Oread

Steinfaust's page

310 posts. Organized Play character for Helikon.


Full Name

Brocken called the Steinfaust

Race

Oread

Classes/Levels

Hunter 5

Spoiler:
27/27 // F5/R3/W4 // AC 16/T10/FF16 // Perc +8

Gender

Male

Size

medium

Age

19

Special Abilities

Animal Focus

Alignment

NG

Deity

Korada

Location

Absolom, born in Sothis

Languages

Common, Osiriani

Homepage URL

Steinfaust

Strength 19
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 16
Charisma 8

About Steinfaust

Data:

Name: Stonefist
Race: Oread
Job: Hunter (Scarab Stalker) 1
Age: 19
Alignment: NG
Personality: Steady,
Likes: Stone gardens, Hunting
Dislikes: Ships, mild Aquaphobia
Favorite foods: Stews, Ale
Hobbies: Hunting
Physical Description: Bald, with a skin coloured like granite. Amethyst eyes
Deity: Korada
Languages: Common, Terran,

Stat point distribution:

20 point buy for stats
STR: 16 / 18 = 10 (+2 Oread Racial)
DEX: 10 / 10 = 0
Con: 14 / 14= 5
INT: 10 / 10= 0
WIS: 14 / 16 = 5 (+2 Oread Racial)
CHA: 10 / 08 = 0 (-2 Oread Racial)

Stats:

Hit Points: 27 / 27 (3d8+6+3)
Init: +0
Bardiche +6 (1d10+9/19-20x2/S) (adamantine)
Earth Breaker 5 (2d6+9 /x3/B)
Attack:
Melee: 6 = 2(base) + +4(STR);
Range: 2 = 2(base) + 0(DEX);
CMB: 6 = 2(base) + +4(STR);
CMD: 16 = 10 + 2(base) + 4(STR) + 0(DEX);

AC:
AC: 16 = 10 + 6(Armour) + 0(Shield) +0(Dex);
Touch: 10 = 10 + 0(Dex);
Flat: 16 = 10 + 6(Armour) + 0(Shield);
Saves:
Fort: 5 = 3(base) + 2(CON);
Ref: 3 = 3(base) + 0(DEX) ;
Will: 4 = 1(base) + 3(WIS);


Hunter, Oread:

Hunter

Weapon and Armor Proficiency:
A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Spells:
A hunter casts divine spells drawn from the druid and ranger spell lists (see Chapter 10 of the Pathfinder RPG Core Rulebook). Only druid spells of 6th level and lower and ranger spells are considered to be part of the hunter spell list. If a spell appears on both the druid and ranger spell lists, the hunter uses the lower of the two spell levels listed for the spell. For instance, reduce animal is a 2nd-level druid spell and a 3rd-level ranger spell, making it a 2nd-level hunter spell. Likewise, detect poison is a 0-level druid spell and a 2nd-level ranger spell, making it a 0-level hunter spell. The hunter can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a hunter must have a Wisdom score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against a hunter’s spell is 10 + the spell’s level + the hunter’s Wisdom modifier. A hunter cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of druid spells of 7th level or higher. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells below. Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1-6: Hunter. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1-3 of the Core Rulebook). Unlike druids and rangers, a hunter’s selection of spells is extremely limited. A hunter begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new hunter level, she gains one or more new spells, as indicated on Table 1-7: Hunter Spells Known. Unlike spells per day, the number of spells a hunter knows is not affected by her Wisdom score; the numbers on Table 1-7 are fixed. In addition to the spells gained by hunters as they gain levels, each hunter also automatically adds all summon nature’s ally spells to her list of spells known. These spells are added as soon as the hunter is capable of casting them. At 5th level and at every 3 levels thereafter, a hunter can choose to learn a new spell in place of one she already knows. In effect, the hunter loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A hunter may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any summon nature’s ally spells. Unlike a druid or ranger, a hunter need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Orisons:
Hunters learn a number of orisons, or 0-level spells, as noted on Table 1-7: Hunter Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Chaotic, Evil, Good, and Lawful Spells:
A hunter can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Animal Companion (Ex):
At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter’s effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion’s statistics and abilities. A hunter may teach her companion hunter’s tricks from the skirmisher ranger archetype (Pathfinder RPG Advanced Player’s Guide128) instead of standard tricks. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier. If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunter’s animal companion is dead, any animal she summons with a summon nature’s ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature’s ally spell active in this way at one time. If this ability is used again, any existingsummon nature’s ally immediately ends.

Animal Focus (Su):
At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time. The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter’s minutes of duration per day-it remains in effect until the hunter changes it. The companion’s aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action. If the hunter’s animal companion is dead, the hunter can apply her companion’s animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against her minutes per day.

Nature Training (Ex):
A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.

Wild Empathy (Ex):
A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check
Track
Precise Companion (Ex): At 2nd level, a hunter chooses either Precise Shot or OutflankAPG as a bonus feat. She does not need to meet the prerequisites for this feat. If she chooses Outflank, she automatically grants this feat to her animal companion as well.

Track (Ex): At 2nd level, a hunter adds 1/2 her level to Survival skill checks made to follow tracks.

Hunter Tactics (Ex): At 3rd level, the hunter automatically grants her teamwork feats to her animal companion. The companion doesn’t need to meet the prerequisites of these teamwork feats.

Teamwork Feat: At 3rd level and every 3 levels thereafter, the hunter gains a bonus teamwork feat in addition to those gained from normal advancement. The hunter must meet the prerequisites of the selected bonus teamwork feat.

As a standard action, the hunter can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the hunter loses the bonus feat in exchange for the new one. She can change only the most recent teamwork feat gained, and must meet the prerequisites for the newly selected feat. A hunter can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier (minimum 1). Whenever she gains a new teamwork feat, her previous teamwork feats become permanent.

Racial Traits:
Oread Racial Traits
+2 Strength, +2 Wisdom, –2 Charisma: Oreads are strong, solid, stable, and stoic.
Mostly Human:
A few ifrits, oreads, sulis, sylphs, and undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). T
Medium:
Oreads are Medium creatures and have no bonuses or penalties due to their size.
Slow Speed:
Oreads have a base speed of 20 feet.
Darkvision:
Oreads can see in the dark up to 60 feet.
Spell-Like Ability:
Magic stone 1/day (caster level equals the oread's total level; DC 11 + Charisma modifier).
Energy Resistance:
Oreads have acid resistance 5.
Earth Insight:
Oread spellcasters sometimes find that their elemental heritage akes creatures of earth more willing to serve them. Summon monster and summon nature’s ally spells that such oreads cast last 2 rounds longer than normal when used to summon creatures with the earth subtype.
Languages: Oreads begin play speaking Common and Terran.


Feats, Traits,Skills:

Feats:
Dwarf Blood
Outflank
Power Attack
Paired Opportunist
Traits:
Armor Expert
Transmuter of Korada
Skills:
Hunter 6 +INT = 6 * 3 =18
ACP = - 4 //Armour Check Penalty
Acrobatics: - 4 = 0 + DEX Mod 0 - ACP;
Appraise: 0 = 0 + INT Mod + 0;
Bluff: -1 = 0 + CHA Mod + 0;
Climb: 4 = 1 + STR Mod + 3 -ACP;
*Craft: 0 = 0 + INT Mod + 0;
Diplomacy: - 1 = 0 + CHA Mod + 0;
Disable Device: NA = 0 + DEX Mod + 0 -ACP;
Disguise: - 1 = 0 + CHA Mod + 0;
Escape Artist: - 4 = 0 + DEX Mod 0 - ACP;
Handle Animal: 7 = 5 + CHA Mod + 3;
Heal: 7 = 1 + WIS Mod + 3;
Intimidate: - 1 = 0 + CHA Mod + 0;
Know(Arcane): 0 = 0 + INT Mod + 0;
Know(Dung): 4 = 1 + INT Mod + 3;
Know(Engin): 0 = 0 + INT Mod + 0;
Know(Geo): 4 = 1 + INT Mod + 3;
Know(Hist): 0 = 0 + INT Mod + 0;
Know(Local): 0 = 0 + INT Mod + 0;
Know(Nature): 5 = 2 + INT Mod + 3;
Know(Noble): 0 = 0 + INT Mod + 0;
Know(Planes): 0 = 0 + INT Mod + 0;
Know(Religion): 0 = 0 + INT Mod + 0;
Linguistics: 0 = 0 + INT Mod + 0;
Perception: 11 = 5 + WIS Mod + 3;
Profession (Beekeeper)13 = 5 + WIS Mod + 3 + 2MWT;
Ride: - 4 = 0 + DEX Mod 0 - ACP;
Sense Motive: 3 = 0 + WIS Mod +0;
Sleight of Hand: NA = 0 + DEX Mod + 0 -ACP;
Spell Craft: 0 = 0 + INT Mod + 0;
Stealth: -4 = 0 + DEX Mod + 0;
Survival: 11 = 5 + WIS Mod + 3;
Swim: 0 = 0 + STR Mod + 0 -ACP;
Use Magical Device: 1 = 0 + CHA Mod + 0;

Spells:

DC = 10 + CHA + Level
Hunter:
Level-0: Unlimited use
Level-1: 1 + 1(WIS)
Spells Known:
Level-0: (4)
Create Water
Detect magic
Detect Poison
Grasp
Mending
Purify Food and Drink
Level-1: (2) (CL for transmution spells +1)
Cheetahs sprint
Lead Blade
Longstrider
Magic Fang

Equipment:

Weapons: (16gp)
Bardiche Adamantine (2856,5gp)
Sling 0
Slingbullets 1
Dagger (2gp)
--Weight: 6
Armour:
Mountain pattern armor MW 400
--Weight: 0
Misc:
Inherited Bone Telecenetic Wayfinder
Traveler´s Anytool 250
Kit Hunters
Bandoleer
Book with the truths of Korada 6pp
Scroll Touch of the Sea 25
Potion cure light wounds 50
Potion Enlarge Person 50
Wand of Cure light wounds 50ch 2PP
Summon Nature ally 1 50ch 2PP
Entangle 50ch 2PP
Studded Leather Barding
--Weight: 18
Explorers *1 (8 lb each)
3 flasks of acid
--Weight: (8)
Weight Total: 24 + (8(Clothes))
Light: 30, Med: 60, Heavy: 90
--Weight:
Cash:
0 Platinum
36 Gold
7 Silver
3 Copper

Appearance:

Height: 4' 7"
Weight: 220 lbs
Hair: none
Eyes: Amethyst
Skin: gray
Physical Description
A small Oread with dwarflike prorpotions enters the room. A Bardiche rests comfortable on his right shoulder and a warcat follows into the room. With a voice like gravell he introduces himself as Steinfaust.

Grumbler:

Stegosaurus
Size Medium;
AC 26, T 14 FF 22;
Speed 30 ft.;
Attack tail +5 (2d6+1);
Ability Scores Str 13, Dex 19, Con 10, Int 2, Wis 12, Cha 10; Special Qualities: low-light vision, scent, evasion.
Acrobatics +8 (1) Perception 5(1) Stealth +8 (1)
Racial Modifiers
Share spells
Light Armor Prof., Weapon Finesse tailslap
Hunters Aspect Bull (+2Str)
Tricks:
attack (all), defend, down, flank, guard, track & watch.

Scarab Sages S8:

PLANAR SAGE (2+ goals): You are versed in the ancient cultures and the bound elementals that helped built their wonders.
You are trained in Knowledge (history and planes) and treat your bonus on these checks as though it were 3 plus the number
of goals you have completed. If your own skill bonus is higher, you instead gain a +2 bonus on that check.
SOUL WARDEN (4+ goals): You studied ancient secrets that help anchor your soul to your body. Treat your Constitution score
as 4 points higher for the purposes of determining when hit point damage kills you.
ELEMENTAL WARD (7+ goals): You are skilled at defending yourself and your allies against creatures with the air, earth, fire, or
water subtypes. You and all allies within 10 feet gain a sacred bonus to AC and on all saving throws against such foes equal to
1 plus 1 for every 4 goals you have completed (rounded down).
--------------------------------------------------------------------
[X][]Explore an ancient site during the course of an adventure. To qualify, the original occupants must have abandoned the
site at least 1,000 years ago, and it must cover at least 2,500 square feet (a 50-ft.-by-50-ft. area).
[][]Recruit a named NPC scholar, archaeologist, extraplanar authority, or similar figure to join the Scarab Sages. Recruitment
requires a Diplomacy or Knowledge (local) check (DC = 15 + your character level).
[]Recover a gem worth at least 400 gp plus 100 gp per level you possess during an adventure. A gem-like wondrous item
such as an elemental gem or a pearl of power fulfills this goal, but its market price must be at least twice this value.
[][]Successfully conclude—such as with violence, negotiation, or coercion—an encounter with an elemental creature. If
slain, the elemental must have a Challenge Rating at least equal to your character level.
[][]Participate in an adventure that includes at least two encounters that do not take place on the Material Plane.
[]Become possessed by a creature using magic jar, the malevolence ability, or a similar effect. Alternatively, permanently
destroy a haunt.
[]Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Appraise,
Knowledge (any), or Linguistics.
[X][X][]/[][]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character.
Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

Scarab Sages S9:

LESSONS OF HISTORY (2+ goals): You are adept at avoiding the mistakes of the past. Once per adventure when you attempt
and fail an attack roll, skill check, or saving throw and then attempt that same check again, you can add an insight bonus to
this second roll equal to 2 + half the number of goals you have completed (rounded down).
SOUL WARDEN (4+ goals): You studied ancient secrets that help anchor your soul to your body. Treat your Constitution score
as 4 points higher for the purposes of determining when hit point damage kills you.
SAGE JEWEL CANDIDATE (7+ goals): The benefits of soul warden extend to all allies within 30 feet. After spending Prestige
Points in order to be restored to life, you gain a number of temporary Prestige Points equal to half the number expended. You
can spend these temporary points only to retrain your character (Pathfinder RPG Ultimate Campaign 188) before the end of your
next adventure, after which time unused points are lost.
-----------------------------------------------------------------
[][]Explore an ancient site during the course of an adventure. To qualify, the original occupants must have abandoned the
site at least 1,000 years ago, and it must cover at least 2,500 square feet (a 50-ft.-by-50-ft. area).
[][]Recruit a named NPC scholar, archaeologist, extraplanar authority, or similar figure to join the Scarab Sages. Recruitment
requires a Diplomacy or Knowledge (local) check with a DC equal to 15 + your character level.
[]Recover a gem worth at least 400 gp plus 100 gp × your character level during an adventure. A gem-like wondrous item
such as an elemental gem or a pearl of power fulfills this goal, but its market price must be at least twice this value.
[][]Participate in an adventure in which your opponents include divs, followers of divs, or evil necromancers.
[][]Successfully complete a scenario in Season 3 of Pathfinder Adventure Card Guild: Season of Plundered Tombs.
[]Become possessed by a creature using magic jar, the malevolence ability, or a similar effect. Alternatively, permanently
destroy a haunt.
[]Have a number of ranks in one of the following skills equal to your character level (minimum 4): Appraise, Knowledge
(any), or Linguistics.
[][][]/[][]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character.
Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

Introduction:

Brocken, called Steinfaust is a young muscular young Oread with broad shoulders, and strong hands. He has skin the colour of greywacke with red veins and is completely hairless.
In battle he wears a grey laquered Mountain Armor and wields a black adamantine Bardiche, coupled with an earthbreaker.

Boons:

Confirmed Field Agent:
You may acquire a wayfinder by spending 1 Prestige Point. Furthermore, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
Explore, Report, Cooperate:
As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society.
Friend of Janira Gavix:
+1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
[][][]Ally of the Green:
3 gourd seeds. (either goodberry, heal 1d4+1 or heal plant by 5 points)
You be goblin whelp:
[]Squirmtongue (Reroll for Saving throw)
Great Goblin Relics
[]Handfull of wedding cake: haste for 1d4+2 rounds, fatigued afterwards
Echoes of the Dead:
+2 to Will or Fortitude against Haunt