facing fantastic danger in pursuit of endless riches. In the end, all rogues desire to shape their fates and live life on their own terms. ARMOR RESTRICTION (Light): Rogues are nimble and deadly acrobats. Bulky armor interferes with their abilities, so they subtract 4 from Agility and Agility-based skill rolls when wearing medium or heavy armor, or using medium or heavy shields. SNEAK ATTACK: Rogues add an additional d6 to their damage when they have the Drop on their victim, or the victim is Vulnerable. This applies to Athletics (throwing), Fighting, or Shooting attacks. ARCANE BACKGROUND (MAGIC)
If you want to play a bard, cleric, druid, sorcerer, or wizard based on the original Pathfinder game system's character classes, see the Class Edges beginning on page 43. If you want to make your own custom mage or priest, use the rules here: Arcane Background (Magic): Mages use Spellcasting as their arcane skill, and have Armor Interference (Light) (meaning they subtract 4 from their Spellcasting rolls and from their agility and agility-based skill rolls if using medium or heavy armor or shields). On taking this Edge, you get three starting powers and 10 Power Points. A mage’s available powers are: Arcane protection, baleful polymorph, banish, barrier, beast friend, blast, blind, bolt, boost/lower Trait, burrow, burst, confusion, conjure item, curse, damage field, darksight, deflection, detect/ conceal arcana, disguise, dispel, divination, drain Power Points, elemental manipulation, empathy, entangle, environmental protection, farsight, fear, fly, growth/shrink, havoc, illusion, intangibility, invisibility, light/darkness, locate, mind link, mind reading, mind wipe, object reading, plane shift, protection, puppet, relief, scrying, shape change, sloth/speed, slumber, smite, sound/silence, speak language, stun, summon ally, telekinesis, teleport, time stop, wall walker, warrior’s gift, wish, zombie. Power Points
Racial Abilities:
Darkvision: : Dwarven eyes are accustomed to the dark of the underearth. Dwarves ignore penalties for Illumination up to 10” (20 yards). IRON CONSTITUTION: Dwarves add +1 when resisting poison. They also add +1 when resisting or recovering from powers or abilities that state they work like a power. REDUCED PACE: Decrease the character’s Pace by 1 and reduce the running die by one die type. STONECUNNING: Dwarves grow up in halls and caverns of worked stone, and get a Notice roll at +2 as a free action within 10 feet of unusual stonework such as traps and hidden doors. Success means they know something is off, and a raise gives them more specific information such as how to trigger the trap or open the door. TOUGH: Stout and tough, Dwarves start with a d6 in Vigor instead of a d4. This increases maximum Vigor to d12 + 1. They treat their Strength as one die type higher when determining Encumbrance (see page 104) and Minimum Strength to use armor and equipment without penalty (but not weapons). This ability stacks with the Brawny Edge if the dwarf has it. Advancement:
1- Attribute: Spirit to d6 Background:
Crastor Deems is fairly new to Sandpoint. He moved to town to run a business as a locksmith and repair shop for simple mechanical objects. He is not sure about the humans in town, so he has everyone sign a contract to ensure payment for his work. He is hoping to build up some regular customers as they see the quality of his work. He is trying to build up a shop as far inland as possible, as he is not sure if dwarfs can really swim and he is concerned some human might push him into the water as a strange human prank. |