Worshipper of Torag

Ionic Saltbeard's page

455 posts. Organized Play character for Sedoriku.


Full Name

Ionic Saltbeard

Race

HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 |

Classes/Levels

35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

Gender

NG Male Dwarf (Death-Warden) Scout Ranger 7 |

Size

Medium

Age

137

Alignment

NG

Deity

Gozreh

Location

High Seas (Qaidra nationality)

Languages

Dwarven, Common, Osirani

Occupation

Sailor

Strength 18
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 14
Charisma 8

About Ionic Saltbeard

PFS Information:
===================
PFS Number: 108507-2002
Experience: 72
Gold: 75.79

Training: Swords

Major Factions
Envoy’s Alliance: 2
Grand Archive: 0
Horizon Hunters: 75
Vigilant Seal: 0

Minor Factions
Radiant Oath: 0
Verdant Wheel: 2

All Faction Reputation
Total (Sum of the Above) Reputation: 79

Purchased Boons:
Horizon Hunters (Faction) (0 Fame) (the Champion boon for your first faction is free)

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Character sheet:
===================

Ethnicity: Death warden Dwarf
Nationality: Qaidrian
Birthplace: Qaidra
Age: 135
Gender & Pronouns: Male, He/His
Height: 4’0”
Weight: 195 lbs
Physical Appearance: Short stocky, with a long slightly salty looking brown beard and hair.

===================

Dwarf (Death Warden)
Sailor
Ranger; Scout; Level: 7; Experience: 72
Medium Humanoid, Dwarf
NG; Gozreh

Languages: Common, Dwarven, Osiriani

Perception: +16 (3 wis) + (13 prof) + (0 item)) [M]
Special Senses: Darkvision

===================

DEFENSES

HIT POINTS: 108/108

ARMOR CLASS
AC: 25 (10 + (1 dex) + (9 prof) + (5 item)) [T]

Unarmored: [T], Light: [T], Medium: [T], Heavy: [U]

SAVING THROWS
Fortitude: +14 ((3 con) + (11 prof) + (0 item)) [E]
Reflex: +15 ((2 dex) + (13 prof) + (0 item)) [E]
Will: +14 ((3 wis) + (11 prof) + (0 item)) [E]
Notes: All successes vs. necromancy effects and Reflex saves = critical success;

===================

OFFENSE

Class DC: 22 (10 + (3 wis) + (9 prof) + (0 item)) [T]
Speed 35 feet

Melee Strikes
Dwarven Waraxe Dwarf, Sweep, Two-Hand d12, Uncommon
Attack +15/+16 (doubling rings)
Damage 1d8+5/2d8+6 slashing (doubling rings)

[dice= “First the Axe!” Dwarven Waraxe, Doubling ring]1d20+16[/dice]
[dice=Damage, Slashing, Doubling rings]2d8+6[/dice]
[dice= “First the Axe!” Dwarven Waraxe]1d20+15[/dice]
[dice=Damage, Slashing]1d8+6[/dice]

~~~~

Clan Dagger w/+1 weapon potency rune, Ghost touch property Agile, Dwarf, Parry, Uncommon, Versatile B
Attack +16
Damage 2d4+6 piercing

[dice= “Next the dagger!” +1 Striking Clan dagger, 2nd strike, Hunted prey]1d20+16-2[/dice]
[dice=Damage, Piercing か Bludgeoning]2d4+6[/dice]

~~~~

Cold Iron Trident Thrown 20 ft.
Attack +15/+16 (doubling rings)
Damage 1d8+5/2d8+6 Piercing (doubling rings)

[dice= “Axe ain’t working! Time to put holes in it!” Trident, Doubling rings, Cold Iron]1d20+16[/dice]
[dice=Damage, piercing]2d8+6[/dice]
[dice= “Axe ain’t working! Time to put holes in it!” Trident]1d20+15[/dice]
[dice=Damage, piercing]1d8+6[/dice]

~~~~

Warhammer Shove
Attack +15/+16 (doubling rings)
Damage 1d8+5/2d8+6 Bludgeoning (doubling rings)

[dice= “Axe ain’t working. Smash it!” warhammer, Doubling rings]1d20+16[/dice]
[dice=Damage, bludgeoning]2d8+6[/dice]
[dice= “Axe ain’t working. Smash it!” warhammer]1d20+15[/dice]
[dice=Damage, bludgeoning]1d8+6[/dice]

~~~~~~~~~~~~~~~~~~~~

Ranged Strikes
Cold Iron Trident Thrown 20 ft.
Attack +13
Damage 1d8+6 Piercing

[dice= “Oi get back here!” Ranged Cold Iron Trident]1d20+13[/dice]
[dice=Damage, piercing]1d8+6[/dice]

~~~~

Sling Propulsive, 50 ft. 1 hand
Attack +13
Damage 1d6+4 Bludgeoning

[dice= “They too far away” Sling]1d20+13[/dice]
[dice=Damage, piercing]1d6+4[/dice]

===================

ABILITY SCORES

STR +4 (19), DEX +2 (14), CON +3 (16), INT +1 (12), WIS +3 (16), CHA -1 (8)

===================
Skills and Languages:
===================
Skills:

Acrobatics: +11 = (2 dex) + (9 prof) + (0 item) - (0 armor) [T]
Arcana: +1 = (1 int) + (0 prof) + (0 item) [U]
Athletics: +17 = (4 str) + (13 prof) + (0 item) - (0 armor) [M]
Crafting: +1 = (1 int) + (0 prof) + (0 item) [U]
Deception: -1 = (-1 cha) + (0 prof) + (0 item) [U]
Diplomacy: -1 = (-1 cha) + (0 prof) + (0 item) [U]
Intimidation: -1 = (-1 cha) + (0 prof) + (0 item) [U]
Lore (Warfare): +10 = (1 int) + (9 prof) + (0 item) [T]
Lore (Sailing): +10 = (1 int) + (9 prof) + (0 item) [T]
Lore (Pahmet): +14 = (1 int) + (13 prof) + (0 item) [M]
Medicine: +12 = (3 wis) + (9 prof) + (0 item) [T]
Nature: +14 = (3 wis) + (11 prof) + (0 item) [E]
Occultism: +10 = (1 int) + (9 prof) + (0 item) [T]
Performance: -1 = (-1 cha) + (0 prof) + (0 item) [U]
Religion: +12 = (3 wis) + (9 prof) + (0 item) [T]
Society: +10 = (1 int) + (9 prof) + (0 item) [T]
Stealth: 0 = (2 dex) + (0 prof) + (0 item) - (2 armor) [U]
Survival: +13 = (3 wis) + (9 prof) + (0 item) [T]
Thievery: +2 = (2 dex) + (0 prof) + (0 item) - (0 armor) [U]

===================
Feats:
===================
Ancestry Feats and Abilities
Special 1st: Dark Vision, Clan Dagger
Heritage Death Warden Dwarf)
roll a success on a saving throw against a necromancy effect, get a critical success instead.
1st: Dwarf Weapon Familiarity
5th: Clan’s Edge

===================

Skill Feats

Background: Underwater Marauder
2nd level: Hefty Hauler Retrained
2nd level: Natural Medicine
4th level: Krieghton's Cognitive Crossover for Lore(Sailing) and Religion
6th level: Lead Climber

===================

General Feats
3rd level: Toughness Retrained to:
3rd level: Ancestral Paragon for Surface Culture
7th level: Toughness

===================

Class Feats and Abilities
Feature 1st: Hunt Prey
Feature 1st: Hunter's Edge (Flurry)
Feat 1st: Twin Takedown
Feat 2nd: Quick Draw
Feature 3rd: Iron Will (Will save increase to Expert)
Feat 4th level:Scout Archetype Dedication
Feature 5th: Ability boosts (Str, Dex, Con, Wis)
Feature 5th: Ranger Weapon expertise (Simple martial weapons increase to expert, add crit specialization effects for Hunted Prey)
Feature 5th: Trackless Step (In natural environs, automatically gain benefit of Cover Tracks)
Feat 6th: Scout’s Speed
Feature 7th: Evasion (Proficiency rank for Reflex saves increases to master. Roll a success on a Reflex save, get a critical success instead.)
Feature 7th: Vigilant Senses (Perception increases to master.)
Feature 7th: Weapon Specialization: (deal 2 additional damage with weapons and unarmed attacks in which an expert. This damage increases to 3 if a master, and to 4 if legendary)

===================

Bonus Feats
Scout's warning
Additional Lore (Pahmet Lore)

===================
Equipment:
===================

Combat Gear:
Clan Dagger (1L, -) w/ +1 weapon potency rune, striking rune and ghost touch property rune; Dwarven Waraxe (2, 3gp); Cold Iron (Low Grade) Trident (1, 44gp); Warhammer (1, 1gp); Sling (1L, 0); Sling bullets 30 (3L, 3cp); +1 Chainmail (2, 6gp);

Consumables:
Minor elixir of life (1L, 3gp), Holy water (1L, 3 gp), Lesser Anti plague (1L, 3 gp), Lesser Antivenom (1L, 3 gp), Cheetah’s elixir (1L, 4 gp), Eagle Eye Elixir (1L, 4 gp)

Magic Items:
Feather Token (Ladder) (1L, 3), Doubling rings, Pearly White Spindle Aeon Stone, Boots of Bounding

Other Gear:
Adventurer’s pack (1, .7), Clothing (normal) (-, .1), Pup Tent (1L, .8), Mirror (-, 1), Simple Manacles (-, 3), Healer’s kit (1, 5), Compass (1L, 1), Playing cards (-, .5 gp), Water Purifier (1L, 5 gp), Wax key blank (-, 1 gp)

Bulk: Carrying 9 Bulk 6 Light of 9 Bulk Maximum

Coins: 75.79 GP

===================
Temporary Items:
===================
Pathfinder Training Item

Discovered in Scenario
None Yet

===================
Scenarios and Tracking:
===================
Chronicle #1: Origin of the Open Road (Pregen)
Sheet
Purchases: None
Downtime: None

Chronicle #2: Mosquito Witch
Sheet
Purchases: See here

Spoiler:
Dwarven War Axe (3gp)
Trident (1gp)
Warhammer (1gp)
Sling (-)
Sling bullets 30 (3cp)
Chainmail (6gp)
Minor elixir of life (3gp)
Feather Token (Ladder) (3gp)
Adventurer’s pack (7sp)
Clothing (normal) (1sp)
Pup Tent (8sp)
Mirror (1gp)
Simple Manacles (3gp)
Healer’s kit (5gp)
Compass (1gp)
Downtime: Earn Income

Chronicle 03: Flames of Rebellion
Sheet
Purchases: None
Downtime: Earn Income

Chronicle 04: Trailblazer’s Bounty
Sheet
Purchases: None
Downtime: Earn Income (Done via virtual table top; See Chronicle)

Chronicle 05: Tarnbreaker’s Trial
Sheet
Purchases: None
Downtime: Earn Income (Done via roll20 see chronicle)

Chronicle 06: Absalom Initiation
Sheet
Purchases: See here

Spoiler:

Holy Water 3gp
Lesser Antidote 3 gp
Lesser Anti Plague 3 gp
Weapon Potency Rune (on Clan Dagger) 35 gp
Cheetah’s elixir 4 gp
Eagle Eye Elixir 4 gp
Playing cards .5 gp
Water Purifier 5 gp
Wax key blank 1 gp

Downtime: Earn Income

Chronicle 07: 1-09 Star Crossed Voyages
Sheet Pending
Purchases: None
Downtime: Earn Income

Chronicle 08: 2-05 Path of Kings
Sheet
Purchases: See here[/ url]

Spoiler:

Doubling Rings 50 gp
Cold weather outfit .4 gp

Downtime: [url=https://paizo.com/campaigns/v5748p75ivloe/discussion#3]Earn Income

Chronicle 09: 2-00 King in Thorns [GM Credit]
Sheet
Purchases: None
Downtime: Earn Income, Success, 1.6 gp earned

Chronicle 10: Sunder Waves One-Shot [GM Credit]
Sheet
Purchases:None
Downtime: 7 days (Retrain Feat Hefty Hauler to Natural Medicine) 1 day earn income (Failure, 0.04gp earned)

Chronicle 11: 2-03 Mountain of Sea and Sky
Sheet
Purchases: See here

Spoiler:

Striking Rune 65 gp

Downtime: Earn Income EDIT: for 1 day, then 7 days retraining Toughness for Acestral Paragon (Surface Culture).

Chronicle 12: 3-01: Intro Year of the Shattered Sanctuaries [GM Credit]
Sheet
Purchases: None
Downtime: Earn Income (Done via Tabletop, see Chronicle)

Chronicle 13: 2-18 Fanciful March of Urwal
Sheet Pending[/ url]
Purchases: See here

Spoiler:

Ghost Touch Property Rune 75 gp

Downtime: Earn Income Crit success at level 3 w/ expert proficiency = 6.4 gp

Chronicle 14: 2-20 Breaking the Storm: Bastion in Embers
Sheet
Purchases: Ring of Fire Resistance
Downtime: Earn Income

Chronicle 15: Pathfinder One-Shot: Head-Shot the Rot
Sheet
Purchases:None
Downtime: Earn Income

Chronicle 16: Pathfinder Adventure: Threshold of Knowledge
Sheet
Purchases: None
Downtime: Earn Income

Chronicle 17: 2-08 Frosty Mug
Sheet
Purchases: None
Downtime: Earn Income

Chronicle 18: 2-06 The Crashing Wave
Sheet
Purchases:None
Downtime: Earn Income

Chronicle 19: Breaking the Storm:
[url= ]Sheet Pending[/ url]
Purchases: See here

Spoiler:
Armor Potency (+1) - 160 gp
Pearly white spindle aeon stone - 60 gp
Lifting Belt - 80 gp
Boots of Bounding - 340

Downtime: [url=]Earn Income-Not rolled yet[/ url]

Chronicle ##: Blank form
[url= ]Sheet[/ url]
Purchases: [url= ]See here[/ url]
[spoiler ]
[/ spoiler]
Downtime: [url= ]Earn Income[/ url]

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BOT ME!:
===================
Ionic likes to set the closest enemy as his prey and get in close. He then swings at them with his dwarven war axe followed by as many clan dagger attacks as he can. He tends to use Twin Takedown whenever he can. If he starts his turn next to his hunted prey, he likes to use Twin Takedown and then Clan’s Edge for four attacks and a free parry.

*Note, these numbers are assuming he has his dagger in one hand. Reduce numbers for the axe if he doesn’t.

[dice= “First de Axe!” Dwarven Waraxe, Doubling ring]1d20+16[/dice]
[dice=Damage, Slashing, Doubling rings]2d8+6[/dice]
[dice=+1 striking Clan dagger, 2nd strike, hunted prey, ghost touch]1d20+16-2[/dice]
[dice=Damage, Piercing]2d4+6[/dice]
[dice=+1 Clan dagger, 3rd+ strike, hunted prey, ghost touch]1d20+16-4[/dice]
[dice=Damage, Piercing]2d4+6[/dice]

If the enemy proves resistant to slashing or piercing, Ionic will switch to either his trident or warhammer as needed. If he’s not holding his clan dagger, use the first set, if he is the second set.
[dice= “Axe ain’t working! Time to put holes in it!” Trident]1d20+15[/dice]
[dice=Damage, piercing]1d8+6[/dice]
[dice= “Axe ain’t working. Smash it!” Warhammer]1d20+15[/dice]
[dice=Damage, bludgeoning]1d8+6[/dice]
[dice= “Axe ain’t working! Put ‘oles in it!” Trident, Doubling ring]1d20+16[/dice]
[dice=Damage, piercing]2d8+6[/dice]
[dice= “Axe ain’t working. Smash it!” Warhammer, Doubling ring]1d20+16[/dice]
[dice=Damage, bludgeoning]2d8+6[/dice]

Finally if the enemy can’t be engaged in melee, Ionic will toss either his trident if the enemy is close enough or use his sling if they are too far for trident tossing.
[dice= “Oi get back here!” Ranged Trident]1d20+13[/dice]
[dice=Damage, piercing]1d8+6[/dice]
[dice= “Dey too far away” Sling]1d20+13[/dice]
[dice=Damage, piercing]1d6+4[/dice]

===================