Lucky Ben Willhuff

Ghent Maston's page

3 posts. Alias of The Wyrm Ouroboros.


About Ghent Maston

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Ghent Maston
Male human (Varisian) UC rogue (driver) 2
NG Medium humanoid (human)

The oldest bastard of them all, Ghent is the one that Coalhouse and Alysandra most often come to in order to bounce their ideas and plans off the cold hard surface of acerbic reality. Though the 38-year-old has seen, in his words, 'far too much to believe any of this sh!te is ever gonna work,' his sardonic wit and caustic view of the world hides a hope that this little 'family venture' will prosper, and that he can finally provide for his wife and children the decent living they deserve. His insights into local laws, personalities, and customs are invaluable to Coalhouse and Alysandra as they set up their network, and he is most likely to be the one they rely on to spot new talent for them to recruit.

Stats: Ghent Maston:

Init -1; Senses Perception +6
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Defense
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AC 11, touch 9, flat-footed 11 (+2 armor, -1 Dex)
hp 10 (2d8-4)
Fort -2, Ref +2, Will +1
Defensive Abilities evasion
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Offense
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Speed 30 ft.
Melee brass knuckles +0 (1d3-1) or
. . hanbo +0 (1d6-1) or
. . morningstar +0 (1d8-1) or
. . unarmed strike +0 (1d3-1 nonlethal)
Ranged heavy crossbow +0 (1d10/19-20) or
. . light crossbow +0 (1d8/19-20)
Special Attacks sneak attack (unchained) +1d6
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Statistics
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Str 8, Dex 9, Con 7, Int 16, Wis 13, Cha 12
Base Atk +1.5; CMB +0; CMD 9
Feats Animal Affinity, Skill Focus (Knowledge [local]), Weapon Finesse
Skills Appraise +7, Bluff +6, Climb +3, Diplomacy +6, Disguise +5, Escape Artist +3, Handle Animal +8, Intimidate +6, Knowledge (engineering) +4, Knowledge (local) +11, Linguistics +7, Perception +6, Profession (driver) +5, Ride +5, Sense Motive +6, Sleight of Hand +4, Stealth +3, Swim +3
Languages Common, Dwarven, Gnome, Hallit, Sylvan, Varisian
SQ hard drive, rogue talent (getaway artist[UC])
Combat Gear potion of cure light wounds (3), potion case, portable; Other Gear leather armor, brass knuckles[APG], crossbow bolts (40), hanbo, heavy crossbow, light crossbow, morningstar, backpack, bedroll, blotter (0.2 lb), case, wooden, cot[UE], feed (per day) (20), flint and steel, folding chair[UE] (6), folding table[UE] (2), hemp rope (150 ft.), inkpen, knife for cutting quills into pens (0.5 lb), pen nibs, periscope[APG], pigment for making ink (0.2 lb), pocket watch, pot, pouch, belt, rounders glove (worth 0.03 gp, 0.5 lb), ruler, small (0.1 lb), silk rope (150 ft.), soap, tent, large[APG], torch (10), trail rations (10), wagon, heavy[UC], waterproof bag[UE], waterskin, winter blanket, heavy horse, bit and bridle, blanket, muleback cords, riding saddle, saddlebags, 32 gp, 1 sp, 2 cp
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Special Abilities
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Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Getaway Artist (Ex) +2 bonus on driving checks.
Hard Drive (Ex) When driving an animal propelled vehicle, reduce DCs of driving checks by 2, increase max speed by 10 feet and acceleration by 5 feet.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
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Fritz
Heavy horse (Pathfinder RPG Bestiary 177)
N Large animal

Ghent Maston's draft horse, Fritz is a faithful and powerful black-and-white-spotted work animal which Ghent frankly dotes upon, as the two have been through much in the last several years. Fritz is, technically, not Ghent's first 'Fritz', but that's what happens when you have a good relationship with a horse breeder. Freiya Fjar-Bana-Högg, given her peculiar dwarvish view on the IB and its leadership, had a custom set of muleback cords made for the beast, enabling it to pull a large wagon all on its own. As can be imagined, it makes Fritz very much a seven-day wonder in the villages he goes through, pulling a heavily-loaded massive wagon behind him all by himself.

Stats: Fritz:

Init +4; Senses low-light vision, scent; Perception +8
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Defense
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AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, -1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
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Offense
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Speed 50 ft.
Melee unarmed strike +5 (1d4+5 nonlethal) or
. . bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1.5; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
[b]Tricks
Come, Defend, Guard, Heel, Riding, Stay, Work
Skills Acrobatics +4 (+8 to jump with a running start, +12 to jump), Perception +8
SQ defend, docile, guard, riding, work
Other Gear muleback cords[APG], bit and bridle, blanket[APG], riding saddle, saddlebags
Encumbrance 1200 / 2400 / 3600 lbs. w/ muleback cords.
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Special Abilities
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Defend [Trick] The animal will defend you.
Docile This animal's natural attacks are treated as secondary unless it is trained to fight.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Work [Trick] The animal pulls or pushes a medium or heavy load.

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Patricia Maston
Female human rogue (unchained, driver) 1
NG Medium humanoid (human)

Ghent's little sister, Patricia is the 'baby' of the family, or at least of those siblings and half-siblings who have come south to be part of the IB. A straightforward carter, Patty is likely to remain under Ghent's eye for some time to come, though undoubtedly she'll soon chafe under the watchfulness and demand to be allowed to ship out with other IB members, such as the 'Wyrd Sisters'.

Stats: Patricia Maston:
Init +0; Senses Perception +5
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Defense
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AC 10, touch 10, flat-footed 10
hp 8 (1d8)
Fort +0, Ref +2, Will +1
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee brass knuckles +0 (1d3) or
. . falchion -4 (2d4/18-20) or
. . unarmed strike +0 (1d3 nonlethal)
Ranged thrown object +0 (1d4)
Special Attacks sneak attack (unchained) +1d6
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Statistics
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Str 10, Dex 10, Con 10, Int 12, Wis 12, Cha 11
Base Atk +0.75; CMB +0; CMD 10
Feats Animal Affinity, Scholar[ISWG], Weapon Finesse
Traits beast bond
Skills Acrobatics -3 (-7 to jump), Appraise +5, Bluff +4, Escape Artist +1, Handle Animal +7, Intimidate +4, Knowledge (engineering) +4, Knowledge (geography) +4, Knowledge (local) +5, Perception +5, Profession (driver) +5, Ride +0, Sense Motive +5
Languages Common, Hallit
SQ hard drive
Other Gear leather armor, brass knuckles[APG], falchion, thrown object (20), backpack, bedroll, bit and bridle, blanket[APG], feed (per day) (20), flint and steel, hemp rope (50 ft.), pot, pouch, belt, riding saddle, rounders glove (worth 0.03 gp, 0.5 lb), saddlebags, small tent, soap, torch (10), trail rations (10), traveler's outfit, wagon, medium[UC], waterproof bag[UE], waterskin, winter blanket, 23 gp, 3 sp, 7 cp
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Special Abilities
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Hard Drive (Ex) When driving an animal propelled vehicle, reduce DCs of driving checks by 2, increase max speed by 10 feet and acceleration by 5 feet.
Scholar (Knowledge [engineering], Knowledge [geography]) +2 bonus on two Knowledge skills
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

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Tomlin Ashlund
Male human (Keleshite) paladin 1
LG Medium humanoid (human)

The last of the family to come along, dashing and charismatic, stronger than many and smarter than a few, Tomlin's mother was a Keleshite slave sold off by a number of different masters for a number of different reasons ('orneriness' being the leading cause of most of them, though). She wound up in an Issian brothel, where the Old Man knocked her up. In revenge (of a sort), she enthralled Tomlin with tales of 'his' homeland. He is a rare duck among the IB, however, as he's one who has well and fully felt the touch of the gods upon him. Though it has perhaps made him a trifle overeager to engage 'the foe' and to redeem those who should be redeemed, Tomlin is fortunate enough to be under the more-or-less direct supervision of Qadim REdsand, a cleric of the goddess that most of the IB follow, Sarenrae. The young man dresses in what he believes to be exotic Keleshite fashion, with robes, turban, and the like, and as can be expected, he is rather exciteable, and liable to jump into things without thinking them all the way through.

Seventeen, Tomlin is except for the sixteen-year-old Patricia Maston the youngest human of the Bastards to head south. (Jocasta somehow doesn't quite count, being half-orc, and thus somehow 'more mature' at fifteen.)

Stats: Tomlin Ashlund:
Init +0; Senses Perception -1
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Defense
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AC 10, touch 10, flat-footed 10
hp 10 (1d10)
Fort +2, Ref +0, Will +1; +2 trait bonus vs. charm and compulson
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Offense
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Speed 30 ft.
Melee brass knuckles +2 (1d3+1) or
. . scimitar +2 (1d6+1/18-20) or
. . unarmed strike +2 (1d3+1 nonlethal)
Ranged heavy crossbow +1 (1d10/19-20)
Special Attacks smite evil 1/day (+1 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +2)
. . At will—detect evil
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Statistics
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Str 12, Dex 10, Con 10, Int 11, Wis 9, Cha 13
Base Atk +1; CMB +2; CMD 12
Feats Mounted Combat, Skill Focus (Ride)
Traits birthmark
Skills Handle Animal +5, Heal +3, Ride +7, Sense Motive +3
Languages Common, Kelish
Other Gear armored kilt lamellar (leather) armor[UC], buckler, brass knuckles[APG], crossbow bolts (40), heavy crossbow, scimitar, backpack, bedroll, bit and bridle, blanket[APG], feed (per day) (10), flint and steel, hemp rope (50 ft.), pot, pouch, belt, riding saddle, rounders glove (worth 0.03 gp, 0.5 lb), saddlebags, soap, torch (10), trail rations (10), traveler's outfit, waterproof bag[UE], waterskin, winter blanket, 4 gp, 3 sp, 7 cp
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Special Abilities
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Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Smite Evil (1/day) (Su) +1 to hit, +1 to damage, +1 deflection bonus to AC when used.

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Qadim Redsand
Male half-elf cleric (merciful healer) of Sarenrae 1
NG Medium humanoid (elf, human)

A half-elf of Keleshite descent, Qadim is a boon to the IB in more ways than one. A sacred healer, he also sees to the spiritual wounds of the primarily-Sarenite group, serving as wise counsel to most and a leash to a few of the more reckless, like the relatively-recently-called Tomlin.

Stats: Qadim Redsand:
Init +0; Senses low-light vision; Perception +4
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Defense
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AC 10, touch 10, flat-footed 10
hp 7 (1d8-1)
Fort +1, Ref +0, Will +4; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee unarmed strike -1 (1d3-1 nonlethal)
Special Attacks channel positive energy 3/day (DC 10, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—rebuke death (1d4)
Cleric (Merciful Healer) Spells Prepared (CL 1st; concentration +3)
. . 1st—ant haul[APG] (DC 13), cure light wounds[D], read weather
. . 0 (at will)—light, purify food and drink (DC 12), stabilize
. . D Domain spell; Domain Healing
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Statistics
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Str 9, Dex 10, Con 8, Int 12, Wis 15, Cha 11
Base Atk +0.75; CMB -1; CMD 9
Feats Skill Focus (Heal), Turn Undead
Traits dangerously curious
Skills Heal +9, Perception +4, Sense Motive +6, Spellcraft +5, Use Magic Device +5; Racial Modifiers +2 Perception
Languages Common, Elven, Hallit
SQ combat medic, elf blood
Other Gear

Gear to come

Money 298 gp, 28 sp, 11 cp
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Special Abilities
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Cleric (Merciful Healer) Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Channel Positive Energy 1d6 (3/day, DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Medic (Ex) A merciful healer does not provoke attacks of opportunity when using the Heal skill to stabilize another creature or casting healing spells.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Rebuke Death (5/day) (Sp) As a standard action, touch heals 1d4 dam to negative HP target.
Turn Undead (DC 10) Your Channel Energy can make undead in 30 ft flee for 1 min.

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Arasëa ("Noble Helper")
Female elf druid 1
NG Medium humanoid (elf)

Drawn to the well-being of the gathering of equines, the horse-druid Arasëa simply showed up on the horse lines one day, helping Jocasta out with managing the horses' watering and feeding. Though of course all of the teamsters in the IB know quite well how to take care of their animals, they do so because without the horses they can't work. Arasëa takes care of the horses for the horses' own sakes, and carefully monitors the creatures that by this point she considers to be her herd-family, on loan to the IB. While she hasn't yet done so, she may at some point get the Businessmen into trouble by 'freeing' abused horses, or calling in friendship to an enemy's steeds.

Stats: Arasëa:
Init +0; Senses low-light vision; Perception +7
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Defense
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AC 10, touch 10, flat-footed 10
hp 6 (1d8-2)
Fort +1, Ref +0, Will +3
Immune blindness, dazzled
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Offense
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Speed 30 ft.
Melee armor spikes (rosewood) -4 (1d6) or
. . longsword +0 (1d8/19-20) or
. . sickle +0 (1d6) or
. . unarmed strike +0 (1d3 nonlethal)
Ranged longbow +0 (1d8/×3)
Spell-Like Abilities (CL 1st; concentration +2)
. . At will—light
Druid Spells Prepared (CL 1st; concentration +2)
. . 1st—calm animals (DC 12), speak with animals
. . 0 (at will)—create water, know direction, stabilize
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Statistics
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Str 10, Dex 10, Con 7, Int 13, Wis 13, Cha 12
Base Atk +0.75; CMB +0; CMD 10
Feats Animal Affinity
Traits forlorn
Skills Handle Animal +7, Heal +5 (+8 to treat common animals, but +1 to treat other creatures), Knowledge (nature) +7, Perception +7, Ride +6, Survival +7; Racial Modifiers +2 Perception
Languages Common, Druidic, Elven, Sylvan
SQ improved empathic link, lightbringer, nature sense, pack bond, wild empathy
Other Gear rosewood armor, longbow, longsword, sickle, veterinarian's kit[UE], 154 gp
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Special Abilities
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Immunity to Blindness You are immune to blindness.
Immunity to Dazzled You are immune to the dazzled condition.
Improved Empathic Link (Su) Swift, shift perception to one animal companion within 1 mile.
Lightbringer +1 effective level for [Light] spells and light-based abilities (including spell-like and supernatural abilities).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Pack Bond (Ex) Can have multiple animal companions, dividing druid level bonuses among them.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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Fëagwai ("Spirit of the Wind")
Horse
N Large animal
Init +1; Senses low-light vision, scent; Perception +6
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Defense
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AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size)
hp 20 (2d8+4)
Fort +5, Ref +4, Will +1
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Offense
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Speed 50 ft.
Melee unarmed strike +3 (1d4+3 nonlethal) or
. . bite +3 (1d4+3), 2 hooves -2 (1d6+1)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1.5; CMB +5; CMD 16 (20 vs. trip)
Feats Stable Gallop
Tricks Come, Defend, Down, Guard, Heel, Stay, Work
Skills Acrobatics +1 (+9 to jump), Perception +6
SQ come, defend, docile, down, guard, heel, stay, work
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Special Abilities
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Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Docile This animal's natural attacks are treated as secondary unless it is trained to fight.
Down [Trick] The animal will break off combat on command.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stable Gallop 1/2 AC penalty for charge, lessen rider penalty on ranged att and +4 to movement conc check.
Stay [Trick] The animal will stay where it is.
Work [Trick] The animal pulls or pushes a medium or heavy load.

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The Headquarters Group

Although the headquarters group includes Qadim Redsand, Tomlin Ashlund, and Arasëa, and usually includes the Maston siblings, the core of HQ is the Gorintzes: Gyorg, Oleg, and Nadia. Despite being of three different races (Gyorg is a half-orc, Oleg a halfling, and Nadia a dwarf), the Irrisen trio are as tightly bound as any family, if not more so, for while the Inglourious Basterds playfully fight with each other at the drop of a hat, the reticent Gorintzes rely on each other absolutely, and see to each others' well-being with a mute fervor that borders on the fanatic. While they do not speak of what brought them together, or how they managed to escape the White Witches, mistreating one is certain to bring the wrath of the other two down upon the offender.

Though the half-orc Gyorg is nearly as good as Coalhouse when it comes to brutalizing his opponents, he is the most straightforward of the three, and will club you ruthlessly into unconsciousness should you piss him off by being mean to Nadia or, especially, Oleg. As Gyorg also serves the IB as their primary carpenter and wheelwright, keeping on his good side is a wise decision.

Nadia, in her turn, is the IB's smith, making the hardware for a wagon or shoeing the horses with equal facility. A forgemaster-cleric of Torag, the thin, short dwarf is fumblefingered anywhere but at the forge, though her refusal to speak to anyone but the other Gorintzes is yet to be broken, even by the nearly-as-reticent Freiya. Though it goes against the very fiber of her being, abusing her 'kin' will earn you her wrath - thrown horseshoes, ill-set hardware, and a refusal to repair your problems until you make amends. Since she won't speak to you, it can be tough to figure out what, exactly, offended her.

A thin halfling is a sorry sight indeed, and Oleg is that at the very least. A perpetually sad and slightly-scared expression creases his face with worry lines, and though he readily (if in a quiet, heavily-accented voice) confesses to being a coward, his revenges upon tormentors of Gyorg or Nadia are both the most subtle and the most legendary, for he is the IB's cook, especially when they are all together. (While Kyle Pennic cooks as well, and his waffles and breakfasts are legendary, Oleg is considered the 'master of the kitchen'.)

All in all, it makes the International Businessmen very, very respectful and protective of the Gorintzes.

Stats: Gyorg, Nadia, and Oleg Gorintz:

Gyorg Gorintz
Male half-orc rogue (unchained, thug) 1
NG Medium humanoid (human, orc)
Init +0; Senses Perception +3
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Defense
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AC 10, touch 10, flat-footed 10
hp 8 (1d8)
Fort +1, Ref +3, Will +0
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Offense
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Speed 30 ft.
Melee brass knuckles +1 (1d3+1) or
. . club +1 (1d6+1) or
. . dagger +1 (1d4+1/19-20) or
. . sap +1 (1d6+1 nonlethal) or
. . unarmed strike +1 (1d3+1 nonlethal)
Ranged shortbow +0 (1d6/×3)
Special Attacks sneak attack (unchained) +1d6
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Statistics
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Str 13, Dex 11, Con 10, Int 14, Wis 9, Cha 8
Base Atk +0.75; CMB +1; CMD 11
Feats Animal Affinity, Weapon Finesse
Traits beast bond
Skills Bluff +3, Climb +5, Craft (carpentry) +6, Disable Device +4, Escape Artist +4, Handle Animal +6, Intimidate +5, Knowledge (local) +8, Linguistics +6, Perception +3, Ride +3, Sense Motive +3, Sleight of Hand +4; Racial Modifiers +2 Intimidate, +2 Knowledge (local), frightening
Languages Common, Giant, Goblin, Orc, Skald
SQ orc blood
Other Gear leather armor, arrows (40), arrows (15), brass knuckles[APG], club, dagger (6), sap, shortbow, whistling arrow[UC] (5), artisan's tools, backpack, bedroll, bit and bridle, bit and bridle (3), blanket[APG], blanket[APG] (3), chewing stick, comb (0.2 lb), feed (per day) (80), flint and steel, hairbrush (0.3 lb), hemp rope (150 ft.), mess kit[UE], mirror, nail file (0.1 lb), pot, pouch, belt, pouch, belt, rounders glove (worth 0.03 gp, 0.5 lb), scissors (0.3 lb), soap, sponge, thieves' tools, tooth powder (0.1 lb), torch (10), trail rations (10), traveler's outfit, wagon, heavy[UC], waterproof bag[UE], waterproof bag[UE], waterskin, winter blanket, 4 sp, 8 cp
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Special Abilities
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Frightening (Ex) Demoralize duration increases by 1 rd, if 4+ rds can frighten 1 rd instead.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

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Nadia Gorintz
Female dwarf cleric (forgemaster) of Torag 1
NG Medium humanoid (dwarf)
Init -1; Senses darkvision 60 ft.; Perception +2
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Defense
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AC 15, touch 9, flat-footed 15 (+4 armor, -1 Dex, +2 shield)
hp 9 (1d8+1)
Fort +3, Ref -1, Will +4; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee brass knuckles +0 (1d3) or
. . unarmed strike +0 (1d3 nonlethal) or
. . warhammer +0 (1d8/×3)
Domain Spell-Like Abilities (CL 1st; concentration +3)
. . At will—mending
. . 5/day—artificer's touch (1d6 , bypasses DR and hardness 1)
Cleric (Forgemaster) Spells Prepared (CL 1st; concentration +3)
. . 1st—animate rope[D], hairline fractures (DC 13), protection from evil
. . 0 (at will)—detect magic, guidance, mending
. . D Domain spell; Domain Artifice
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Statistics
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Str 11, Dex 8, Con 12, Int 13, Wis 14, Cha 7
Base Atk +0.75; CMB +0; CMD 9 (13 vs. bull rush, 13 vs. trip)
Feats Skill Focus (Craft [blacksmith])
Traits eye of the father
Skills Acrobatics -5 (-9 to jump), Craft (blacksmith) +11 (+13 on checks related to metal or stone), Knowledge (history) +5, Knowledge (nobility) +5, Knowledge (religion) +5, Perception +2 (+4 to notice unusual stonework), Survival +2 (+4 to track vs. humanoids of the Giant subtype, +3 to start or maintain fires when using this); Racial Modifiers craftsman, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant
SQ divine smith, forgemaster's blessing, giant hunter, runeforger
Other Gear armored coat[APG], heavy steel shield, brass knuckles[APG], warhammer, anvil, blacksmith[APG], anvil, farrier[APG], backpack, bedroll, bellows[APG], blanket[APG], chewing stick, comb (0.2 lb), flint and steel, hairbrush (0.3 lb), hemp rope (150 ft.), iron holy symbol of Torag[UE], kettle, masterwork artisan's tools, mess kit[UE], mirror, nail file (0.1 lb), pot, pouch, belt, pouch, belt, rounders glove (worth 0.03 gp, 0.5 lb), scissors (0.3 lb), soap, sponge, tea (per cup)[UE] (30), tent, large[APG], tooth powder (0.1 lb), torch (10), trail rations (10), traveler's outfit, waterproof bag[UE], waterproof bag[UE], waterskin, winter blanket, 8 sp, 3 cp
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Special Abilities
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Artificer's Touch 1d6 (5/day) (Sp) Melee touch attack deals 1d6+0 damage to objects or constructs, bypassing 1 hardness.
Cleric (Forgemaster) Domain (Artifice) Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Divine Smith (Su) Spells that target a weapon, shield, or armor have +1 CL and -1 metamagic adjustment.
Forgemaster's Blessing The inscribed nonmagical item functions as a masterwork item.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Runeforger (4/day) (Su) Inscribe temporary abilities on armor shields or weapons.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

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Oleg Gorintz
Male halfling rogue (unchained, poisoner) 1
NG Small humanoid (halfling)
Init +3; Senses Perception +6
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Defense
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AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)
hp 8 (1d8)
Fort +0, Ref +4, Will +0; -2 penalty vs. fear and no benefit from morale bonuses on such saves
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Offense
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Speed 30 ft.
Melee light mace +3 (1d4-2) or
. . unarmed strike +3 (1d2-2 nonlethal)
Ranged shortbow +3 (1d4-2/×3)
Special Attacks sneak attack (unchained) +1d6
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Statistics
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Str 6, Dex 14, Con 10, Int 13, Wis 11, Cha 11
Base Atk +0.75; CMB -3; CMD 9
Feats Bludgeoner[UC], Weapon Finesse
Traits alchemical adept
Skills Appraise +5, Craft (alchemy) +5 (+7 to craft alchemical items), Knowledge (dungeoneering) +5, Knowledge (local) +5, Linguistics +5, Perception +6, Profession (cook) +4, Sense Motive +4, Sleight of Hand +6, Stealth +10; Racial Modifiers +2 Perception
Languages Common, Dwarven, Halfling, Skald
SQ craven, poison use
Other Gear leather armor, arrows (60), arrows (15), light mace, shortbow, whistling arrow[UC] (5), alchemy crafting kit[APG], backpack, bedroll, blanket[APG], chewing stick, comb (0.2 lb), flint and steel, hairbrush (0.3 lb), hemp rope (150 ft.), mess kit[UE], mirror, nail file (0.1 lb), pot, pouch, belt, pouch, belt, rounders glove (worth 0.03 gp, 0.5 lb), scissors (0.3 lb), small tent, soap, sponge, tooth powder (0.1 lb), torch (10), trail rations (10), traveler's outfit, waterproof bag[UE], waterproof bag[UE], waterskin, winter blanket, 2 gp, 4 sp, 3 cp
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Special Abilities
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Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Craven +1 to hit when flanking, -2 penalty to save vs. fear, can't get morale bonus vs. fear, +10 ft speed and +1 AC when affected by a fear effect.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.