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Kernal Klank's page

673 posts. Organized Play character for Massee.


Full Name

Kernal Klank

Race

HP: 94/94 | AC: 25(27) | F: +14, R: +10, W: +13 | Perc: +13 | Hero Points: 1 |

Classes/Levels

| Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions: Search

Gender

Dwarven Male Fighter 6 |

Size

Medium

Age

78

Strength 19
Dexterity 10
Constitution 18
Intelligence 12
Wisdom 16
Charisma 10

About Kernal Klank

Kernal Klank | 202046-2001 | PFS(2ed) | Remaster Updated 3.27.24
XP 63 | Cash 163.50g| Envoy's Alliance: Liked: 59/59 | The Shining Lands: Five Kings Mountains
Male Dwarven Fighter 6 | Trained in Fighter Class DC22
Medium Humanoid | Senses: Darkvision, Expert Perception: +13

LANGUAGES: Common, Dwarven, Gnomish, Elven

DEFENSE: Trained in All Armor
AC 25 (+2 With Shield Raised)| HP 94 | Speed 25 ft.
Expert Fort: +14 Expert Reflex: +10 (Bulwark +3) Expert Will: +13 (Bravery vs Fear)
Fire Resistance 3, Environmental Heat Level Reduced One Step (Forge Dwarf Heritage)

OFFENSE: Expert in Simple, Martial, and Unarmed Attacks. Trained in Advanced Weapons. Master/Specialized in Hammers.
[dice=+1 Striking, Crushing, Cold Iron Warhammer]1d20+17;(B)2d8+4[/dice]
[dice=Ranged Light Hammer]1d20+12;(B)1d6+4[/dice]
[dice=Clan Dagger]1d20+14;(B/P)1d4+4[/dice]
[dice=Shield Boss]1d20+14;(B)1d6+4[/dice]
[dice=Shield Spike]1d20+14;(P)1d6+4[/dice]

SKILLS: ACP: 0
Trained in Acrobatics(DEX) +8 (Rock Runner)
Expert in Athletics(STR) +15 (+1 Lifting Belt)(Assurance DC20)
Expert in Crafting (INT) +11 (Assurance DC20)
Expert in Diplomacy (xxx) +10 (Hireling Only - Gene)
Expert in Games Lore (xxx) +10 (Hireling Only - Gene)
Trained in Labor Lore (INT) +9
Trained in Legal Lore (INT) +9
Trained in Medicine(WIS) +11
Trained in Religion(WIS) +11
Trained in Survival(WIS) +11

FIGHTER CLASS FEATS - ABILITIES
Attack of Opportunity: ↺*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.

Lunge: ◆; Requirements You are wielding a melee weapon.
Extending your body to its limits, you attack an enemy that would normally be beyond your reach. Make a Strike with a melee weapon, increasing your reach by 5 feet for that Strike. If the weapon has the disarm, shove, or trip trait, you can use the corresponding action instead of a Strike.

Bravery: Having faced countless foes and the chaos of battle, you have learned how to stand strong in the face of fear and keep on fighting. Your proficiency rank for Will saves increases to expert. 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.

Swipe: Feat 4: ◆◆; Barbarian/Fighter/Flourish
You make a wide, arcing swing. Make a single melee Strike and compare the attack roll result to the ACs of up to two foes, each of whom must be within your melee reach and adjacent to the other. Roll damage only once and apply it to each creature you hit. A Swipe counts as two attacks for your multiple attack penalty. If you're using a weapon with the sweep trait, its modifier applies to all your Swipe attacks.

Fighter Weapon Mastery: Level 5:
Hours spent training with your preferred weapons, learning and developing new combat techniques, have made you particularly effective with your weapons of choice. Choose one weapon group: Hammers. Your proficiency rank increases to master with the simple weapons, martial weapons, and unarmed attacks in that group, and to expert with the advanced weapons in that group. You gain access to the critical specialization effects of all weapons and unarmed attacks for which you have master proficiency.

Reflexive Shield: Feat 6: Fighter: Source Player Core pg. 145
You can use your shield to fend off explosions and the like. When you Raise your Shield, you gain your shield’s circumstance bonus to Reflex saves. Special If you have the Shield Block reaction, damage you take as a result of a Reflex save can trigger that reaction, even if the damage isn’t physical damage.

SKILL FEATS:
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.

Assurance (Crafting): Feat 1: Fortune/General/Skill
Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers). Special You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.

Quick Repair: Feat 1: General/Skill. You take 1 minute to Repair an item. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action.

Experienced Professional: Feat 1: General Skill: Source Core Rulebook pg. 261 4.0: Prerequisites trained in Lore
You carefully safeguard your professional endeavors to prevent disaster. When you use Lore to Earn Income, if you roll a critical failure, you instead get a failure. If you’re an expert in Lore, you gain twice as much income from a failed check to Earn Income, unless it was originally a critical failure. (PFS Level 5 Feat)

Assurance (Athletics): Feat 1: Fortune/General/Skill
Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers). Special You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.

GENERAL FEATS
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: You move more quickly on foot. Your Speed increases by 5 feet.

STATS:
Strength: 19
Dexterity: 10
Constitution: 18
Intellect: 12
Wisdom: 16
Charisma: 10

EQUIPMENT
Full Plate +1
Steel Shield (1) with Shield Boss (1)
Sturdy Shield (minor) with Shield Spikes (1)
Lesser Cold Iron Warhammer +1 Striking Crushing
Clan Dagger w/ Sheath
Light Hammer x3
Backpack
Bedroll
Belt pouch
Waterskin
Flint and steel
Climbing Kit
Soap
Mug
Repair Kit
Blacksmith's Artisan Tools
Basic Crafter's Book
Winter Clothing
Crowbar, slightly crooked
Healer's Toolkit
Lifting Belt (+1)

CONSUMABLES
Minor Healing Potion (1)
Lesser healing potion (1)
Silversheen x2

DWARVEN ANCESTRY:

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.

Rock Runner: Feat 1(5th): Your innate connection to stone makes you adept at moving across uneven surfaces. You can ignore difficult terrain caused by rubble and uneven ground made of stone and earth. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone or earth, you aren't flat-footed, and when you roll a success at one of these Acrobatics checks, you get a critical success instead.

Mountain's Stoutness: Feat 9: Your hardiness lets you withstand more punishment than most before going down. Increase your maximum Hit Points by your level. When you have the dying condition, the DC of your recovery checks is equal to 9 + your dying value (instead of 10 + your dying value). If you also have the Toughness feat, the Hit Points gained from it and this feat are cumulative, and the DC of your recovery checks is equal to 6 + your dying value.

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).

LABORER BACKGROUND:

You’ve spent years performing arduous physical labor. It was a difficult life, but you somehow survived. You may have embraced adventuring as an easier method to make your way in the world, or you might adventure under someone else’s command.

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

You're trained in the Athletics skill, and the Labor Lore skill. You gain the Hefty Hauler skill feat in Athletics.

CHRONICLES:

Chronicle; Gold; Fame; XP; Faction;
Starting Gold 15.00 0 0
1A Sand Stone Secret 3.70 1 1 Envoy's Alliance
1.03 Escaping the Grave 12.88 4 6 Envoy's Alliance
1.12 Burden of Envy 14.12 4 4 Envoy's Alliance
2.01 Citadel of Corruption 15.20 4 4 Envoy's Alliance
Sundered Waves One-shot 22.40 4 4 Envoy's Alliance
2.13 A Gilded Test 22.40 4 4 Envoy's Alliance
1.08 Revolution on the Riverside 22.60 4 4 Envoy's Alliance
Head Shot the Rot 39.60 4 4 Envoy's Alliance
Q7 A Curious Claim 10.10 1 1 Envoy's Alliance
3.04 The Devil-Wrought Disappearance 39.60 4 4 Envoy's Alliance
3.07 The Locked Lodge 40.40 4 4 Envoy's Alliance
Q11 Parchment Tree 18.40 1 1 Envoy's Alliance
3.06 Struck by Shadows 67.60 4 4 Envoy's Alliance
1.19 Iolite Squad Alpha 67.60 4 4 Envoy's Alliance
2.00 King in Thorns Special 67.60 4 4 Envoy's Alliance
4.07 A Most Wondrous Exchange! 104.00 4 4 Envoy's Alliance
2.17 Lost Maid of Anactoria 104.00 4 4 Envoy's Alliance
5.05 The Island of the Vibrant Dead 104.00 4 4 Envoy's Alliance

BOONS:

Sand Slide ↺ 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. (Quest #1: The Sandstone Secret)

Team PlayerTrigger (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. (#1–03: Escaping the Grave)

(1/2)Valais’s Assurance: (General, Limited-Use) Valais Durant is the leader of the Radiant Oath, in no small part because of her kindness and willingness to share her power with those in need. You may check a box next to this boon and spend an action to use the champion focus spell lay on hands, heightened appropriately for your level. This does not cost a focus point. (#1–12: Burden of Envy)

(0/3)River Kingdoms Politician (General): You have made yourself, one way or another, a known quantity in the realm of River Kingdoms politics. Upon completing an adventure set in the River Kingdoms or Razmiran, you may check a box next to this boon when using your downtime to Earn Income to participate in the political intrigues of the region, allowing you find an Earn Income task of up to your level +1. Once all three boxes next to this boon are checked, this boon has a special effect in a future adventure. (#1–08: Revolution on the Riverside)

(0/3)Amateur Adjuster (General): With the claim settled, you’ve shored up relationships with some valuable allies and learned a bit about navigating Druman bureaucracy. Whenever you attempt a check to Gather Information, Decipher Writing, or Create a Forgery, you can check a box next to this boon to gain a +1 circumstance bonus on the check. If the check involves interacting with a Druman business or Druman bureaucracy, you instead gain a +3 circumstance bonus on the check. (Quest #7: A Curious Claim)

Infernal Magistrix’s Blessing: Infernal Magistrix’s Blessing: You came to the attention of Her Infernal Magistrix Abrogail II, ruler of Cheliax, through your efforts to deal with a wayward member of her family line. Should you prove yourself in further missions, she will grant you the honor of pledging yourself to her service in exchange for the ability to slip through space as freely as a devil can. This character gains access to the contract Fiendish Teleportation from Pathfinder Lost Omens Legends, which you can now purchase by loyally donating 1,400 gp to the imperial coffers. (#3-07: The Locked Lodge)

(0/2) Amateur Genealogist:Your efforts assisting Venture-Captain Qaradi have given you some insights into family trees. Immediately after the venture-captain briefing in a scenario, you can check a box next to this boon to increase your proficiency in either Genealogy Lore or Heraldry lore by 1 step until the end of the scenario: untrained becomes trained, trained becomes expert, and expert becomes master. You can’t increase your proficiency to legendary using this boon, and the effects of this boon aren’t cumulative with any other temporary proficiency increases to the associated skills. (Quest #11: A Parchment Tree)

Wayfinder: To guide your path, your faction has secured a wayfinder (Pathfinder Core Rulebook 617) for you to carry on your journeys and serve as a badge of office in the Pathfinder Society. This wayfinder has an effective sale price of 0 gp.

Hireling: 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 doesn’t have or use its own ability modifiers and can never benefit from item bonuses, status bonuses, or fortune effects. Abilities that grant you a circumstance bonus do not grant that circumstance bonus to your hireling even though you are using your action to attempt the check. You cannot aid your own hireling. You cannot use the hireling's skills except recall knowledge in combat, and the hireling cannot be affected by, or affect, 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 apply this boon multiple times to the same character, but may only benefit from one hireling boon on any given adventure. (Gene Spackletrot, Male Gnome: Trained in Diplomacy, Games Lore)

Expert Hireling: When you gain this boon, select one Hireling boon you possess. The selected ally’s proficiency for their selected skills improves to expert, and their modifier to skill checks increases to 4 + your level. Special: You can purchase this boon multiple times. Each time you purchase this boon, you must apply its benefits to a different Hireling boon. (Gene Spackletrot, Male Gnome: Trained in Diplomacy, Games Lore)

Skillful Mentor (Envoy's Alliance): While working with less experienced Pathfinder allies, you provide vital advice to sharpen your newer colleagues’ skills. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level Bump’s modifier to skill checks to 2. Normal: A Level Bump increases a PC’s skill check modifiers by 1. Special: A PC can only benefit from two mentor boons.

PURCHASABLE LOOT:

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)
+1 Longsword (level 2; 35 gp)
Gold nodule aeon stone (level 6; 230 gp)
Invisibility potion (level 4; 20g)
Kukri (level 0; 6s)
+1 Striking shortsword (level 4; 100 gp)
Goggles of night (level 5; 150 gp)
Scroll of haste (level 5; discounted price 15 gp; limit 1)
Piercing wind (15 gp; level 0; Pathfinder Guns & Gears 158)
Kukri (6 sp)
Lifting belt (level 4; 80 gp)
Encompassing lockpick U (item 8, 450 gp; Grand Bazaar 10)
Envenomed snare U (item 7, 60 gp; Grand Bazaar 15)
Holy prayer beads U (item 5, 160 gp)
Misdirecting haversack U (item 6 ,200 gp; Grand Bazaar 10)
Pummeling snare U (item 5, 25 gp; Grand Bazaar 43)
Scroll of comprehend language (4th level, item 7, 70 gp)
Scroll of darkvision (5th level, item 9, 150 gp)
Sky serpent bolts U (item 5, 25 gp each; Grand Bazaar 81)
Spellstrike ammunition (type III; item 7, 70 gp)
Wand of fey flames U (item 7, 360 gp; Grand Bazaar 81)
Parchment of direct message (level 3, 50 gp; Pathfinder Lost Omens Firebrands 86)
Greater hat of disguise (level 7, 340 gp)

BOTTING:

Klank takes the defense of himself and others as priority one. His shield is priority one. If he has to he will bash with it to save the action economy for drawing out a primary weapon. His typical turn ends up being: Raise Shield (use shield block or aoo, whichever triggers first), Stride, Strike.

TEMP GEAR:

1x Moderate Healing Potion (PFS)

ITEM DESCRIPTIONS:

Sturdy Shield (Minor)Item 4: Source Core Rulebook pg. 588 3.0: Price 100 gp: Bulk 1: The shield has Hardness 8, HP 64, and BT 32.

Crushing: Item 3+: Uncommon/Magical/Necromancy: Source Grand Bazaar pg. 42. Usage etched onto a bludgeoning weapon. Weapons with this rune empower your strength, and attacks with these weapons leave your foe staggered. When you critically hit a target with this weapon, your target becomes clumsy 1 and enfeebled 1 until the end of your next turn.

Hammer: The target is knocked prone.

Lifting Belt: Item 4: Invested Magical: Source GM Core pg. 292: Price 80 gp: Usage worn belt; Bulk L
This wide leather belt grants you a +1 item bonus to Athletics checks and increases the amount you can easily carry. You can carry Bulk equal to 6 + your Strength modifier before becoming encumbered, and you can hold and carry a total Bulk up to 11 + your Strength modifier.
[◆◆] Activate—Assisted Lift (manipulate); Effect You lift an object of up to 8 Bulk as though it were weightless. This requires two hands, and if the object is locked or otherwise held in place, you can attempt to Force it Open using Athletics as part of this activation. The object still has its full weight and Bulk for all other purposes—you just ignore that weight. The effect lasts until the end of your next turn.

FUTURE BUILD:

Quick Shield Block: Feat 8: Champion Fighter: Source Player Core pg. 147: Prerequisites Shield Block
You can bring your shield into place with hardly a thought. At the start of each of your turns, you gain an additional reaction that you can use only to Shield Block.

Tactical Reflexes: Feat 10: Fighter: Source Player Core pg. 148
You are particularly swift at punishing foes who leave you openings. At the start of each of your turns when you regain your actions, you gain an additional reaction that can be used only to make a Reactive Strike.

Paragon's Guard: ◆ Feat 12: Fighter Stance: Source Player Core pg. 149
Requirements You are wielding a shield
Once you’ve had a moment to set your stance, you always have your shield ready without a thought. While you are in this stance, you constantly have your shield raised as if you’d used the Raise a Shield action.

Opening Stance (Fighter): ◇ Feat 14: Fighter: Source Player Core pg. 150
Trigger You roll initiative. At the first sign of trouble, often before you consciously realize the danger, you drop into a stance with a mere thought. Use an action that has the stance trait.

Improved Reflexive Shield: Feat 16: Fighter: Source Player Core pg. 150
Prerequisites Reflexive Shield
Your shield can help save nearby allies. When you use Shield Block against damage resulting from a Reflex save, adjacent allies who would take damage due to Reflex saves against the same effect also benefit from the damage reduction.

Savage Critical: Feat 18: Fighter: Source Player Core pg. 151
The wounds you inflict are grievous. When you Strike with a weapon or unarmed attack for which you have legendary proficiency, you critically succeed if you roll a 19 on the die as long as that result would be a success. This has no effect on a 19 if the result would be a failure.

Weapon Supremacy: Feat 20: Fighter: Source Player Core pg. 151
Your skill with weapons bends the laws of reality, allowing you to continuously attack with speed that would normally require magical assistance. You’re permanently quickened. You can use your extra action only to Strike.