Friendly Fighter

Hearl Stoutheart's page

14 posts. Organized Play character for Skorn.


Full Name

Hearl Stoutheart | Acrobatics +3, Athletics +3, Deception +5, Diplomacy +9, Intimidation +9, Occultism +3, Perception +8, Performance +7, Society +3, Thievery +5

Race

Human of Ulfin heritage

Classes/Levels

Paladin 5 | HP: 68/68 | AC/TAC: 23/20 + shield | F/R/W: +10/+10/+8

Gender

Male

Size

Medium

Age

26

Special Abilities

Sailor

Alignment

LG

Deity

Iomidae

Languages

Common, Skald

Strength 19
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 10
Charisma 16

About Hearl Stoutheart

Hearl Stoutheart

Male Human (Ulfin) Paladin 5
LG Medium humanoid
Speed 25/15 in heavy armor
Senses Perception +5 (Trained)
Background: Sailor

Languages Common and Skald

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DEFENSE
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hp 68
AC 10+5+2+6=23 TAC 10+5+2+3 = 20 (+2 more vs missiles and +2 more if using his shield, hardness 5)
Fort +10 Ref +10 Will +8 (please verify)
Special Defenses: Diving Grace (Included)

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OFFENSE
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Speed 15

Melee
Longsword +11 (2d8+5 s or p) = free
Cold Iron Flail +9 (1d6+4 b) – disarm, sweep, trip = free
Light Hammer X2 +9 (1d6+4 b) Agile, Throw 20 =3sp each
Javelin X3 (1 sp each) 1d6p throw 30

Ranged
Light Hammer(3) +7 (1d6+4 b) Agile, Throw 20
Javelin (3) +7 (1d6+4p) throw 30 = 1 sp each

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Paladin Stuff
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Chr mod +1 in points= 5 – Lay on Hands is a d6 and cost 1 point
Code of Conduct
Deific Weapon
Retributive Strike -2 to hit, but hit enfeebles for a round and interrupts
Champion Powers: Trained in Spell Rolls and Spell DCs – Divine Spells (p192)??? <Help here!
Righteous Ally – Blade Ally – Disrupting, Ghost Touch, Returning, Shifting + critical specialization effect
Weapon Expertise – blades - expert

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STATISTICS
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Str 19 Dex 14 Con 14 Int 10 Wis 10 Cha 18

Feats:
Class Feat:
Ancestry Feat: Natural Ambition - 1st level class feat, Skilled, - Crafting and Intimidation
Skill Feats: Underwater Marauder, Powerful Leap, Intimidating Glare
General Feat; Lightning Reflexes

Skills
Acrobatics T (Dex) 5+2= 7 -ACP of 3
Arcana (Int) 5+0-2= 3
Athletics E (Str) 5+4+1 =10 -ACP of 3
Crafting T (Int) +5+0+0=5
Deception (Cha) 5+2-2 = 5
Diplomacy T (Cha) 5+4+0=9
Intimidation T (Cha) 5+4+0=9
Lore - PFS (Int) 5+0-2=3
Lore- T Sailing (Int) 5+2+2=5
Medicine T (Wis) 5+0+0=5
Nature (Wis) 5+0-2 = 3
Occultism (Int) 5+0-2 = 3
Performance (Cha) 5+4-2 = 7
Religion T (Wis) 5+0+0 = 5
Society (Int) 5+0-2 = 3
Stealth (Dex) 5+2-2 = 5 -ACP of 3
Survival (Wis) 5+0-2 = 3
Thievery (Dex) 5+2-2 = 5

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Gear: Gear: Bulk limit is 9

Worn: Backpack, clothing, +1 Half Plate (175) 5/2 -4 acp, Bulk 3
Heavy Metal Shield with shield boss and spike (30) Hardness 5
Bracers of missile deflection (+2)

Heavy Metal Shield with shield boss and spike (30) Hardness 5 - stored 3 gp
Heavy Metal Shield with shield boss and spike (30) Hardness 5 - stored 3 gp

Weapons:
Expert Longsword
Cold Iron Light Flail
Light Hammers (2)
Javelin (3) 1d6p throw 30
Composite Longbow - Free
Arrows

Alchemicals/Consumables:
Wolf Fang charm
Minor Healing potion (1d8)
Minor Healing potion x5 (1d8) 15 gp

Stowed:
Bedroll, caltrips, crowbar, flint and steel, book, rations, torches (10) Waterskin, Silk Rope, pitons, and grappling hook, healer’s tools, rations (3)

Around 35 gp left. ???

———Rules for Building a 5th-Level Playtest Character———
Use the following rules for creating your own character for Pathfinder Society Playtest adventures. Except where noted, all of the rules for building a 1st-level character apply.
Gear and Wealth: Your character begins with 50 gold pieces (gp). In addition, you begin with the following permanent items. Expert items are level 2, Expert heavy armor is 3
• One 4th-level item +1 magic heavy armor
• Two 3rd-level items – Cold Iron Flail, Bracers of missile deflection (+2)
• One 2nd-level item - Expert Weapon
• Two 1st-level items – Composite Longbow, Bastard Sword
Rarity: Your character may select one character option—a piece of equipment, a magic item, or a spell—that has the uncommon rarity. Any spell must appear on your class’s spell list; for example, a wizard cannot learn a bard’s inspire courage composition spell or a cleric’s fire ray domain spell, but he could learn nondetection.