Golem-Breaker

Elsmon Degrom-Slagsun's page

9 posts. Alias of derpdidruid.


About Elsmon Degrom-Slagsun

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Race Dwarf (Lasting grudge, Unstoppable)
Gender Female
Age 233
Alignment Neutral good
Class Blacksmith 3
Init +3; Senses +9 perception, Darkvision 60ft
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DEFENSE
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AC +24, touch +11, flat-footed +23
Hp 51
Fort +8, Ref +2, Will +6
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OFFENSE
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Speed 20ft
Melee Lucern Hammer +7 1d12+9
Ranged +4 Comp. Longbow +4 1d8+4
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STATISTICS
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Str 18, Dex 12, Con 20, Int 10, Wis 16, Cha 10
Base Atk +3 CMB +7 (+11 sunder); CMD 19 (22 Sunder)
Feats Toughness, Power attack, Dwarven hatred style, Combat reflexes, Craft wounderous items
Traits Oathbound, Heirloom weapon (Lucern hammer +2 Sunder), Reactionary
Drawback Pride

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SKILLS
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Skills Profession (Blacksmith) +10, Perception +9, Knowledge local +6, Linguistics +3
Languages Common, Dwarven, Orcish, Elvish, Aklo
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SPECIAL QUALITIES
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Maintenance (Ex):
Starting at 1st level, the blacksmith learns how to maintain and optimize his equipment and that of his party members by sharpening weapons, tightening armor straps, replacing padding, and performing other tasks that allow him and his companions to get the most out of their gear each day. Whenever the party has at least 8 consecutive hours of rest time (or the equivalent of 8 hour’s rest, such as 2 hour’s rest with a ring of sustenance or similar ability), the blacksmith can set aside a small period of time to perform these maintenance tasks without interfering with his normal rest to give him and a number of allies equal to 1 + his Constitution modifier (minimum 1) one of the following benefits for 24 hours, or until their next 8 hour or longer rest, whichever comes first. The blacksmith may select a different maintenance for each ally to be affected.

Spoiler:
Armor Maintenance
The blacksmith and his allies reduce the armor check penalty of all armor they wear by 1 (minimum 0), and increase the armor bonus of their worn armor (but not shields) by +1. The armor bonus increases by +1 and the armor check penalty is reduced by an additional 1 at 5th level and every 5 levels thereafter. For the purposes of this ability, a standard set of clothing or similar equivalent (such as a wizard’s robes) is treated as light armor with an armor bonus and armor check penalty of 0.

Clarifying Reinforcements
The blacksmith hammers thin lead linings into helmets and head gear, sews small packets of smelling salts into glove linings, and performs other tasks that give his allies an advantage in resisting harmful mental effects; all creatures affected by this maintenance gain a +1 competence bonus to Will saves, plus an additional +1 for every 5 class levels the blacksmith possesses.

Cobbling
The blacksmith reinforces his allies’ footwear, giving them a firmer tread and providing sturdier protection; the blacksmith and his allies ignore the first square of difficult terrain they enter each round; at 5th level and every five levels thereafter, they may ignore one additional square of difficult terrain each round.

Fortifying Reinforcements
The blacksmith adds special herbal packets and additional temporary reinforcements to his and his allies armor making them heartier and more resistant; all creatures affected by this maintenance gain a +1 competence bonus to Fortitude saves, plus an additional +1 for every 5 class levels the blacksmith possesses.

Heavy-Duty Reinforcement
The blacksmith adds temporary reinforcements to his and his allies’ equipment, increasing the hardness and hit points of all affected creatures’ weapons and armor by an amount equal to his class level. In addition, weapons affected by this maintenance ignore an amount of hardness when used to sunder or damage objects equal to 1/2 the blacksmith’s class level (minimum 1).

Pack Straps
By optimizing the straps and buckles of his allies packs and pouches, the blacksmith and his allies may treat their Strength score as though it were 2 points higher when determining their carrying capacity, plus an additional 2 points for every 5 class levels the blacksmith possesses.

Polish
The blacksmith polishes his allies metal armor, weapons, and shields, giving them a clean polish that can even deflect magical attacks. Once per day, when an affected ally would normally be hit by a ray attack, they may deflect it as a free action that can be taken even when it is not their turn so that they take no damage and are unaffected by it. The ally must be aware of the attack and not flat-footed. The blacksmith and his affected allies may reflect one additional ray per day at 5th level and every 5 levels thereafter.

Quickening Reinforcements
The blacksmith oils the joints and treats the leather of his and his allies’ gear, granting them a +1 competence bonus to Reflex saves, plus an additional +1 for every 5 class levels the blacksmith possesses.

Sharpen Weapons
The blacksmith and his allies gain a +2 bonus to all damage rolls made with manufactured weapons. This bonus increases by +2 at 5th level and every 5 levels thereafter.

Thunderous Blows (Ex):
Starting at 1st level, the blacksmith becomes particularly adept at striking crafted creations in exactly the right place and manner to damage them most effectively. When the blacksmith makes an attack action or attack of opportunity, he deals an additional 1d6 damage if making a successful sunder attempt or if attacking a construct or object (including animated objects). This damage increases by 1d6 at 3rd level and every two levels thereafter. The blacksmith never provokes attacks of opportunity for attempting the sunder combat maneuver, and whenever the blacksmith chooses to destroy an item held or worn by a creature with a sunder attempt any excess damage is applied to the item’s wielder. The blacksmith counts as having the Improved Sunder feat for determining prerequisites.

At 3rd level, the blacksmith has learned how to swing his weapons in a way that shatters scales and claws as easily as manufactured armor and weapons. The blacksmith may make a special sunder attempt as an attack action, targeting a creature’s natural armor or natural weapons. If the blacksmith chooses to sunder the creature’s natural armor, on a successful check he deals damage to the creature equal to his normal weapon damage (bonus damage from thunderous blows is not applied when using sunder in this manner) and it takes a penalty to its natural armor bonus equal to the number of bonus damage dice granted by his thunderous blows class feature; a creature’s natural armor bonus cannot be reduced below 0 in this manner. Any amount of magical healing removes this penalty, as does a DC 15 Heal check, which can be made as a standard action.

If the blacksmith chooses to sunder the creature’s natural weapon, on a successful check he deals damage to the creature equal to his normal weapon damage and it takes a penalty to attack rolls with that natural weapon equal to the number of bonus damage dice granted by his thunderous blows class feature for 1 round.

Skilled Craftsman (Ex):
Starting at 2nd level, the blacksmith may use Profession (blacksmith) in place of all Craft and Spellcraft skill checks made to create, modify, repair, and enchant weapons, armor, and shields, and he gains a competence bonus equal to 1/2 his class level (minimum 1) on all Profession (blacksmith) checks. In addition, the smith learns to quickly repair damaged objects, restoring 2 hit points per class level he possesses to an object as a standard action that provokes an attack of opportunity. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this ability to function. Magic items can be repaired by this ability, but the blacksmith’s class level must be equal to or higher than the caster level of the object. This ability does not affect creatures (including constructs). This ability has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items. This ability can be used to repair nonmagical weapons, armor, and shields that have been destroyed, as long as all the pieces are together in an accessible location. At 5th level, the blacksmith no longer provokes an attack of opportunity for using this ability.

Artisan Savant:
Starting at 3rd level, the blacksmith becomes proficient in creating powerful magic equipment, treating his class level as his caster level for crafting feats and abilities and using the appropriate Craft skill (weapons, armor, bows, etc.) for the check to complete the item. In addition, the blacksmith gains Craft Wondrous Item as a bonus feat at 3rd level, and Craft Magic Arms and Armor at 5th level.

Reforge (Ex)
From 3rd level on, the blacksmith’s experience with crafting excellent equipment allows him to manipulate and rework magical equipment without damaging or sacrificing its magical potency. The blacksmith can spend 1 hour per total effective bonus (minimum 1 hour) of an enchanted armor, weapon, or shield (enhancement bonus plus permanent special ability bonus equivalents) at an operational forge to reforge the equipment into another equivalent item at no additional cost; weapons into weapons of another type, armor into a separate type of armor, and shields into weapons, armor, or other types of shields; a heavy shield can be converted into a light shield or vice versa, and a tower shield can be converted into any other type of shield, but bucklers, light shields and heavy shields cannot be converted into tower shields. When reforging, the blacksmith cannot exchange one piece of equipment for another that is not predominantly made out of the same dominant material; a greatclub can be reforged into a quarterstaff or spear, but not into a bastard sword, and a suit of platemail could be reforged into a breastplate or chain shirt, but not into a suit of leather armor. The new weapon or armor must be the same size or smaller as the original.

In addition, the blacksmith can restore a magic weapon, armor, or shield that has been destroyed by a sunder attack or similar ability; if the blacksmith can acquire all the broken pieces of the equipment, he may restore it to its original complete condition, including all enchantments, with 8 hours of work at an operational forge.

Smithing Insight (Ex)
The blacksmith’s expertise in crafting and maintaining weapons and equipment has given him a broader and deeper insight into the strengths and weaknesses of all kinds of equipment. Unless otherwise noted, a blacksmith cannot select an individual smithing insight more than once.

Insight's:
Shieldsmith:
The blacksmith learns how to position the straps and clasps on a shield in such a way that he can wield it without hampering the use of an arm; the blacksmith may wear a light or heavy shield as a buckler, and does not suffer a penalty to attack rolls when using his shield arm to wield a weapon or when using a tower shield.

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SPHERES
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EQUIPMENT SPHERE
FreeArmor Training
You gain proficiency with light armor and medium armor. If you are already proficient with light armor, you instead gain proficiency with medium armor and heavy armor. You may take this talent up to two times.

BERSERKER SPHERE
FreeBerserking:
As a free action at the start of each turn, you may choose to take a -2 penalty to AC in exchange for 3 temporary hit points. The penalty and the temporary hit points end at the start of your next turn. For every point of base attack bonus you have, the granted temporary hit points increase by 1.

FreeBrutal Strike:
As a special attack action, you may make a melee attack against a target. Creatures damaged by a brutal strike gain the battered condition until the end of your next turn. You may expend martial focus to have the attack deal additional damage equal to twice your base attack bonus.

Each brutal strike may be modified by a single (exertion) talent.

Greater sunder:
You gain a +1 competence bonus to your sunder combat maneuver checks, as well as to your CMD vs. that maneuver. For every 4 points of base attack bonus you have, this bonus increases by +1. This bonus does not stack with the bonus to this maneuver provided by the Improved or Greater Sunder feats.

Shieldbreaker (exertion):
When you make a sunder attempt against a piece of armor, a shield, or a manufactured weapon with a brutal strike, you may ignore a number of points of the item’s hardness equal to your base attack bonus. If the item is destroyed, any excess damage is applied to the item’s wielder. No damage is transferred if you decide to leave the item with 1 hit point. When targeting a battered creature, you may roll the sunder check twice and take the best result.
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EQUIPMENT AND GOLD
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On person: Fullplate (Crafted for 500gp), Heavy steel shield (Crafted for 7gp), Adamantine Lucern hammer (Crafted for 1015gp), Amulet of nat. armor +1 (Crafted for 500gp), Ring of prot. (Crafted for 500gp), Comp. longbow +4 (Crafted for 134gp), Travlers anytool (Crafted for 75gp)

GP: 369gp
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APPEARANCE
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Height 4'6
Weight 130
Eye Color Brown
Hair Color Brown
Region of Origin Belkzen
Deity Torag
Favorite color Purple
Favorite meal Bullet Stew

BACKSTORY[/spoiler]