| Race |
F +8 R +6 W +8 | Perc +6 | Stealth +6 | |
| Classes/Levels |
30 ft | Hero 1/3 | FP 1/2 | Active Conditions: Drained 1, Zombie Rot 1 |
| Gender |
Human Champion (Liberator) 3 | HP 38/41 | AC 21::23| |
About Grunyer Hearthkeeper
Grunyer Hearthkeeper
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Trackables:
HP: 38/41 (44)
FP: 1/2
XP: 2000
Conditions: Drained 1; Zombie Rot Stage 1
Shield +2 HP: 64/64 (32 BT) Hardness 8
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ancestry Human
Champion (Liberator); Level: 3
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+6[/dice]
Special Senses:
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DEFENSES
HIT POINTS: 44
ARMOR CLASS
AC: 21 (10 + (0 DEX) + (5 proficiency) + (6 item))
Shield: +2 Hardness 8 Max HP 64
Unarmored: (T), Light: (T), Medium: (T), Heavy: (T)
SAVING THROWS
[dice=Fortitude (E)]1d20+9[/dice]
[dice=Reflex (T)]1d20+6[/dice]
[dice=Reflex vs Damage (T)]1d20+8[/dice]
[dice=Will (E)]1d20+7[/dice]
Notes: Sanctified Holy, Blessed Shield
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OFFENSE
Class DC: 19 (10 + (4 Str) + (5 proficiency))
Speed: 30 ft
Melee Strikes
+1 Flail (Disarm)(Sweep)(Trip)(Magical)
[dice=+1 Flail (T)]1d20+10[/dice]
[dice=damage B]1d6+4[/dice]
Dagger (Agile, Finesse, Thrown 10 ft., Versatile S)
[dice=Dagger (T)]1d20+9[/dice]
[dice=damage P]1d4+4[/dice]
Ranged Strikes
Javelin (Thrown) (range 30 ft)
[dice=Javelin (T)]1d20+6[/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;
Uncommon, Champion, Concentrate, Focus, Sanctified, Spirit
Requirements You are wielding a shield.
You 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.
Heightened (+2) Shield of the Spirit adds +1d4 damage
Lay on Hands - ◆ Touch, 1 willing living creature or 1 undead creature; Focus Spells
Uncommon, Champion, Focus, Healing, Manipulate, Vitality
Your hands become infused with powerful vitality, capable of healing a living creature or damaging an undead creature with a touch.
• Willing Living Creature the target regains 12 Hit Points. If the target is someone other than yourself, it also gains a +2 status bonus to AC for 1 round.
• Undead Creature the target takes 2d6 vitality damage with a basic Fortitude save; on a failure, the target also takes a –2 status penalty to AC for 1 round.
Heightened (+1) the amount of healing increases by 6, and the damage to an undead target increases by 1d6.
SKILLS
[dice=Acrobatics (U)]1d20+1[/dice]
[dice=Arcana (U)]1d20+0[/dice]
[dice=Athletics (T)]1d20+9[/dice]
[dice=Crafting (T)]1d20+5[/dice]
[dice=Deception (U)]1d20+1[/dice]
[dice=Diplomacy (T)]1d20+6[/dice]
[dice=Intimidation (U)]1d20+1[/dice]
[dice=Lore (Labor) (T)]1d20+5[/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+6[/dice]
[dice=Society (U)]1d20+0[/dice]
[dice=Stealth (T)]1d20+6[/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: Quick Repair
General Feats
1st: Adopted Dwarf
3rd: Fleet
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: Blessed One Dedication - Gain Lay on Hands
3rd: 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.
Bonus Feats
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EQUIPMENT
Held Items: +1 Flail, Cold Iron Shield
Worn Items: Backpack, Full Plate, Dagger, Javelin, Elixir of Life x2, Steel Shield
Stowed Items: Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Water skin, Crowbar, Javelin (3), Repair Toolkit, Fine Clothes
Bulk: 7 (Encumbered at: 11 = 5 + (4 STR)+2; Maximum at: 16 = 10 + (4 STR) + 2)
Coins: 13gp 7sp 2cp
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Torag Edicts & Anathema
Edicts: Be honorable and forthright, keep your word, respect the forge, serve your people
Anathema: 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
Liberation Edicts & Anethema
Edicts: Oppose slavery and tyranny, fight for others’ freedom to make their own decisions, respect choices others make for their own lives
Anathema: force or threaten someone to act a certain way, engage in slavery or tyranny
Loot:
Lower Floor Main hallway desk:
Savior Spike
Bronze Bull Pendant
Onyx Dog Wondrous Figurine
Belladonna
and 10 gp
Moving Furnature Room:
Black Adder Venom
Monkey Pin
Moderate Alchemist’s Fire
8 gp
Library Hands:
Moderate Bestial Mutagen
Belladonna x 2
Holly Bush Feather Token
8 gp
Armory Heads:
Bomber’s Eye Elixir
Moderate Frost Vial
Moderate Tanglefoot Bag
Feather Step Stone
8 gp
Armory Chapel:
Feather Step Stone
Moderate Darkvision Elixir
Sleep Arrow
Bird Feather Token x 2
9 gp
Map Room:
Standard Shrinking Potion
Climbing Bolt
Moderate Acid Flask
Viper Arrow
Chest Feather Token
Moderate Bottled Lightning
23 gp