Full Name |
Royken Slatehound |
Race |
Male |
Classes/Levels |
Dwarf Fighter 10 |
Gender |
HP: 160 | AC: 28 | F: +21 (juggernaut); R: +19; W: +17 (bravery) | Perception +16 || |
Size |
Medium |
Alignment |
CN |
Location |
Alkenstar |
Languages |
Common, Dwarven |
Occupation |
Outlaw |
Strength |
18 |
Dexterity |
18 |
Constitution |
18 |
Intelligence |
10 |
Wisdom |
14 |
Charisma |
16 |
About Royken Slatehound
[ spoiler=Status]
HP 160/160
AC 28
Fort +21 (juggernaut), Ref +19, Will +17 (bravery)
Hero points: 3
Ammo: 42 rounds
Effects:
[/spoiler]
[dice=+1 striking shock dwarven scattergun, inspired]1d20+18+1[/dice]
[dice=Electricity]1d6[/dice]
[dice=Damage (bludgeoning, concussive, kickback), inspired]2d8+4[/dice]
[ ooc]10 ft. scatter: On a hit, primary target takes the above damage, and the target and all other creatures within the listed radius around it take 1 splash damage per weapon damage die.[/ooc]
[dice=+1 striking shock dwarven scattergun reinforced stock (two hand), inspired]1d20+20+1[/dice]
[dice=Damage (bludgeoning), inspired]2d6+7+1[/dice]
[dice=Electricity]1d6[/dice]
[ ooc]Crit? You knock the target away from you up to 10 feet (you choose the distance). This is forced movement.[/ooc]
[dice=Brutish Shove: +1 striking shock dwarven scattergun reinforced stock (two hand, iterative), inspired]1d20+20+1-5[/dice]
[dice=Damage (bludgeoning), inspired]2d6+7+1[/dice]
[dice=Electricity]1d6[/dice]
[ ooc]Crit? You knock the target away from you up to 10 feet (you choose the distance). This is forced movement.[/ooc]
[ ooc]Throwing your weight behind your attack, you hit your opponent hard enough to make it stumble back. Make a Strike with a two-handed melee weapon. If you hit a target that is your size or smaller, that creature is flat-footed until the end of your current turn, and you can automatically Shove it, with the same benefits as the Shove action (including the critical success effect, if your Strike was a critical hit). If you move to follow the target, your movement doesn't trigger reactions. [/ooc]
--
Royken Slatehound
Birthplace: Dongun Hold
Gender & Pronouns: Male, he/him
Physical Appearance: Well-built dwarf, short-cropped black hair and well-trimmed beard.
Ancestry: dwarf (rock dwarf)
Background: Ratted-out Gun Runner
Class fighter; Level: 10
Medium Dwarf Humanoid
CN; Deity: --
Languages: Common, Dwarven
____________________
SENSES
Perception: [dice=Perception (master), darkvision]1d20+17[/dice]
Special Senses: Darkvision
____________________
DEFENSES
Hit Points: 160/160 (10 ancestry + 10 fighter + 4 Con + 1 toughness)
AC: 28 [T]
Armor Blast plate (+1 resilient full plate, +6 AC, +0 Dex)
+1 stanching scale mail (+3 AC bonus, +2 Dex cap)
Armor proficiencies Trained in all, unarmored
SAVING THROWS
Fortitude: [dice=Fortitude (master, juggernaut)]1d20+21[/dice]
Reflex: [dice=Reflex (expert)]1d20+19[/dice]
Will: [dice=Will (expert), bravery]1d20+17[/dice]
Notes: You gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that attempt to knock you prone. In addition, if any effect would force you to move 10 feet or more, you are moved only half the distance.
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.
The DC of the flat check to end persistent bleed damage is 12 instead of 15 (or 7 with particularly effective assistance).
____________________
OFFENSE
Class DC: 25 (trained)
Speed: 25 ft.
Weapon proficiencies Master in clubs (with crit specialization); expert in simple, martial, unarmed, advanced firearms; trained in advanced
____________________
SKILLS
Acrobatics (U, Dex)
[dice=Acrobatics (untrained)]1d20+ 4 [/dice]
Arcana (U, Int)
[dice=Arcana(untrained)]1d20+ 0 [/dice]
Athletics (M, Str)
[dice=Athletics (master)]1d20+ 20 [/dice]
Crafting (U, Int)
[dice=Crafting (untrained)]1d20+ 0 [/dice]
Deception (U, Cha)
[dice=Deception (untrained)]1d20+ 3 [/dice]
Diplomacy (U, Cha)
[dice=Diplomacy (untrained)]1d20+ 3 [/dice]
Intimidation (E, Cha)
[dice=Intimidation (expert)]1d20+ 17 [/dice]
Lore (engineering) (E, Int)
[dice=Lore (engineering) (expert)]1d20+ 14 [/dice]
Lore (explosive) (M*, Int)
[dice=Lore (explosive) (master)]1d20+ 16 [/dice]
Lore (firearm) (M*, Int)
[dice=Lore (firearm) (master)]1d20+ 16 [/dice]
Medicine (U, Wis)
[dice=Medicine (untrained)]1d20+ 2[/dice]
Nature (U, Wis)
[dice=Nature (untrained)]1d20+ 2 [/dice]
Occultism (U, Int)
[dice=Occultism (untrained)]1d20+ 0 [/dice]
Performance (U, Cha)
[dice=Performance (untrained)]1d20+ 3 [/dice]
Religion (U, Wis)
[dice=Religion (untrained)]1d20+ 2 [/dice]
Society (U, Int)
[dice=Society (untrained)]1d20+0[/dice]
Stealth (T, Dex)
[dice=Stealth (trained)]1d20+16[/dice]
Survival (E, Wis)
[dice=Survival (expert)]1d20+16[/dice]
Thievery (T, Dex)
[dice=Thievery (trained)]1d20+16[/dice]
____________________
FEATS:
Ancestry Feats and Abilities
* Heritage 1st: You gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that attempt to knock you prone. In addition, if any effect would force you to move 10 feet or more, you are moved only half the distance.
* 1st: Dongun Education: Pick two of the following Lore skills: Engineering Lore, Explosive Lore, or Firearm Lore. At 2nd level, you gain expert proficiency in these Lore skills; at 7th level, you gain master proficiency in these Lore skills; and at 15th level, you gain legendary proficiency in them.
* 5th: Rock Runner: 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.
* 9th: Stone Bones (reax) Trigger: You are struck by a critical hit that deals physical damage. Effect: Your intractable nature can help you shrug off even the most grievous injuries. Attempt a DC 17 flat check. If you are successful, the attack becomes a normal hit.
General Feats
* 3rd: Toughness: Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.
* 7th: Fleet: +1 speed
Skill Feats
* Background: Experienced Smuggler: You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you have concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items. Due to your smuggling skill, you’re more likely to find more lucrative smuggling jobs when using Underworld Lore to Earn Income.
* 2nd: Titan Wrestler: You can attempt to Disarm, Grapple, 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.
* 4th: Unmistakable Lore: You never get information about your areas of expertise wrong. When you Recall Knowledge using any Lore subcategory in which you’re trained, if you roll a critical failure, you get a failure instead. If you’re a master in a Lore subcategory, on a critical success, you gain even more information or context than usual.
* 6th: You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
* 8th: Combat Climber
* 10th: Powerful Leap
Class Feats and Abilities
* Feature 1st: Attack of Opportunity
* Feature 1st: Shield Block
* 1st: Sudden Charge [two-actions] (flourish, open) 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.
* 2nd: Brutish Shove (Press) [one-action] Requirements You are wielding a two-handed melee weapon. Effects Throwing your weight behind your attack, you hit your opponent hard enough to make it stumble back. Make a Strike with a two-handed melee weapon. If you hit a target that is your size or smaller, that creature is flat-footed until the end of your current turn, and you can automatically Shove it, with the same benefits as the Shove action (including the critical success effect, if your Strike was a critical hit). If you move to follow the target, your movement doesn't trigger reactions.
Failure The target becomes flat-footed until the end of your current turn.
* 2nd free archetype: Demolitionist Dedication: You know how to set explosives to cause the maximum possible damage to buildings and other structures. You become trained in Engineering Lore or become an expert in it if you were already trained. You gain the Set Explosives action.
Set Explosives (concentrate) Requirements You have 1 or 2 bombs in hand; Effect You attach the bombs to an inanimate object within your reach, such as a door, wall, or column, and rig them to detonate at a set time. The bombs explode at a specific time you determine (such as after your next action or at the start of your next turn, to a maximum of 1 minute), dealing their damage and splash damage to the inanimate object. Combine this damage for the purpose of resistances and weaknesses, and this damage ignores an amount of the object's Hardness equal to your level. Any creatures adjacent to the hazard take the bombs' splash damage, also combined for the purpose of resistances and weaknesses. As a reminder, since you didn't throw the bombs, Calculated Splash and similar effects don't apply. Making sure your timing is correct requires concentration, so you can't Set Explosives again while you're waiting for a previously set bomb to detonate.
* 4th: Lunge [one-action] 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.
* 4th free archetype: Demolition Charge
You can rig your bombs to inanimate objects in order to cause destruction to the surrounding area. As an activity that takes 1 minute, you attach between one and four bombs to an inanimate object within your reach, such as a chest, door, wall, or column. This creates a hazard in one square occupied by or adjacent to the inanimate object, and the hazard's Stealth DC to detect it and Thievery DC to disable it are equal to your class DC. The hazard has the following reaction, which you can also trigger as a single action so long as you are within 30 feet of the hazard. The hazard retains its potency until it's triggered, until the inanimate object moves from its space, or until you make your next daily preparations, whichever comes first.
Activate Fire in the Hole; Trigger A creature moves into the hazard's space; Effect The hazard explodes, dealing the bombs' damage and splash damage to the inanimate object. Combine this damage for the purpose of resistances and weaknesses, and this damage ignores an amount of the object's Hardness equal to your level. Any creatures adjacent to the hazard take the bombs' splash damage, similarly combined for the purpose of resistances and weaknesses. As a reminder, since you didn't throw the bombs, Calculated Splash and similar effects don't apply.
* 6th: Advanced Weapon Training (firearms): You’ve studied the art of wielding an advanced weapon. Choose a weapon group. You gain proficiency with all advanced weapons in that group as if they were martial weapons of their weapon group.
* 6th free archetype: Safety Measures: You're often careful to be sure you're not hoisted on your own petard, or anyone else's, for that matter. When you have cover from a bomb, you gain resistance to damage caused by that bomb equal to half your level, plus a value equal to the circumstance bonus to AC granted by the cover. You gain these benefits against your own bombs regardless of whether you have cover.
* 7th: Battlefield Surveyor: +2 to initiative
* 7th: Weapon Specialization: You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary.
* 8th: Felling Strike
* 8th (free archetype): Explosive Entry
* 9th: Combat Flexibility (Pain Tolerance): Through your experience in battle, you can prepare your tactics to suit different situations. When you make your daily preparations, you gain one fighter feat of 8th level or lower that you don’t already have. You can use that feat until your next daily preparations. You must meet all of the feat’s other prerequisites.
* 10th: Certain Strike
* 10th free archetype: Overwatch Dedication
____________________
EQUIPMENT
Consumables: moderate thunderstone
Magical gear: bag of holding, hat of disguise (30 gp), +1 striking ghost touch dwarven scattergun, +1 striking light pick, +1 stanching scale mail (294 gp), ring of discretion
Gear: Clan dagger, reinforced stock (2 sp), backpack (1 sp), bedroll (1 cp), belt pouch (4 cp), flint and steel (5 cp), waterskin (5 cp), scale mail (4 gp)
151 gp, 21 sp, 23 cp (updated after returning from Quartz Cathedral and buying armor runes)
____________________
STORY NOTES
BOOK 3
What's happening on the Gearsmoke
Getting Loveless
Clues to Loveless
Info on the Vault of Secrets, the shieldmarshals' headquarters
Meeting the grand duchess, getting our "final" mission
The Gilded Gunners target the Steaming Kingdom
BOOK 2
Find Oloman Kosowana and learn his story
Meeting Elias
The crew of the Second Kiss
Meeting Phera Wyndslow, and our fellow passengers
Discovering the Cradle of Quartz
BOOK 1
* Who hired the Powderkeg Punks?
* The Get Gattlebee Caper
* Discovering the Harpy's Kiss, Phera Wyndslow's ship
* Meeting Monsie
* Meeting the Nailgobblers and Lord Glass
* First encounter with Deputy Shieldmarshal Loveless
* Meeting Irken Dresh