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About Konny Hammerheadlevel 8 stats:
Konny Hammerhead Male dwarf rogue 7/wizard 1/Trickster 2 NG Medium humanoid (dwarf) Init +13; Senses darkvision 60 ft.; Perception +15 -------------------- Defense -------------------- AC 20, touch 14, flat-footed 17 (+6 armor, +1 deflection, +2 Dex, +1 dodge) hp 81 (8 HD; 1d6+7d8+36) Fort +6, Ref +11, Will +8; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training, evasion, hard to kill, trap sense +2, uncanny dodge -------------------- Offense -------------------- Speed 50 ft. Melee biggie +12 (2d6+8/×3) or . . dagger +10 (1d4+5/19-20) or . . mwk dagger +11 (1d4+5/19-20) or . . warhammer +10 (1d8+5/×3) Ranged light crossbow +7 (1d8/19-20) Special Attacks hatred, mythic power (9/day, surge +1d6), sneak attack +4d6 Wizard Spells Prepared (CL 1st; concentration +3) . . 1st—shield, shield, true strike . . 0 (at will)—mage hand, message, prestidigitation . . Opposition Schools Enchantment, Necromancy -------------------- Statistics -------------------- Str 20, Dex 14, Con 15, Int 14, Wis 14, Cha 8 Base Atk +5; CMB +10; CMD 24 (28 vs. bull rush, 28 vs. trip) Feats Alertness, Disorienting Maneuver[UC], Dodge, Extra Mythic Power[M], Improved Initiative, Scribe Scroll, Toughness, Weapon Focus (earth breaker) Traits chance encounter, heirloom weapon (proficiency), pragmatic activator Skills Acrobatics +18 (+26 to jump), Appraise +6 (+8 to assess nonmagical metals or gemstones), Bluff +3, Climb +11, Diplomacy +3, Disable Device +18, Escape Artist +13, Knowledge (arcana) +6, Knowledge (history) +8, Knowledge (local) +8, Knowledge (planes) +12, Linguistics +6, Perception +15 (+17 to notice unusual stonework), Sense Motive +15, Sleight of Hand +6, Spellcraft +7, Stealth +13, Use Magic Device +10; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework Languages Common, Dwarven, Gnome, Hallit SQ amazing initiative, arcane bond (scorpi, scorpion, greensting), attached, forewarned, prescience, rogue talents (offensive defense, resiliency, weapon training), trapfinding +3 Combat Gear potion of barkskin +2, potion of cure moderate wounds, potion of protection from evil, potion of restoration, lesser, caltrops; Other Gear +2 mithral chain shirt, biggie, dagger, light crossbow, mwk dagger, warhammer, belt of giant strength +2, boots of elvenkind, cloak of resistance +2, ring of protection +1, terendelev's scales (cloudwalking), backpack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), masterwork backpack, masterwork thieves' tools, mess kit (1 lb), mirror, piton (10), pot, torch (10), trail rations (5), waterskin, 18 gp, 13 sp, 13 cp -------------------- Special Abilities -------------------- Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell). Attached (Biggie ) If your attachment is threatened, -1 Will & -2 save vs. fear Chance Encounter (1/day) Re-reroll failed Acrobatics, Bluff, Disguise, Sleight of Hand or Stealth check, keep 2nd result. Darkvision (60 feet) You can see in the dark (black and white vision only). Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype. Disorienting Maneuver After successful tumble through opponent's square, gain +2 on attack rolls vs. that opponent Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Enchantment You must spend 2 slots to cast spells from the Enchantment school. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach. Foresight Associated School: Divination Forewarned 1 (Su) Can always act in surprise rounds. Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones. Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2. Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs. Impossible Speed (+20 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour. Mythic Power (9/day, Surge +1d6) Use this power to perform your mythic abilities. Necromancy You must spend 2 slots to cast spells from the Necromancy school. Offensive Defense (Ex) Sneak attack grants a +1 dodge bonus to AC for each die rolled vs. that foe. Prescience (5/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn. Resiliency (1/day) (Ex) When brought to 0 Hp or less, gain 7 temporary Hp for 1 min. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Sneak Attack +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet. Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount. Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR. Transfer Magic (Su) Spend 1 power and make melee touch attack to transfer magic effect from creature to you. Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps. Trapfinding +3 Gain a bonus to find or disable traps, including magical ones. Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed. Stat Block:
Male Dwarf Rogue 6/Wizard 1/Trickster 2 NG Medium humanoid (dwarf) Init +13; Senses darkvision 60 ft.; Perception +14 -------------------- Defense -------------------- AC 20, touch 14, flat-footed 20 (+6 armor, +1 deflection, +2 Dex, +1 dodge) hp 67 (6d8+1d6+28) Fort +6, Ref +11 (+2 bonus vs. traps), Will +8; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), evasion, trap sense +2, uncanny dodge -------------------- Offense -------------------- Speed 50 ft. / x4 Melee . . Biggie (magic +1 cold iron and good earth breaker) +11 (2d6+8/×3) or . . mw dagger +10 (1d4+5/19-20) . . dagger +9 (1d4+5/19-20) . . warhammer +9 (1d8+5) Ranged light crossbow +6 (1d8/19-20) Special Attacks +1 on attack rolls against goblinoid and orc humanoids, mythic power (9/day, surge +1d6), sneak attack +3d6 Wizard Spells Prepared (CL 1st; concentration +2): . . 1st—shield, shield, true strike . . 0 (at will)—mage hand, message, prestidigitation . . Opposition Schools Enchantment, Necromancy -------------------- Statistics -------------------- Str 20, Dex 14, Con 15, Int 13, Wis 14, Cha 8 Base Atk +4; CMB +8; CMD 21 (25 vs. bull rush, 25 vs. trip) Feats Alertness, Disorienting Maneuver[UC], Dodge, Extra Mythic Power[M], Improved Initiative, Scribe Scroll, Toughness, Weapon Focus (earth breaker) Traits chance encounter, heirloom weapon (proficiency), pragmatic activator Drawbacks attached Skills Acrobatics +17 (+25 jump), Appraise +5 (+7 to determine the price of nonmagic items with precious metals or gemstones), Bluff +3, Climb +11, Diplomacy +3, Disable Device +17, Escape Artist +7, Knowledge (arcana) +5, Knowledge (history) +7, Knowledge (local) +7, Knowledge (planes) +8, Linguistics +5, Perception +14 (+17 to locate traps, +16 to notice unusual stonework), Sense Motive +12, Sleight of Hand +6, Spellcraft +5, Stealth +12, Use Magic Device +9 Languages Common, Dwarven, Gnome, Hallit SQ arcane bonds (Scorpi, scorpion, greensting), attached, forewarned, opposition schools (enchantment, necromancy), prescience, rogue talents (offensive defense, resiliency, weapon training), specialized schools (foresight), trapfinding +3 -------------------- Special Abilities -------------------- Attached (Biggie ) If your attachment is threatened, -1 Will & -2 save vs. fear Chance Encounter By expending one use of mythic power, the PC can take 20 on an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check without an increase in the time required to make the check. Darkvision (60 feet) You can see in the dark (black and white vision only). Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Enchantment You must spend 2 slots to cast spells from the Enchantment school. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach. Foresight Associated School: Divination Forewarned +1 (Su) Always act in surprise round. Initiative bonus. Init = 20 at level 20. Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones. Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2. Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs. Impossible Speed (+10 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour. Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities. Necromancy You must spend 2 slots to cast spells from the Necromancy school. Offensive Defense (Ex) Sneak attack grants a +1 dodge bonus to AC for each die rolled vs. that foe. Prescience (4/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn. Resiliency (1/day) (Ex) When brought to 0 Hp or less, gain 6 (rogue lvl) temporary Hp for 1 min. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Sneak Attack +3d6 extra damage if you flank your target or your target is flat-footed. Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet. Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount. Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR. Tier bonus to attack! (+2) Transfer Magic (Su) Spend 1 power and make melee touch attack to transfer magic effect from creature to you. Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps. Trapfinding +3 Gain a bonus to find or disable traps, including magical ones. Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed. --------------------
Funds:
Scorpi:
Scorpion, Greensting (Pathfinder RPG Bestiary 4 0) N Tiny magical beast (vermin) Init +3; Senses darkvision 60 ft.; Perception +10 -------------------- Defense -------------------- AC 19, touch 15, flat-footed 16 (+3 Dex, +2 size, +4 natural) hp 29 (1d8+3) Fort +2, Ref +7, Will +3 Immune mind-affecting effects -------------------- Offense -------------------- Speed 30 ft. Melee sting +8 (1d2-4 plus poison) Space 2.5 ft.; Reach 0 ft. Special Attacks poison -------------------- Statistics -------------------- Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2 Base Atk +3; CMB +4; CMD 10 (22 vs. trip) Feats Toughness, Weapon Finesse Skills Acrobatics +8, Appraise -1, Bluff -3, Climb +10, Diplomacy -3, Disable Device +6, Escape Artist +5, Linguistics -1, Perception +10, Sense Motive +5, Sleight of Hand +4, Spellcraft -1, Stealth +20, Swim +4, Use Magic Device +1; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth SQ improved evasion -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white vision only). Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects. Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save. Background:
Legend says he was the mightiest dwarf north of Five King Mountains. He was quick as a cat, strong as a bear, smart as a fox and though as a rhino. He walked the north in the time when the demons roamed the once proud nation of Sarkoris and singlehandedly saved the world from this awful menace. Legends are not known for their historical accuracy. This is a true story of his life… Brief personal history:
Personality:
Loves: hammers, eatin', gamblin', sleepin'
The goal (long term): to find and reclaim the lost Sun Citadel of Jormurdun (official) and to find what really happened to his parents (secret)
Quotes (not necessarily memorable):
Important Equipment:
Loot (outdated):
Scales of Terendelev: Cloudwalking: Three times per day as a standard action, a scale can be used to cast levitate. A pillar of roiling clouds rises below the levitating object or creature, growing and shrinking with the target's altitude. This pillar is 5 feet in diameter (regardless of the target's size) and provides concealment (20% miss chance) to any creature or object wholly contained within. (Konny) Disguise: Three times per day as a standard action, a scale can be used to cast alter self. While disguised, the target gains a +4 bonus on all Bluff checks made against evil creatures. Resistance: Three times per day as a standard action, a scale can be used to cast resist elements-but only against electricity or cold. Sacred Weaponry: Three times per day as a standard action, a scale can be used to cast align weapon, but only to make a weapon lawful or good. Unlike a normal align weapon spell, this effect can be cast on an unarmed strike or natural weapon. Burden Sharing: Three times per day as a standard action, a scale can be used to cast Shield Other. Consecration: Three times per day as a standard action, a scale can be used to cast consecrate. If used by a lawful good character, the sacred bonus on positive channeled energy DC's granted by the scale increases by +1. Ruined camp: a copper brooch depicting a bad perched on a mushroom--both of the bat's eyes are tiny amethysts (Victrix), a masterwork backpack that contains ten days of trail rations, a flint and steel, a set of caltrops, two flasks of oil, a bundle of 12 arrows, a potion of cure light wounds (drank by Anevia?) , and a potion of lesser restoration Shrine: Masterwork Warhammer, a ring (125GP) and a potion tied to the creature's belt. Mad dwarf: You find two potions on the Wizard. They are labeled in Dwarven, one says Healing and one says Disappear. The Dwarf's cloak is magical, Belledonna identifies it as a Cloak of Resistance +1. The dwarf also carries a fine looking dagger, masterwork, and a light crossbow with 10 bolts. He also carries a scroll of shocking grasp and a scroll of resist energy. Dead bodies (Baphomet cultists) : Masterwork Chainmail, Potion labeled Cure Light Wounds, 45GP, Also wielding a Masterwork Glaive and Spiked Glove, Masterwork Chainmail, Two scrolls, 100GP in small gold bars, Also wielding a Masterwork Glaive and Spiked Glove. Clutched tightly in his hand is a small symbol of a Bull's Head with Tiny red gemstones for eyes. Chief Sull: Mace of the Penitent. +1 Heavy Mace 1/day it can cast Lesser Restoration upon its wielder if it has been used in battle that day against an evilly aligned opponent |