Gadka Burtannon

Nocki Hasuf's page

375 posts. Organized Play character for Anthorg.


Full Name

Nocki Hasuf

Race

| HP: 34/34 | AC: 20, T: 12, FF: 18 | CMB: +5, CMD: 17 | F: +5, R: +3, W: +2 (+2 vs poison, spells and spell-like abilities) (+1 vs fear/mind-affecting) | Init: +2 | Darkvision, Perc: +9, SM: +1

Classes/Levels

| Speed 20ft | Active conditions: none

Gender

M LG Dwarf Fighter (Eldritch guardian/Foehammer) 3

Size

Medium

Age

59

Alignment

LG

Deity

Abadar

Languages

Common, Dwarf

Occupation

Pathfinder Society explorer

Strength 14
Dexterity 14
Constitution 15
Intelligence 10
Wisdom 12
Charisma 10

About Nocki Hasuf

About Nocki:

Appearance
Nocki Hasuf is a strong looking dwarf. His eyes are kind and transmit honesty. Whenever he is seen relaxing or ready to fight, it is clear he feels most comfortable in armor, as heavy as it is. He seems to ever so often stroke the warhammer hanging at his side, and his heavy steel shield with a worn out crest seems like part of his own arm. A short black beard shows how young he is for a dwarf, but the small yet noticeable scar on his nose shows he is not unexperienced.

Background
Nocki comes from a merchant family called Hasuf housed in Magnimar. The day they came accross a rare Taldorian relic was the day Nocki found his calling. The wonder it caused on people and the mistery that revolved it made the young dwarf's head race and his eyes spark.

On the first oportunity, he joined the Pathfinders, hoping to find relics and create the same sales pitch around them. Although he knew he wasn't the scholar and storyteller that the Pathfinder Society required, he knew that most of them required someone to protect them in their quests, so he applied confidently and, sure enough, he was accepted. Although he isn't the smartest type, the study of history and legends was very intriguing to him.

Personality
Nocki will always defend those who cannot. He is loyal to the Pathfinder Society, but also protects those not as strong as him without thinking twice. He is not as unlikeable as dwarves are known for, coming from a family of merchants, but his patience has a short limit. And although he tries to seem restrained and logical, he seems to talk very loudly from time to time. Furthermore, of all things, what bothers him most is the cute furry Koala that started following him around. He secretely likes it, however.

Basic Info:

STR 14, DEX 14, CON 15, INT 10, WIS 12, CHA 10
Dwarf
Male
Medium Size
Fighter lvl 3 (Eldritch guardian/Foehammer)

BaB 3
Init +2; Senses: Perception +9
CMB +5 (3BaB +2strength)
CMD 17 (3BaB +2strength +2dexterity +10) (add 4 vs bull rush or trip)
Favored Class Fighter (+3 hit point)
Darkvision

Defense
AC 20, touch 12 flat-footed 18 (+6 Armor +2 Dex +2 Shield) (+4 vs giant)
HP 34 (10 (level 1) + 12 (level 2 to 3) + 6 (3*2 Con) + 3 Toughness + 3 FavClass)
Fort +5 (+3 base +2 Con) (add 2 racial vs poison, spell and spell-like ability)
Ref +3 (+1 base +2 Dex) (add 2 racial vs spell and spell-like ability)
Will +2 (+1 base + 1 Wis) (add 2 racial vs spell and spell-like ability) (add 1 vs fear and mind-affecting)

Offense
Speed 20 ft
Melee (pwr attck) Mwk Cold Iron Warhammer +5 (1d8+4/x3)
Melee shortsword +6 (1d6+2/19-20x2)
Ranged light crossbow +5 (1d8/19-20x2), Range 80ft
Add 1 attack vs orc and goblinoid
+2 circumstance for bull rush, overrun, sunder or trip
Space 5 ft, Reach 5 ft

Traits, Feats, Skills and Languages:

Traits:
Ruin Raider: While the mercantile industries of Magnimar appeal to your keen eye for monetary gain, you know that the boldest route to true fortune lies in hunting down rare relics and selling them to the highest bidder. Becoming a Pathfinder seemed like an obvious decision, allowing you to travel throughout Varisia in your search for wealth, so you signed up right away. You brought with you a sharp eye and keen ability to distinguish fakes from the genuine article. You gain a +1 traint bonus on Appraise checks. Additionally, you gain a +4 bonus on Perception checks made to distinguish statue-like creatures (like caryatid columns and gargoyles) from actual sculptures.
Goldsniffer: Your keen senses lead you to hidden treasures. You gain a +2 trait bonus on Perception checks related to metals, jewels and gemstones.

Feats:
Lvl 1 - Toughness
Familiar - Alertness
Lvl 3 - Power Attack

Skills (2 ranks/level):
Climb +6 (3 Rank +2 Str -5 ACP +3 Familiar +3 Class skill) (subtract 2 when wearing shield)
Perception +9 (3 Rank +1 Wis +2 Alertness +3 Class skill) (add 4 to distinguish statue-like creatures) (add 2 when related to metals, jewels and gemstones) (add 2 to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. Automatic check when passing within 10 feet even if not looking)

Background skills (2 ranks/level):
Apraise +4 (3 Rank +1 Trait) (add 2 to determine price of non-magical goods that contain precious metals and gemstones)
Lore Smoking herbs +6 (3 Rank +3 Class skill)

Languages: Common, Dwarven

Equipment:

Smokestick
Tanglefoot bag x2
Masterwork Cold Iron Warhammer
Heavy steel shield
Chainmail
Light crossbow
10 bolts
Dagger
Backpack
Bedroll
Crowbar
Flint & steel
Hammer
Clay mug
Belt pouch
Trail rations x 10
Hemp rope x2
Grappling hook
Sack x2
Soap x2
Waterskin
Second story harness
Climber's kit

Money left: 41.08

Money transactions:

Money tracked in gold pieces. Silver and copper are tracked in decimals

Money gained:
300gp - Starting money
6 - Selling starging warhammer

Money spent:
234.82 - Starting gear
0.1 - Fenster's bribe
25 - Cart man to take Natalya's corpse
5 - Paying ferry to the Irespan

Special class abilities:

Eldritch Guardian:
The eldritch guardian adds Perception, Spellcraft, and Use Magic Device to his list of class skills, but does not gain Intimidate, Ride, or Swim as class skills.

Familiar (Ex): At 1st level, an eldritch guardian adds a familiar, treating his fighter level as his effective wizard level for the purpose of this ability. This ability replaces the bonus feat gained at 1st level.

Share Training (Ex): At 2nd level, when the familiar can see and hear its master, it can use any combat feat possessed by the eldritch guardian. The familiar doesn’t have to meet the feat’s prerequisites, but at the GM’s discretion may be precluded from using certain combat feats due to its physical form. For example, an eldritch guardian’s pig familiar with access to Exotic Weapon Proficiency (spiked chain) would not gain the ability to use spiked chains, since it doesn’t have any limbs capable of properly handling them.

Steel Will (Ex): At 2nd level, the eldritch guardian gains a +1 bonus on Will saves against fear and mind-affecting effects. This bonus increases by 1 for every 4 levels beyond 2nd.

Sledgehammer (Ex): At 3rd level, a foehammer wielding a hammer gains a +2 circumstance bonus on combat maneuver checks made to bull rush, overrun, sunder, or trip.

This ability replaces armor training 1.

Dwarf abilities:

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Bear, the Koala:

STR 6, DEX 11, CON 13, INT 6, WIS 9, CHA 8
Koala
Male
Small size

BaB +2
Init +0; Senses: Perception +3 (low-light vision)
CMB -1 (1BaB -2 Str -1 size)
CMD 9 (1BaB -2 Str -1 size) (add 4 vs trip)

Defense
AC 12 (+1 size +1 natural)
HP 12 (1/2 Nocki's max)
Fort +6 (+3 Base +1 Con +2 Feat)
Ref +3 (+3 Base)
Will -1 (0 Base -1 Wis)

Offense
Speed 20ft, Climb 20ft
Melee 2 claws +2 (1d3-2)
Space 5ft, Reach 5ft

Feats
Great Fortitude

Skills
Climb +7
Perception +4

Special
Alertness: While a familiar is within arm's reach, the master gains the Alertness feat

Improved Evasion

Share spells

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.