Gambler

Maclin "Mac" Stoneheart's page

244 posts. Alias of Lucendar.


Full Name

Maclin "Mac" Stoneheart

Race

Male Dwarf Fighter 4| HP 62/62| AC: 22| Fort: +11; Ref: +9; Will: +10 | Init: +0 | Per +10/+12 | Spd 25 ft. | Hero Points: 2 1 3

Strength 4
Dexterity 1
Constitution 3
Intelligence 0
Wisdom 2
Charisma -1

About Maclin "Mac" Stoneheart

*One time boon: In game terms, you gain +2 status bonus to a single check, which can apply after the result is determined. You have 1 month to use this boon or it is lost forever.

Dwarf Fighter 4
Background: Miner
Heritage: Death Warden Dwarf (If you roll a success on a saving throw against an effect that has the void trait or was created by an undead creature, you get a critical success instead.)
Ancestry Feat: Stonemason's Eye (+2 perception with stonework)

Perception +10; Darkvision
Languages Common, Dwarven
Skills Acrobatics +1, Athletics +12, Crafting +6, Lore: Mining +6, Medicine +8, Nature +8, Religion +8, Survival +8
Str +4, Dex +1, Con +3, Int +0, Wis +2, Cha -1
Items Full Plate, Healer's Toolkit, Waterskin, Crowbar, Backpack, Soap, Clothing (Explorer's), Alchemist's Fire (Lesser) (4), Alchemist's Fire (Moderate) (2), Elixir of Life (Minor), Skeptic's Elixir (Lesser), Skeptic's Elixir (Moderate), Chain Mail (at home), 29.5 gp
AC 22; Fort +11, Ref +9, Will +10; Bravery
HP 62
Shield Block Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an 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.
Reactive Strike 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.
Speed 25 feet
Melee +1 Striking Greatpick +13 (Fatal d12, Magical), Damage 2d10+4 P
Melee +1 Pick +13 (Fatal d10, Magical), Damage 1d6+4 P
Melee Light Hammer +12 (Agile, Thrown 20 ft.), Damage 1d6+4 B
Melee Light Hammer +12 (Agile, Thrown 20 ft.), Damage 1d6+4 B
Melee Dagger +12 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+4 P

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

Quick Jump: You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).

Titan Wrestler: You can attempt to Disarm, Grapple, Reposition, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.

◆◆Intimidating Strike (Emotion, Fear, Mental) Your blow not only wounds creatures but also shatters their confidence. Make a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit.

◆Rage (Barbarian, Concentrate, Emotion, Mental) Requirements You aren't fatigued or raging. You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. While you are raging: • You deal 2 additional damage on melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile. • You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging. Rage lasts for 1 minute, until you fall unconscious, or until the encounter ends, whichever comes first. You can't voluntarily stop raging. When you stop raging, you lose any remaining temporary Hit Points from Rage, and can't gain temporary Hit Points from using the Rage action again for 1 minute.

◆◆Sudden Charge (Flourish) With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

◆◆Swipe (Flourish) You make a wide, arcing swing. Make a melee Strike and compare the attack roll result to the AC of up to two foes, each of whom must be within your melee reach and adjacent to each 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.

◆◆Vicious Swing (Flourish) You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you're at least 10th level, increase this to two extra dice, and if you're at least 18th level, increase it to three extra dice.

Additional Feats Barbarian Dedication, Death Warden Dwarf, Fleet, Quick Jump, Stonemason's Eye, Terrain Expertise, Titan Wrestler
Additional Specials Instinct (Spirit Instinct)

Items Chain Mail, Healer's Toolkit, Waterskin, Crowbar, Backpack, Soap, Clothing (Explorer's), 78 gp, 6 sp, 5 cp

Background:

Maclin ("Mac") hails from Galizkhur, a largely dwarven mining settlement, on the southern coast of the Isle of Kortos. Ten (10) years ago, when Mac was only 15, one of his great-uncles, a wizard by the name of Magnus, was caught stealing by Mac's father, Valgrim. Valgrim was set to report Magnus to the dwarven authorities the next morning. During the night, Magnus, who was secretly practicing in the necromantic arts, decided to eliminate Valgrim before his crime could be revealed. He summoned a ghost and ordered it to Kil Valgrim and his family.
During the night, while the family slept, the ghost passed incorporeally through the home's walls. Unbeknownst to the family, Mac could not sleep that night and was wandering the halls of the home looking to entertain himself, when the ghost appeared in his presence. Mac was paralyzed with fear as he heard the ghost's moan and felt his life draining away, as the ghost flew closer to him, his outstretched hand inching closer to him. Then, suddenly, a casting of divine magic made the ghost scurry away in pain, as Hagrym, Mac's older brother and an acolyte in training, who had been awakened by the ghost's moan, appeared with his holy symbol. Mac's father followed, with twin axes in hand, and the ghost was defeated. Magnus, knowing he would be executed for his crimes, fled Galizhur forever.

Mac was forever changed by that experience. Several strands of his hair turned white at the sight of the ghost and never changed back. It was the most terrifying experience of Mac's life, and he promised himself he would never feel that way. While he was not as devout as his brother, Mac dedicated himself to the study of religion and hunting and destroying ghosts. This is the reason Mac has +5 in Religion score and he plans to take the Ghost Hunter dedication feat at 2nd level.

Ties to Otari: As a miner, Mac has built up his muscles and brawn (+4/+3 in Str and Con) to become a capable warrior. He and his brother are charged with delivering the iron ore from the mines to Otari, so he knows Carmen Rajani from Blades for Glades, as well as members of the Garrison. When he is in town, Mac visits Brelda Venkervale, the current dwarven proprietor of the Rowdy Rockfish, to share drinks and stories. He cares for the quaint mining town and is always on the lookout for ghost stories and/or tales about a dwarven necromancer still on the loose.