Knight of Ozem

Grunyer Hearthkeeper's page

8 posts. Alias of natloz.


Race

F +7 R +4 W +6 | Perc +4 | Stealth +4 |

Classes/Levels

30 ft | Hero 1/3 | FP 1/1 | Active Conditions: - -

Gender

Human Champion (Liberator) 1 | HP 20/20 | AC 18::20 |

About Grunyer Hearthkeeper

Grunyer Hearthkeeper
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Trackables:
HP: 20/20
FP: 1/1
XP: 0
Conditions: --
Shield +2 HP: 20/20 (10 BT) Hardness 5
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ancestry Human
Champion (Liberator); Level: 1
Background Laborer
Size Medium trait(s) Human
Faith: Torag
Languages: Common, Dwarven
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ABILITY SCORES

STR +4, DEX +1, CON +2
INT +0, WIS +1, CHA +1
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SENSES
[dice=Perception (T)]1d20+4[/dice]
Special Senses:
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DEFENSES

HIT POINTS: 20

ARMOR CLASS
AC: 18 (10 + (1 DEX) + (3 proficiency) + (4 item))
Shield: +2 Hardness 5 Max HP 20

Unarmored: (T), Light: (T), Medium: (T), Heavy: (T)

SAVING THROWS
[dice=Fortitude (E)]1d20+7[/dice]
[dice=Reflex (T)]1d20+4[/dice]
[dice=Will (E)]1d20+6[/dice]
Notes: Sanctified Holy
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OFFENSE

Class DC: 17 (10 + (4 Str) + (3 proficiency))

Speed: 30 ft

Melee Strikes

Warhammer (Shove)
[dice=Warhammer (T)]1d20+7[/dice]
[dice=damage B]1d8+4[/dice]

Dagger (Agile, Finesse, Thrown 10 ft., Versatile S)
[dice=Dagger (T)]1d20+7[/dice]
[dice=damage P]1d4+4[/dice]

Ranged Strikes

Javelin (Thrown) (range 30 ft)
[dice=Javelin (T)]1d20+4[/dice]
[dice=damage P]1d6+4[/dice]

Weapon Proficiencies
Simple: (T), Martial: (T), Advanced: (U)

Special(s): ◆◆Defensive Advance (Flourish); ↺ Liberating Step

MAGIC

Focus Spells:
Shields of the Spirit - ◆ 15 ft, Allies ; Description, Your Raise your Shield, causing ephemeral spirit shields to float within your champion's aura. the shields last until the start of your next turn or until you're no longer raising your shield, whichever comes first. While one of your allies is in your champion's aura, the shields grant them a +1 status bonus to AC, and each time an enemy makes an attack against the ally, the enemy takes 1d4 spirit damage (even if it misses).

The benefit applies only while an ally is in your aura, ending for any ally that leaves and applying to any that enters later. As normal, you don't count as your own ally and therefore don't get the benefits of the spirit shields yourself.

SKILLS

[dice=Acrobatics (U)]1d20+1[/dice]
[dice=Arcana (U)]1d20+0[/dice]
[dice=Athletics (T)]1d20+7[/dice]
[dice=Crafting (T)]1d20+3[/dice]
[dice=Deception (U)]1d20+1[/dice]
[dice=Diplomacy (T)]1d20+4[/dice]
[dice=Intimidation (U)]1d20+1[/dice]
[dice=Lore (Labor) (T)]1d20+3[/dice]
[dice=Medicine (U)]1d20+1[/dice]
[dice=Nature (U)]1d20+1[/dice]
[dice=Occultism (U)]1d20+0[/dice]
[dice=Performance (U)]1d20+1[/dice]
[dice=Religion (T)]1d20+4[/dice]
[dice=Society (U)]1d20+0[/dice]
[dice=Stealth (T)]1d20+4[/dice]
[dice=Survival (U)]1d20+1[/dice]
[dice=Thievery (U)]1d20+1[/dice]
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FEATS:

Ancestry Feats and Abilities
Ancestry Ability: Versatile Human
Heritage Ability:
1st: Unburdened Iron - No reduced move from Armor - reduce speed penalties from other sources by 5 ft

Skill Feats
Background: Hefty Hauler: +2 bulk limit
2nd: (feat)

General Feats
1st: Adopted Dwarf
3rd: (feat)

Class Feats and Abilities
Features 1st:
◆◆Defensive Advance (Flourish) -- Stride and Raise your shield, if you end your movement within reach of at least one enemy, you may strike.

↺ Liberating Step -- Trigger: An ally is damaged, grabbed, or restrained. Requirements: Both Ally and Enemy are within 15 feet of me. Effect: You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. Whether or not it needed to escape, the ally can then Step as a free action if it’s able to move.

2nd: (feat)

Bonus Feats

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EQUIPMENT

Held Items: Warhammer, Steel Shield
Worn Items: Backpack, Breastplate, Dagger, Javelin
Stowed Items: Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Water skin, Crowbar, Javelin (3)

Bulk: 4 (Encumbered at: 11 = 5 + (4 STR)+2; Maximum at: 16 = 10 + (4 STR) + 2)

Coins: 1 gp; 3 sp
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Torag Edicts & Anathema
Edicts: To be honorable, truthful, and to keep your word
Anathema: Tell lies or cheat someone; Intentionally create inferior works; Show mercy to the enemies of your people; Dishonor your family; Irreparably damage an ancestral relic; Willingly break a contract or oath