About HornboriHornbori, Son of Mjothvitnir
PFS# 2405-2003 COMMON DIE ROLLS
[dice=Regular Strike, +1 striking flaming waraxe]1d20+19[/dice]
[dice=Dual-Handed Assault (Flourish), +1 striking flaming waraxe]1d20+19[/dice]
[dice=Arcana (T)]1d20+11[/dice]
Statblock:
Hornbori, 8th level (Remastered) Male dwarf fighter 8 Medium, Dwarf, Humanoid Heritage ancient-blooded dwarf Background warrior Perception +16; darkvision Languages Common, Dwarven, Kelish, Sakvroth Skills Arcana +11, Athletics +17, Crafting +11, Diplomacy +12, Dwarf Lore +15, Intimidation +17, Medicine +15, Pathfinder Society Lore +11, Religion +12, Society +11, Warfare Lore +11 Str +4, Dex +0, Con +3, Int +1, Wis +2, Cha +2 Items +1 resilient fire resistant full plate, +1 striking dwarven waraxe, +1 striking flaming dwarven waraxe (fear gem), +1 striking light hammer, clan dagger, dagger, battle medic's baton[TV], flint and steel, lesser rope of climbing[APG], lifting belt, moderate healing potion, purse (369 gp, 9 cp) -------------------- AC 27; Fort +16; Ref +13; Will +15 (Successes vs. fear effects are critical successes instead.) HP 122; Resistances fire 5 Reactive Strike [R] Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using Effect You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike. -------------------- Speed 20 feet Melee [1] [i]+1 striking dwarven waraxe[/i] +19 (magical, two-hand (1d12), sweep, dwarf), Damage 2d12+7 S Melee [1] [i]+1 striking flaming dwarven waraxe[/i] +19 (magical, two-hand (1d12), sweep, dwarf), Damage 2d8+7 S +1d6 F Melee [1] [i]+1 striking light hammer[/i] +19 (magical, thrown 20 ft., agile), Damage 2d6+7 B Melee [1] clan dagger +18 (parry, versatile B, agile, dwarf), Damage 1d4+7 P Melee [1] dagger +18 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+7 P Ranged [1] [i]+1 striking light hammer[/i] +15 (magical, thrown 20 ft., agile), Damage 2d6+7 B Ranged [1] dagger +14 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+7 P Ancestry Feats Dwarven Lore, Dwarven Weapon Familiarity, Unburdened Iron Class Feats Combat Grab, Dual-handed Assault, Snagging Strike, Whirling Throw, Wrestler Dedication General Feats Ancestral Paragon, Shield Block, Toughness Skill Feats Additional Lore, Battle Cry, Battle Medicine, Continual Recovery, Intimidating Glare, Titan Wrestler, Ward Medic Other Abilities battlefield surveyor, bravery, call on ancient blood, fighter weapon mastery, shield block Feat Descriptions:
Combat Grab (1A) - Make a melee Strike while keeping one hand free. If the Strike hits, you grab the target using your free hand. The creature remains grabbed until the end of your next turn or until it Escapes, whichever comes first. Dual-Handed Assault (1A)- Make a melee Strike with two hands, using the two-hand damage plus a circumstance bonus to damage equal to the weapon’s number of damage dice. Snagging Strike (1A) - Make a Strike while keeping one hand free. If this Strike hits, the target is off-guard until the start of your next turn or until it’s no longer within the reach of your hand, whichever comes first. Reactive Strike - A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike. Whirling Throw - Attempt an Athletics check against the foe's Fortitude DC. You take a –2 circumstance penalty to your check if the target is one size larger than you and a –4 circumstance penalty if it's larger than that. You gain a +2 circumstance bonus to your check if the target is one size smaller than you and a +4 circumstance bonus if it's smaller than that. Critical Success You throw the creature any distance up to 10 feet, plus 5 feet × your Strength modifier. It takes bludgeoning damage equal to your Strength modifier plus 1d6 per 10 feet you threw it. If you threw the target at least 10 feet and into a solid obstacle, use the maximum distance you could have thrown it to calculate the damage. The creature falls prone.
Bravery - When you roll a success at a Will save against a fear effect, you get a critical success instead. In addition, anytime you gain the frightened condition, reduce its value by 1. Call on Ancient Blood - REACTION. Trigger:You attempt a saving throw against a magical effect, but you haven't rolled yet. Effect: You gain a +1 circumstance bonus until the end of this turn. This bonus also applies to the triggering save. Critical Specialization Effect (Axe) - Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its potency rune, if any). This amount isn't doubled, and no bonuses or other additional dice apply to this damage. Dwarven Weapon Familiarity - Martial dwarf weapons are simple weapons and advanced dwarf weapons are martial weapons. Intimidating Glare - You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. Unburdened Iron - Ignore the reduction to your Speed from any armor you wear. In addition, any time you're taking a penalty to your Speed from some other reason (such as from the encumbered condition or from a spell), deduct 5 feet from the penalty. For example, the encumbered condition normally gives a –10-foot penalty to Speed, but it gives you only a –5-foot penalty. If your Speed is taking multiple penalties, pick only one penalty to reduce. Battle Medicine - Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds. Continual Recovery - When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives. Ward Medic - When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets. Personality:
A dwarf of the Stonefist clan of Highhelm, Hornbori is friendly and outgoing, for a dwarf. He doesn’t put up with disrespect towards himself or his allies (or towards Highhelm, the Pathfinder Society or the good dwarven deities), but is otherwise generally easygoing. He likes good craftsmanship and admires artists who create permanent works of art. Botting Instructions:
Hornbori is direct in action, but tactical about it. He will move into chokepoints to protect his allies, or into flanking positions. But mostly, he tries to destroy the enemy as quickly as possible. He likes to grab a foe with Combat Grab and then strike the now off-guard foe. He also likes to throw the foe (Whirling Foe) backwards or into danger. Hornbori will use either Call on Ancient Blood or Attack of Opportunity, whichever comes up first in a given round. Scenarios Played:
AP #145: Hellknight Hill (as GM)
#1-15: The Blooming Catastrophe
Planned Character Progression:
Planned Build 9 - Dazing Blow 10 - Disarming Twist 12 - Disarming Stance |
