Cheiton

Strom Highbash's page

54 posts. Organized Play character for Jonkar.


Full Name

Strom Highbash

Race

Dwarf

Classes/Levels

1

Gender

Male

Size

3.7 ft

Age

46

Alignment

LG

Deity

Torag

Languages

Dwarven, Common

Strength 16
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 13
Charisma 10

About Strom Highbash

PFS ID: # 2387751-1

Prestige points: 1
Fame: 0
XP: 1

General Info
Name: Strom Highbash
Class & Race: Male Dwarven Fighter 1
Alignment: LG
Initiative: +1
Perception: +1
Vision: Dark Vision

Defense
AC: 20 (+5 armor +5 shield +1 dex)
HP: 14/14 (10 base +3 constitution modifier + FC Bonus)
Fortitude Saving Throw: 5
Reflex Saving Throw: 1
Will Saving Throw: 2

Offense
Speed: 20 ft.
Melee - Light Flail +2 (1d8+3) 20/x2 B
Melee - Cold Iron Dagger +2 (1d4+3) 19-20/x2 P/S
Ranged - Sling +0 (1d4+3) 20/x2 B

Statistics
Str 16, Dex 12, Con 16, Int 10, Wis 13, Cha 10
Base Atk +1; CMB +4; CMD 15
Feats:
- Shield Focus
- Blind Fight (Fighter Level 1)
- Armor Proficieny Heavy, Medium & Light (Fighter)
- Shield & Tower Shield Proficiency (Fighter)
- Simple & Martial Weapon Proficiency (Fighter)

Traits:
- Indomitable Faith(Faith Trait)
- Armor Expert (Combat Trait)

Skills: Total (Ranks | Ability Mod | Misc)

- Acrobatics +1 (0 | 1 | 0)
- Appraise +0 (0 | 0 | 0)
- Bluff +0 (0 | 0 | 0)
- Climb* +3 (0 | 3 | 0)
- Craft* +0 (0 | 0 | 0)
- Diplomacy +0 (0 | 0 | 0)
- Disable Device +1 (0 | 1 | 0)
- Disguise +0 (0 | 0 | 0)
- Escape Artist +1 (0 | 1 | 0)
- Fly +1 (0 | 1 | 0)
- Handle Animal* +0 (0 | 0 | 0)
- Heal +1 (0 | 1 | 0)
- Intimidate* +1 (0 | 0 | 1)
- Knowledge Arcana +0 (0 | 0 | 0)
- Knowledge Dungeoneering* +4 (1 | 0 | 3)
- Knowledge Engineering* +0 (0 | 0 | 0)
- Knowledge Geography +0 (0 | 0 | 0)
- Knowledge History +0 (0 | 0 | 0)
- Knowledge Local +0 (0 | 0 | 0)
- Knowledge Nature +0 (0 | 0 | 0)
- Knowledge Nobility +0 (0 | 0 | 0)
- Knowledge Planes +0 (0 | 0 | 0)
- Knowledge Religion +0 (0 | 0 | 0)
- Linguistics +0 (0 | 0 | 0)
- Perception +1 (0 | 1 | 0)
- Perform +0 (0 | 0 | 0)
- Profession* +1 (0 | 1 | 0)
- Ride* +1 (0 | 1 | 0)
- Sense Motive +1 (0 | 1 | 0)
- Sleight of Hand +1 (0 | 1 | 0)
- Spellcraft +0 (0 | 0 | 0)
- Stealth +1 (0 | 1 | 0)
- Survival +5 (1 | 1 | 3)
- Swim +3 (0 | 3 | 0)
- Use Magic Device +0 (0 | 0 | 0)

Languages:
- Dwarven, Common

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.

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.

Darkvision:
Dwarves can see perfectly in the dark up to 60 feet.

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.

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.

Hardy:
Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

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.

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.

Equipment
Weapons:
- Light Flail (8gp, 5lbs.)
- Cold Iron Dagger (4 gp, 1 lbs.)
- Sling (0 cp, 0 lbs.)

Armor:
- Scale Mail (50 gp, 30 lbs.)
- Tower Shield (30 gp, 45 lbs.)

Adventuring Gear:
- Rations, trail x 7 (35 sp, 7lbs.)
- Hemp Rope, 50 ft. (1gp, 10lbs.)
- Torch x 2 (2 cp, 2 lbs.)
- Bedroll (1 sp, 5 lbs.)

Locks, Keys, Tools etc.:
- Grappling Hook, Common (1 gp, 4 lbs.)
- Flint and Steel x 3 (3 gp)

Clothing and Containers:
- Waterskin (1 gp, 4 lbs.)
- Backpack, common (2 gp, 2lbs.)

Alchemical Creations:
- Acid Flask (10 gp, 1 lbs.)

Currency:
- 267 gp, 3 sp, 8 cp

Strom's Background:
Strom grew up in the ancient dwarven city of Highhelm, notably in the district of Helmsborough. His mother was lost early to him due to disease which left him together with his father and older brother. His Father worked as an engineer, repairing and building structures in the massive dwarven city. There was never a shortage of work, however his father was always working in order to sustain his family.

Strom's father wanted his sons to follow in his footsteps, and Strom did for a while. However, engineering was not his passion. He had too much of an adventuring streak in him. Hearing tales from all the mercenaries coming by in the district about far off lands and ruins (And treasure!), Strom dreamed of another future.

Eventually, he left his family to enlist with a mercenary company. Hoping for adventure. However, the life of a mercenary wasn't as interesting as he had hoped. Sometimes it was adventurous, sometimes there were riches. But more often than it was quite boring. Not to mention, sometimes the job's were less than honorable.

After a couple of years and many fallen comrades, he quit and roamed the lands on his own. Wary of returning home and facing his family. Then, he heard about the Pathfinder Society. He joined them and the Liberty's Edge faction. Fighting for liberty and justice, he hoped to make up some of his darker deeds as a mercenary.