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Flint Thunderstriker's page
225 posts. Organized Play character for Chris Marsh.
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Full Name |
Flint Thunderstriker, Defender |
Race |
| HP 108/108 AC: 28 (30 w/Shield), Shield ( Hardness: 10, HP: 80/80, BT: 40, ) | F: +19 R: +9/12, W: +14 | Perc: +11 (E, Darkvision) |
Classes/Levels |
Default Exploration: Defense |
Gender |
Male, LG, Dwarf (Strong-blooded) |
Languages |
Taldane, Celestial, Dwarven, Undercommon |
Strength |
19 |
Dexterity |
10 |
Constitution |
16 |
Intelligence |
10 |
Wisdom |
16 |
Charisma |
12 |
About Flint Thunderstriker
Name: Flint Thunderstriker (Agent #1824-2001)
Tracker
Ancestry (Heritage) and Background: Dwarf (Strong-blooded), Warrior
Level: 7 (Justiciar), XP: TRACKER
Deity: Torag
Age: 44 (Born 4877) Gender: Male
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Pathfinder Society Training
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Senses
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Perception: +12 (T, Greater Darkvision)
Senses: Greater Darkvision
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DEFENSE
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AC: 22/24, +1 status to AC and saves against evil creatures and effects, +1 Full plate of Stanching
Resistances: Slashing 3, Persistent 3
Fortitude: +13 Reflex: +5 (+8 vs. damaging effects Will: +9
Shield: +2 AC, Hardness: 10, BT: 40 , Current HP: 80/80
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OFFENSE
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Melee: +1 Ghost Touch Warhammer of Striking +16 (2d10+6) (Shove)
Ranged: Light Hammer (x2) +15 (d8+6) (Agile, Range 20')
Cassisian Helmet ◆◆ 1/Hour: Lowering the visor, you send out eye beams that deal your choice of 2d6 cold or fire damage (DC 20 basic Reflex save) to all creatures in a 15-foot line.
Titan Wrestler: You can attempt to Disarm, Grapple, Reposition, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.
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REACTIONS ⟳
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Retributive Strike:
Trigger: An enemy damages your ally, and both are in your champion’s aura
Action: Make a Strike against the enemy (if within reach). Gain +4 circumstance to DMG if against a fiend. Ally gains Resistance 9 (Level +2) against the attack.
Shield Block:
Trigger: While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack.
Action: 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.
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TENETS
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Sanctified
Cause: Justice
Edicts:
Do not knowingly harm innocents or fail to prevent harm to an innocent if your direct intervention could save them
Be honorable and forthright, keep your word, respect the forge, serve your people
Follow the law, respect legitimate authorities or leadership. Fiends are never legitimate
You must banish or slay fiends you come across as long as you have a reasonable chance of success; in the incredibly unlikely event you find a fiend that isn't unholy, you don’t have to banish or kill it.
Anathema:
Commit Murder
Tell lies or cheat someone, intentionally create inferior works, show continued mercy to the enemies of your people when such enemies prove they are undeserving
Take advantage of another, cheat
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CLASS ABILITIES & FOCUS SPELLS
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Deific Weapon: Base damage with a warhammer is 1d10.
Champion’s Aura: [Aura], [Divine] 15’
Aura of Courage: Whenever you become frightened, reduce the condition value by 1 (to a minimum of 0). At the end of your turn, each ally in your champion's aura reduces its frightened value by 1.
Defensive Advance ◆◆: With the protection of your shield, you dive into battle! You Raise your Shield and Stride. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Defensive Advance while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Blessing of the Devoted: Blessed Shield In your hands, a shield gains the minor reinforcing rune. As you go up in level, the shield gains the reinforcing rune of your level (lesser at 7th level, moderate at 10th level, greater at 13th level, major at 16th level, and supreme at 19th level). If your shield already has the appropriate reinforcing rune for your level, or if it's a sturdy shield of the same level as the appropriate reinforcing rune, the shield's Hardness instead increases by 1.
Smite ◆: You single out one enemy to destroy in your deity's name. Designate one enemy you can see. Until the start of your next turn, your Strikes against that enemy gain a +3 status bonus to damage, increasing to +4 if you have master proficiency with the weapon or unarmed attack you're using for the Strike. If you're holy or unholy and the target has the opposite trait, the bonus is +4 (or +6 if you're a master). If the target takes a hostile action against you or one of your allies before the start of your next turn, the duration extends to the end of that enemy's next turn. If the enemy continues to take these hostile actions each turn, the duration continues to extend.
Class DC: 23 (T)
Focus Spells: Heightened Level: 3 Heightens at +1
Lay on Hands: Your hands become infused with positive energy
Willing Living: The target regains 18 Hit Points. If the target is someone other than yourself, it also gains a +2 status bonus to AC for 1 round.
Undead: The target takes 3d6 vitality damage with a basic Fortitude save; on a failure, the target also takes a –2 status penalty to AC for 1 round.
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Skills
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Skill: +Mod (Proficiency)
Acrobatics: +0 (U)
Your innate connection to stone makes you adept at moving across uneven surfaces. You can ignore difficult terrain caused by stone (such as rubble or gravel) and uneven ground made of stone and earth. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone or earth, you aren't off-guard, and when you roll a success at one of these Acrobatics checks, you get a critical success instead.
Arcana: +0 (U)
Athletics: +13 (T)
Crafting: +9 (T) Repair losing [Exploration] and takes 1 minute.
Deception: +0 (U)
Diplomacy: +0 (U)
Intimidation: +14 (M)
Lore (Pathfinder): +9 (T)
Lore (Warfare): +9 (T)
Medicine: +9 (T)
Nature: +2 (U)
Occultism: +0 (U)
Performance: +0 (U)
Religion: +9 (T)
Society: +0 (U)
Stealth: +0 (U)
Survival: +2 (U)
Thievery: +0 (U)
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FEATS
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Intimidating Glare Level 1: (Background)
Rock Runner Level 1: (Ancestry)
Shield Block Level 1: (Paladin)
Defensive Advance Level 1: (Champion)
Fiendsbane Oath Level 2: (Champion)
Titan Wrestler Level 2: (Skill)
Toughness Level 3: (General)
Aura of Courage Level 4: (Class)
Quick Repair Level 4: (Skill)
Defy the Darkness Level 5: (Ancestry)
Smite Level 6: (Class)
Pilgrim’s Token Level 6: (Skill)
Battle Cry Level 7: (General) Revisit at Legendary Intimidation]
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Equipment
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Coins:
Gold 114
Silver 9
Bulk: 7, 3L (Encumbered: 9, Maximum: 14 )
[b]WEAPONS:
Warhammer (1)
Clan Dagger (L)
Light Hammer (L)
Light Hammer (L)
ARMOR:
Cassisian Helmet (L)
+1 Full Plate of Staunching (3)
Cold Iron Shield (1)
POUCHES and POCKETS:
Wayfinder
Potion of Water Breathing
Feather Token (Ladder)
BACKPACK: (Bulk: 1/4, 2L First 2 don't count)
Bedroll (L)
Chalk x10 (-)
Flint and Steel (-)
Rope, 50' (L)
Rations, 14 Days (1L per 7 days)
Soap (-)
Torch x5 (1L per torch)
Crowbar (L)
Grappling Hook (L)
Healer's Tools (1)
Repair Kit (1)
Swim Fins
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