German Diver

Kernal Klank's page

144 posts. Organized Play character for Massee.

Full Name

Kernal Klank


HP: 23/23 | AC: 17(19) | F: +8, R: +5, W: +5 | Perc: +7 |


Speed: 20 ft. | Active Conditions:


LN Dwarven Male Fighter 1





Special Abilities

Staying Upright






In your kitchen.


Common, Dwarven, Gnomish



Strength 18
Dexterity 10
Constitution 16
Intelligence 12
Wisdom 14
Charisma 8

About Kernal Klank

Kernal Klank 202046-2001
Field Commissioned Agent of: Envoy's Alliance Fame: 1
XP 5 | Total Fame 5 | Cash 4.89g
Male Dwarven Fighter 1 (Trained in Fighter Class DC13)
LN Medium Humanoid
Senses: Darkvision, Expert Perception: +7

LANGUAGES: Common, Dwarven, Gnomish


DEFENSE: Trained in All Armor
AC 17 (+2 With Shield Raised)
HP 23 Speed 20 ft.
Expert Fort: +8 Expert Reflex: +5 Trained Will: +5
Fire Resistance 1 (Forge Dwarf Heritage)

OFFENSE: Expert in Simple, Martial, and Unarmed Attacks. Trained in Advanced Weapons.
[dice=Battle Axe]1d20+9;1d8+4[/dice]
[dice=Ranged Light Hammer]1d20+5;1d6+4[/dice]
[dice=Shield Boss]1d20+9;1d6+4[/dice]

Trained in Guild Lore (INT) +4
Trained in Crafting (INT) +4 (Additional +1 from Specialty Crafting Blacksmith)
Trained in Nature (WIS) +5
Trained in Survival(WIS) +5
Trained in Acrobatics(DEX) +3
Trained in Athletics(STR) +7
Trained in Medicine(WIS) +5

Attack of Opportunity: Reaction! 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.
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.

Reactive Shield: *Trigger: An enemy hits you with a melee Strike*
You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack.

Hefty Hauler: General Skill. Source Core Rulebook pg. 262. Prerequisites trained in Athletics
You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.

Shield Block: *Trigger: While you have your shield raised, you would take damage from a physical attack*
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Fleet: General. Source Core Rulebook pg. 261. You move more quickly on foot. Your Speed increases by 5 feet.

Strength: 18
Dexterity: 10
Constitution: 16
Intellect: 12
Wisdom: 14
Charisma: 8

Chainmail -6.00 2.0
Steel Shield -2.00 1
Shield Boss -0.50 0
Battle Axe -0.10 1
Dagger -0.20 0.1
Light Hammer -0.30 0.1
Backpack -0.10 -2.0
Bedroll -0.01 0.1
Belt pouch -0.04 0.0
Bandoleer x2 -0.20 0
Waterskin -0.05 0.1
Flint and steel -0.05 0.0
Sheath x1 -0.01 0.0
Soap -0.02 0.0
Mug -0.01 0
Repair Kit -2.00 1
Blacksmith's Artisan Tools -4.00 2
Basic Crafter's Book -0.10 0.1
Healer's Kit -5.00 1

Minor Elixir of Life x1 (3g)


Base 10hp, Medium Size, 20ft Stride
Ability Boosts: Constitution, Wisdom, Free (Strength)
Ability Flaw(s):Charisma

Darkvision: You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

Unburdened Iron Feat 1: Dwarf. Source Core Rulebook pg. 36
You’ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor. 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.

Heritage: Forge Dwarf. Source Core Rulebook pg. 35
You have a remarkable adaptation to hot environments from ancestors who inhabited blazing deserts or volcanic chambers beneath the earth. This grants you fire resistance equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less extreme (incredible heat becomes extreme, extreme heat becomes severe, and so on).


Source Core Rulebook pg. 60
As an apprentice, you practiced a particular form of building or crafting, developing specialized skill. You might have been a blacksmith’s apprentice toiling over the forge for countless hours, a young tailor sewing garments of all kinds, or a shipwright shaping the hulls of ships.

Choose two ability boosts. One must be to Strength or Intelligence, and one is a free ability boost.

You're trained in the Crafting skill and the Guild Lore skill. You gain the Specialty Crafting skill feat.

Specialty Crafting Feat 1: (Blacksmithing)
General Skill. Source Core Rulebook pg. 266
Prerequisites trained in Crafting
Your training focused on Crafting one particular kind of item. Select one of the specialties listed on page 267; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it’s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.



Chronicle; Gold; Fame; XP; Faction;
Starting Gold; 15.0; 0; 0; NA
Sand Stone Secret 1A; 3.7; 0; 1; 1; Envoy's Alliance
Escaping the Grave 1.03; 12.88; 0; 4; 4; Envoy's Alliance


Sand Slide (Reaction) 0/3 Trigger: You would fail (but don't critically fail) a reflex save to avoid a trap's effects; Effect: You Step and then Drop Prone in your new location. You gain a +2 circumstance bonus to your triggering Reflex save. If this would have been enough to resist the trap's effects initially, you succeed at the save instead.

Team Player Reaction: Trigger (Fortune) (0/3); Your time in the Gravelands included many harrowing trials that required you to learn how to work especially well with your companions. An ally fails a check on which you Aided; Effect: The ally can reroll the check and use the better result.


Onyx panther talisman (level 2; 6g, discounted price)
Channel protection amulet (U) (level 3; 56g)
Wayfinder of rescue (level 4; 80g; as a standard wayfinder, but once per day you can activate it to cast heal on a creature other than yourself, use either the one-action or two-action version of heal as a 1st-level spell)

Faction Purchases:

Prerequisites All Factions Tier 0; Cost 4 Fame

You have recruited a non-combat hireling who can assist you with a certain set of skill checks. This ally performs the selected skills with a total modifier equal to 2 + your level, and they are considered trained in the skills. You must expend any actions and be in range to perform the action yourself, and any consequences of these actions affect you (such as falling when using Athletics to Climb). The hireling’s result cannot be modified by class abilities or spells, but it can be improved by a successful Aid check. The hireling does not participate directly in combat, cannot be harmed unless willfully endangered, and has no effect other than performing the selected skill checks.

When you purchase this boon, you select one skill as well as one Lore skill. The hireling can perform only these skills checks.

Special You can purchase this boon multiple times. Each time you purchase this boon, you can choose a different set of skills.