Harsk

Dufek Leatherfinger Reiteg's page

111 posts. Alias of Euan.


Full Name

Dufek Leatherfinger Reiteg

Alignment

LN

Deity

Torag

Languages

Common (Taldan), Dwarf

Strength 18
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 16
Charisma 8

About Dufek Leatherfinger Reiteg

Dufek Leatherfinger Reiteg
Monk 4
LN Medium humanoid (Dwarf)(Male)
Senses Perception (+7, 4T + 3 wis), Darkvision
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Defense
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AC: 17 (+1 dex +5E (unarmored), +1 armor)
TAC: 17 (+1 dex +5E (unarmored), +1 armor)
HP: 58 (10 (dwarf) 10 + 2 Con (monk x4))
Fort: +7 (5 E +2 con)
Ref: +6 (5 E +1 dex)
Will: +8 (5 E + 3 wis)
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Offense
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Speed: 20 ft.
Melee: (expert in unarmed attacks)
•> Dagger +8att 1d4+4P; Knife; Agile, finesse, thrown 10’, versatile S
•> Unarmed +9att 1d6+4B; Brawling; Agile, finesse, nonlethal, unarmed
•> Tiger Claw +9att 1d8+4S; Brawling; Agile, finesse, nonlethal, unarmed (•> to get into stance)
•> Warhammer (expert) +7att 1d8+4B; Hammer; Shove
Ranged:
•> Dagger +5att 1d4+4P; Knife; Agile, finesse, thrown 10’, versatile S
•> Shuriken +5att 1d4+4P; Dart; Agile, monk, thrown 20’
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Statistics
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Str 18 +2 (dwarf) +2 (free) +2 (Esoteric Scion) +2 (class)
Dex 12 +2 (free)
Con 14 +2 (dwarf) +2 (free)
Int 10
Wis 16 +2 (dwarf) +2 (free) +2 (Esoteric Scion)
Cha 8 -2 (dwarf)

Resonance: 3 (level + cha)
Class DC: 18 (10+level + str)

Traits: Dwarf, Humanoid

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

Feats
Stonecunning (ancestry) - You have a knack for noticing inconsistencies and craftsmanship techniques in the stonework around you. You gain a +2 circumstance bonus to Perception checks to notice unusual stonework. This bonus applies to checks to discover mechanical traps made of stone or hidden inside of stone. If you aren’t using the Seek action (see page 308) or searching, the GM rolls a secret check without the bonus and with a –2 circumstance penalty for you to notice unusual stonework anyway (in such cases, this feat takes on the secret trait).

Quick Identification (background) - You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you’re a master, it takes 1 round; and if you’re legendary, it takes 1 action.

•> Tiger Stance (class, 1st) - You enter the stance of a tiger, using your hands like claws. You can make tiger claw attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. On a critical success, the target takes 1d4 persistent bleed damage. While in Tiger Stance, you can Step 10 feet as long as your Speed is at least 10 feet.

•>> Stunning Fist (class, 2nd) - The target must attempt a Fortitude save against your class DC (18). If the target fails, it’s flat-footed for 1 round. On a critical failure, it’s also stupefied 2 for 1 round. If your attack was a critical success, one of the following outcomes occurs: If the target succeeded at its save, it instead fails its save. If the target failed its save, it instead critically fails its save. If the target critically failed its save, it is instead stunned for 1 round.

Student of the Cannon (skill, 2nd) - When attempting a Religion check to Read Scripture or to Recall Knowledge about the tenets of faiths, you treat a critical failure as a failure instead.

Fast Recovery (general, 3rd) - You recover twice as many Hit Points from resting. Each time you succeed at a Fortitude save against an ongoing toxin, you reduce its stage by 2, or by 1 against a virulent toxin. Each critical success you achieve against an ongoing toxin reduces its stage by 3, or by 2 against a virulent toxin. In addition, you reduce the severity of your drained condition by 2 when you rest for a night instead of by 1. You reduce your enervated condition by 2 when you succeed at your Fortitude save or spend a day of downtime training, and by 3 when you critically succeed at your Fortitude save.

Cleric Dedication (class, 4th) - You cast spells like a cleric. You gain access to the Cast a Spell activity and the Material Casting, Somatic Casting, and Verbal Casting actions. You can prepare two cantrips each day from the divine spell list or any other cantrips you learn or discover. You’re trained in spell rolls and spell DCs for casting divine spells and in attacks you make with divine spells. Your key spellcasting ability for these spells is Wisdom. You can use wands, scrolls, and staves, but only for spells of a spell level that you can cast. Religion is a signature skill for you. Choose a deity as you would if you were a cleric. You’re bound by that deity’s anathema (Torag). Cantrips: Shield, Stabilize

Underwater Marauder (skill, 4th) - You’ve learned to fight underwater like an aquatic native. You are not flat-footed while you are in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.

Skills (E: Athletics, T: 4 others (class)) (Untrained: lvl -4, Trained: lvl, Expert: lvl +1, Master: Level +2, Legendary: Level +3)
Acrobatics = +5 (4T + 1 dex)
Arcana = 0 (0U + 0 int)
Athletics = +9 (5E + 4 str)
Crafting = 0 (0U + 0 int)
Deception = -1 (0U -1 cha)
Diplomacy = -1 (0U -1 cha)
Intimidation = -1 (0U -1 cha)
Lore (esoteric order) = +4 (4T +0 int)
Medicine = +7 (4T +3 wis)
Nature = +3 (0U +3 wis)
Occult = 0 (0U + 0 int)
Performance = -1 (0U -1 cha)
Religion = +7 (4T +3 wis)
Society = 0 (0U + 0 int)
Stealth = +1 (0U + 1 dex)
Survival = +7 (4T +3 wis)
Thievery = +1 (0U + 1 dex)

Languages Common (Taldane), Dwarf

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Gear
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Clothing, traveler’s attire (1sp, -)
Torag holy symbol, silver, around neck (20sp, L)
Dagger (w/ sheath (1cp, -)) (2sp, L)
Shuriken (w/ sheath (1cp, -)) (1cp, -) x20
Warhammer, cold iron (expert) (w/ sheath (1cp, -))(1 B)
Bracers of Armor (Invest, first, continuous mage armor @ first level (+1 AC))

Backpack (1sp, - or L)(stores 4B)(storing 57sp 1cp, 8L)
- Alchemist’s Fire (L) (Alchemist’s re is combination of several volatile liquids that ignite when exposed to air, typically stored in a sealed ask. Alchemist’s re deals 1d8 fire damage, 1 persistent re damage, and 1 fire splash damage. The target can end this persistent damage by spending an Interact action or by becoming submerged in water or otherwise entering an area deprived of air. A creature adjacent to the target can also end the persistent damage by spending an Interact action.)
- Bedroll (1cp, L)
- Crowbar, expert (5sp, L) <- Level 2 item, permitted?
- Grappling Hook (1sp, L)
- Holy Water Flask (2gp, L)
- Manacles (30sp, -)
- Rations (5cp, L) x5
- Rope, silk, 50’ (10sp, L)
- Tent, pup (8sp, L)
- Waterskin (5cp, L)

Belt Pouch (4cp, -)(stores 4L)(storing 6cp, 0B)
- Flint and Steel (5cp, -)
- Mug (1cp, -)
- •> Wayfinder (-) (This compact compass features ancient technology repurposed to draw fantastic powers from the aeon stones the lost Azlanti empire held sacred thousands of years ago. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass, and you can activate it with a command word to cast the light cantrip on the wayfinder.)
- Coins (18sp, -)

Bulk 2.1B (>9B encumbered)

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Special Abilities
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Unburdened - If your Speed would be reduced by armor you wear or the encumbered condition, you ignore 5 feet of that reduction.
•> Flurry of Blows - Once per round, make two unarmed Strikes. If both hit the same creature, combine their damage and enhancements for the purpose of resistances and weaknesses.
Graceful Expertise - Unarmored defense proficiency is expert.
Powerful Fist - When striking with your fist, you deal 1d6 damage instead of 1d4. You use your normal proficiency when making a lethal attack with a nonlethal unarmed attack.
Incredible Movement - You gain a +10-foot conditional bonus to your Speed whenever you’re not wearing armor. The bonus increases by 5 feet for every 3 monk levels you have beyond 3rd (+10 total).
Magic Strikes - Your proficiency rank for unarmed attacks increases to expert. Your unarmed attacks become magical, allowing them to bypass resistances accordingly.

Appearance:
Dufek seems solid, even for a dwarf. When he settles in, either standing or sitting, he seems very much there. Like it would take an army to shift him. An object at rest tends to stay at rest, and he takes that very seriously indeed.

He tends to wear his hair more free flowing than many dwarves, though he does of course have a few carefully managed braids and the like. His clothing is simple, and while he wears no major weapons, he positively bristles with a dagger, javelins, and even a pouch of shuriken. No armor graces his form though, so you imagine the weapons too may be for show. They look awfully well cared for - almost like they haven’t been used.

Background:
Esoteric Scion
One of your family members belongs to a semisecret society called the Esoteric Order of the Palatine Eye. You’ve long held an interest in perhaps some day joining the order and have studied strange topics in preparation for that day. Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost (Wisdom/Strength). You gain the Quick Identification feat, and you’re trained in the Esoteric Order Lore skill.

Born 4606, currently 4707

Dufek claims to have ancestors all the way back to the Shining Crusade, though even he admits they went by a slightly different name then so it’s rather hard to trace. Still, his lineage is old, and local to Ardis, the one-time capital of Ustalov. His family has a long history of military engagement of one sort or another - either as members of the guard, or armed forces, or even as mercenaries. Even Dufek joined the guard in his fifties, as a way of giving back to his community.

When Prince Valislav Ordranti moved the Ustalavic capital from Ardis to Caliphas and shortly died thereafter however, Dufek’s spirit was crushed. He left employment as a guard in the king’s service, and semi-retired on his leftover income. Now, some thirty years later, the Leatherfinger has come out of his funk in part due to a new feeling of meaning brought in large part by the church of Torag.

He’s been trying to learn a craft - something to keep himself from being idle in the eyes of god, but he’s not very good at it yet. Pottery came closest but he couldn’t quite manage the potter’s wheel. He kept spinning it too fast…

As a full-throated worshipper of Torag, Dufek worries that he doesn’t have a warhammer with him - at least as a token. He brushes his silver holy symbol with his fingers and wonders if he should get one just to carry it around. He decides he will when he gets to market - after all there’s no chance of him making a decent one, though he is planning a try at Blacksmith next.