Harsk

Sickly's page

906 posts. Organized Play character for Evil Minion.


Full Name

The Viscount Sickly

Race

NG Dwarf

Classes/Levels

Barbarian 9 / Fighter 1

Alignment

NG

Languages

Common, Dwarvish, Giant, Undercommon

Strength 21
Dexterity 14
Constitution 9
Intelligence 14
Wisdom 16
Charisma 5

About Sickly

Male Dwarf Barbarian (invulnerable rager) 9 / Fighter (unbreakable) 1
NG Medium Humanoid (dwarf)
Init +2; Senses darkvision 60', stonecunning; Perception +15

Defense:
AC 23, touch 14, flat-footed 21 (+8 armor, +2 Dex, +2 deflection, +1 natural)
hp 83 (9d12 + 1d10 - 10 + 10 + 9)
Fort +9, Ref +7, Will +8; +5 vs spells or spell-like abilities, +3 vs poisons
Resistance fire 3; DR 4/- (8/- vs non-lethal)
Defensive Abilities Defensive Training, Hardy, Stability, Extreme Endurance (hot), Guarded Life, Greater Guarded Life;

Offense:
Speed 30 ft.
Melee +1 dwarven longhammer +16/+11 (2d6+8, 19-20/x3) or power attack dwarven longhammer +13/+8 (2d6+17, 19-20/x3)
Ranged club/javelin/throwing axe +12/+7 (1d6+5) or dagger/light hammer +12/+7 (1d4+5)
Reach 10 ft. (with dwarven longhammer)
Special Attacks Giant Hunter, Rage (22 rounds/day)

Statistics:
Str 21, Dex 14, Con 9, Int 14, Wis 16, Cha 5
Base Atk +10/+5; CMB +15; CMD 29 (33 vs bull rush or trip)
Feats Power Attack, Toughness, Endurance, Diehard, Steel Soul, Combat Reflexes, Improved Critical
Traits Berserker of Society, Glory of Old
Skills Acrobatics +12, Climb +12, Disable Deviceᶜᶜ +5, Healᶜᶜ +5, Knowledge (arcana)ᶜᶜ +3, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (nature) +6, Knowledge (nobility) +11, Knowledge (planes)ᶜᶜ +3, Knowledge (religion)ᶜᶜ +3, Perception +16 (+18 with Stonecunning), Profession (miner) +7, Spellcraftᶜᶜ +3, Survival +15, Swim +10, Use Magic Deviceᶜᶜ +2; -3 armor check penalty (+0 to climb and jump)
Languages Common, Dwarven, Giant, Undercommon

Equipment:
+2 agile breastplate
quickdraw light steel shield
+1 adamantine dwarven longhammer
cold iron light hammer
silver light hammer
throwing axe
cold iron throwing axe
lucky club
cold iron dagger
dagger
silver spiked gauntlet
cold-iron spiked gauntlet
javelin
+2 belt of giant strength
+2 cloak of resistance
+2 ring of protection
+1 amulet of natural armor
mwk miner's pick (mwk mining tool)
pathfinder pouch
wand of cure light wounds [ 27 ]
wand of feather step [ 48 ]
oil of bless weapon
oil of magic weapon
potion of touch of the sea
potion of enlarge person
scroll of communal resist energy (CL 8) x 2
spring-loaded wrist sheathe
medlance [ 8 ] w/ [empty]
mwk backpack
small tent
bedroll
blanket
iron pot
silk rope
flint and steel
grappling hook
canteen
healer's kit [ 2 ]
healer's kit [ 10 ]
candle x 2
earplugs
soap x 5
medical mask
waterproof bag
sack
trail rations x 2
bandolier x 2
vial of holy water
antiplague
antitoxin
skeleton key
mwk thieves' tools
pathfinder chronicle (nobility)
traveler's any-tool
climber's kit
vermin repellent
weapon blanch (cold iron)
weapon blanch (silver) x 2
wayfinder
cold weather gear x 2
belt pouch
skis
cleats
snowshoes
ice skates
filter scarf
small tent
36801 gp

** new purchases

Special Abilities:
Defensive Training +4 dodge bonus to AC vs giants
Giant Hunter +1 bonus on attack rolls vs giants. +2 on survival to find and follow giant tracks [replaces Hatred]
Stability +4 racial bonus to CMD vs bull rush and trip when standing on the ground
Hardy +2 racial bonus on saves vs spells, spell-like abilities, and poison
Glory of Old +1 trait bonus on saves vs spells, spell-like abilities, and poison
Lorekeeper +2 racial bonus on Knowledge (history) checks pertaining to dwarves or their enemies. Can make such checks untrained [replaced Greed]
Slow and Steady speed reduced to 20 feet, but never modified by armor or encumbrance
Fast Movement increase movement by 10 ft when wearing medium, light, or no armor
Stonecunning +2 perception to notice unusual stonework or traps in stone walls or floors. Free check if pass within 10'
Berserker of Society 3 additional rage rounds per day
Rage 20 rounds/day: +4 Str, +4 Con, +2 to Will saves, -2 to AC
Invulnerability (ex) gain DR/- equal to half barbarian level. This DR is doubled vs non-lethal damage
Extreme Endurance (ex) inured to hot climates as if using endure elements
Rage Power: Guarded Life (ex) While raging, if reduced below 0 hp, 8 hp of lethal damage converted to nonlethal damage. If at -'ve hps, immediately stabilize
Rage Power: Auspicious Mark (su) Once per rage, swift action that costs 2 rounds of rage, add +1d6 to any d20 roll after seeing the results
Rage Power: Greater Guarded Life (ex) 1 additional hp/lvl of damage converted with Guarded Life (16 hp total)
Rage Power: Unexpected Strike (ex) once per rage, can make an AoO against anyone that moves into a threatened square, regardless if that movement normally provokes or not.

Boons & Vanities:

  • Noble Title Vanity (Taldor) Gain an official noble title (Viscount) including documentation. Become specialized in Knowledge (nobility) [1 PP]

  • Confirmed Field Agent May purchase a wayfinder for 1 prestige point. Reduce cost to upgrade wayfinder by 1 prestige
  • Evenhanded Investigator +2 circumstance bonus on Diplomacy checks with guards and city officials in Absalom
  • The Court Grows (Sovereign Court) letter of reference that gives a +2 on diplomacy vs aristocrats native to the Inner Sea region.
  • True Ally of the Lantern Lodge When using prestige to gain a bonus on a skill check in Tian, the bonus is +5 (or +6 in Goka) instead of +4
  • Accumulating an Army (Riftwardens)
  • Riftwarden Magic all your PFS characters gain access to the anti-summoning shield, protection from outsiders, and telepathic censure spells.
  • Ghalcor's Spellcraft
  • Mendevian Commendation x 2 +2 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev
  • Fire affinity
  • Efreeti Unchained (Legacy)
  • Confidante (FactionCard1) Twice per adventure can attempt a knowledge check as though you had ranks equal to your ranks in diplomacy or gain a +2 on that check
  • Advocate (FactionCard2) when purchasing services, vanities or other prestige awards that cost at least 4 PP, reduce the cost by 1
  • Spymaster (FactionCard3) once per adventure, can coach up to 7 others in the use of a skill of your choice. For the duration of the adventure, they are treated as having a +3 on that skill and halve any armor check penalties while using it.

  • Explore, Report, Cooperate [1 use] Free immediate action to consider an action and know if it would further or hinder the goals of the Society
  • Pharasma's Blessing [1 use] reroll any single attack roll or save vs undead [used - C#13]
  • Ragdya's Blessing [1 use] gain a climb speed of 20' for 1d4 rounds and if you fall up to the round after it ends, affected as if by feather fall [used - C#15]
  • Alkenstar Prototype (Sovereign Court) [1 use] Gain a pistol or musket and 10 paper cartridges for one scenario. The firearm is modified by one of Increased Stopping Power, Intuitive, or Rifling
  • Enlightened Ambassador [1 use] move action to enter a trance for one hour. End the trance at any time for a +4 insight bonus on saving throws vs mind-affecting, a +10' increase to movement for 1 round, or ignore concealment for 1 round.
  • Combat Boon [2 uses] immediate action to reroll an attack roll
  • Righteous Repose [1 use] can requisition items from Lastwall
  • Worthy Foe (Bones) [2/3 uses] +2 to hit/damage and to AC, or a +2 bonus to saves, vs undead for one round. [used - 1)C#20,,]
  • Icewalker [4 uses] standard action to gain cold resistance equal to your level for 3 hours, or endure elements for 24 hours.
    Runic Tattoo [3 uses] whenever you cast a level 1-3 spell (including from a wand, scroll, stave, or other magical item) with a range of touch or personal, swift action to store the spell as a tattoo. Any time within the next 24 hours, you may spend a swift action to activate the tattoo.
    Varki Archaeology [5 uses] immediate action to gain a +4 on any knowledge check related to Erutaki, the Varki, undead, magical beasts, or the crown of the world.
    Family Feud (legacy) [1 use] gain the shadow blend ability of a fetchling for one scenario

Background:
Many have heard the story of seven particular dwarves who all lived and worked together and who one day happened upon an exiled princess, who decided to live with them for a while, before adventure and hi-jinx ensued. Good triumphing over evil. Happily ever after. Blah. Blah. Blah.

Sickly is not one of those dwarves.

'Those' dwarves have only made life difficult for regular dwarves.

Like every dwarf is lucky enough to get assigned a convenient gem mine to 'toil' in. No, he and his kin got coal. Like every dwarf has some royal harlot to do their housework and keep them entertained. No, he and his kin had only each other's ugly mugs to stare at when they got home. If you didn't cook it yourself, you didn't eat. If you didn't clean it, it stayed dirty.

And what kind of proper dwarf is named Happy! Dwarves ain't happy! Not proper ones anyway!

He and his kin hated 'those' dwarves. 'Those' dwarves didn't know a thing about being a right and proper dwarf... but kiss enough ass, grease enough palms, hire enough good PR, and suddenly regular dwarves were just not good enough.

Well to hell with those entitled bastards.

So a group these regular dwarves from a mine near Kravenkus decided to form their own group. The 'Other' dwarves if you will! They joined the Pathfinders in hopes of making a dwarven tale that will make people forget about 'Those' dwarves once and for all.

Unfortunately, Sickly wasn't one of those regular dwarves either... but at least he knew where they lived.

Sickly himself is a poor specimen of a dwarf. Born frail, ugly, and in poor health, most agree it was a miracle he survived to adulthood. His skin is jaundiced and pale with a damp sheen, his hair and beard matted and patchy as if parts of it have been falling out in small clumps. At any time, there's usually a rash or lesion visible on his exposed skin somewhere. A lack of almost any social graces only exasperate the effect.

A life of avoiding other people by working in the mine has made him quite strong. A lifetime of being mocked, ridiculed and picked on for his health and appearance has led to a very introspective and quiet dwarf, with a burning rage inside that occasionally comes out when pressed.

When the others left the coal mine to pursue the Pathfinders, Sickly stayed working for some time on his own. Not necessarily because he wanted to... but because the others did not mention they were going. Eventually, he noticed and went looking for them. And now its his turn!

Personality:
It is quite obvious, to anyone who spends any time around him, that Sickly has some serious self-esteem issues. A target for ridicule his entire life, he sees that as the norm. Any sort of compliment is almost completely foreign and is often brushed off as sarcasm or misinterpretation.

He also has a tendency to focus on anyone who is even remotely nice to him, sometimes to the point of irritation.

Shy and unassuming most of the time, when he is riled up, the anger bubbles forth in a wave, and suddenly people realize just how strong this sickly dwarf really is.

He also comes off as a bit of a hypochondriac, though when you actually have managed to catch just about everything at one point or another, it might not be entirely unjustified. He is always sniffling, or coughing, or sneezing, or scratching at some irritation or other, making most people extremely uncomfortable when around him.

Faction Card:
** 7/9 Season 7 Faction Card goals completed **
G1 3/3
G2 1/1
G3 1/1
G4 3/3
G5 2/2
G6 1/1
G7 1/1
G8 1/5

Society Stuff:

PFS# 84637-8
Faction Taldor Sovereign Court
XP 27
Prestige/Fame 42/50

Scenarios Completed:

  • #5.08, The Confirmation [1 XP, 2PP, 430 + 10 gp]
  • Master of the Fallen Fortress [1 XP, 1 PP, 479 + 5 gp]
  • The Godsmouth Heresy [3 XP, 4 PP, 1398 + 10 gp]
  • #3.19, The Icebound Outpost [1 XP, 2 PP, 524 + 1 gp]
  • #2.15, Shades of Ice, Part I: Written in Blood [1 XP, 2 PP, 1172 gp] (GM)
  • #4.18, The Veteran's Vault [1 XP, 2 PP, 1203 gp] (GM)
  • #3.18, The God's Market Gamble [1 XP, 2 PP, 1196 gp] (GM)
  • #6.01, Trial By Machine [1 XP, 2 PP, 1845 + 20 gp]
  • #3.05, Tide of Twilight [1 XP, 2 PP, 1885 + 20 gp]
  • #6.08, The Segang Expedition [1 XP, 2 PP, 1843 + 1 gp]
  • #6.19, Test of Tar Kuata [1 XP, 2 PP, 2265 + 20 gp]
  • #4.21, Way of the Kirin [1 XP, 2 PP, 2294 + 5 gp]
  • #4.02, In Wrath's Shadow [1 XP, 2 PP, 2284 + 50 gp]
  • #2.SP, Year of the Shadow Lodge [1 XP, 2 PP, 2500 gp]
  • #5.07, Port Godless [1 XP, 2 PP, 2535 gp]
  • #5.13, Weapon in the Rift [1 XP, 2 PP, 2528 gp] (GM)
  • #0.28, Lyrics of Extinction [1 XP, 2 PP, 2927 + 20 gp]
  • #5.02, The Wardstone Patrol [1 XP, 2 PP, 3216 + 50 gp]
  • #8.07, From the Tome of Righteous Repose [1 XP, 2 PP, 3230 + 50 gp]
  • #9.07, Salvation of the Sages [1 XP, 2 PP, 4480 gp]
  • #8.09, Forged in Flame, Part 1: The Cindersworn Pact [1 XP, 2 PP, 5410 + 50 gp]
  • #8.11, Forged in Flame, Part 2: Cleansed with Fire [1 XP, 2 PP, 5496 + 50 gp]
  • #10.03, Death on the Ice [1 XP, 2 PP, 5407 + 50 gp]
  • #10.20, Slaver's End [1 XP, 1 PP, 5367 + 50 gp]
  • #10.18, The Daughter's Due [1 XP, 2 PP, 5520 gp)]

Stats:
(HP 55/75 (DR 4, ResistFire 2) | AC 23, Touch 14, FlatFooted 21 | Fort +9, Ref +6, Will +7; +5 vs spells and spell-likes; +3 vs poison | Init +2 | Perc +14 (+16 with Stonecunning) | Confidante 2/2, Rage Rounds 5/20)