About Thor Odinson PFSThor Odinson
hp 79 (9 HD; 6d8+3d10+27) Fort +12, Ref +5, Will +9
Defensive Abilities blood sanctuary, defensive training, uncanny dodge --------------------
Melee
[dice=Mjolnir Strike 2 (2H, Power Attack, WF)]1d20+3[/dice
unarmed strike +9/+4 (1d8+7) Ranged
[dice=Mjolnir Thrown 2 (Called, Point Blank Shot, Startoss Style, WF)]1d20+10[/dice
Special Attacks
Warpriest Spells Prepared (CL 8th; concentration +10)
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Feats Cleave, Extra Rage, Improved Unarmed Strike, Point-Blank Shot, Power Attack, Startoss Style, Weapon Focus (light hammer), Weapon Focus (unarmed strike) Traits magical knack, strong arm, supple wrist Skills Acrobatics +7, Climb +7, Diplomacy +8, Fly +15, Handle Animal +6, Heal +6, Intimidate +6, Knowledge (engineering) +4, Knowledge (local) +1, Knowledge (religion) +4, Linguistics +1, Perception +10 (+12 to notice unusual stonework), Ride +5, Sense Motive +6, Spellcraft +5, Survival +8 (+10 to get along in the wild, endure severe weather, avoid getting lost, spot natural hazards, and predict weather, +10 to track vs. humanoids of the Giant subtype, +10 to avoid becoming lost), Swim +6
Languages Common, Dwarven, Giant SQ fast movement, giant hunter Combat Gear tankard of the drunken hero, wand of cure light wounds (50 charges), wand of enlarge person (48 charges), wand of obscuring mist (50 charges), wand of shield (49 charges), shining wayfinder, bottled lightning (2), holy water (2), liquid ice (2), shriek bomb (2), stormstone (2), +1 burdenless mithral agile breastplate, a.) mjolnir (+1 called adamantine), clear spindle ioun stone, broom of flying, goz mask[, headband of mental prowess +2 (Wis, Cha), adventurer's sash, applejack (16), bandolier (2), basic maps (major landmarks only), bedroll, dwarven stout (16), flint and steel, hollowed pommel, knife, utility (0.5 lb), linnorm mead (16), masterwork backpack, mead (per gallon), mess kit, mug/tankard, mwk manacles (M), mwk manacles (S), pathfinder chronicle, pathfinder chronicle, pathfinder chronicle, signal horn, silk rope (50 ft.), spell component pouch, mwk survival kit, tabard, tattoo holy symbol of C.C., waterskin (2), weapon cord, winter blanket, wrist sheath, spring loaded, wrist sheath, spring loaded, z.) 4th heightened continual flames ring each using x3 djezets from silver mount colection (worth 700 gp), z.) 4th heightened continual flames ring each using x3 djezets from silver mount colection prepay (worth 700 gp), z.) platinum ring (one has a 4th spell level continual flame, one focus for shield other) (worth 100 gp)
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Boons:
Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. 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. The GM then informs you whether the action’s impact would be positive, negative, or negligible to the secondary success condition. If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it of your Chronicle sheet. Friend of Janira Gavix: She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge. Spider’s Captor: Rather than simply kill the treacherous criminal mastermind and Shadow Lodge agent known as the Spider, you brought her in alive to stand trial for her crimes before the lawful authorities of Andoran. In thanks for your contribution to the process of bringing her to justice, you gain an official writ of appreciation from the People’s Council granting you a +5 bonus on any Diplomacy check made to influence a government official within the nation of Andoran <and Absalom>. You Be Goblin!: You have special insight into the distractible and sadistic mind of a goblin. You gain a +2 bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks made against goblins. Smine’s Best: While wielding that weapon, you gain a +1 bonus on performance combat checks as well as a +1 bonus on Intimidate checks made against creatures proficient with that weapon. In addition, increase the weapon’s hit point total by 5. <Mjolnir> Mutani Manual of Martial Mastery: You retrieved the Mutani Manual of Martial Mastery and had a chance to look through it briefly as it was being translated in Farseer Tower. The sections you read were brief, but they nevertheless let an impression. Choose one combat maneuver and note it below; you receive a +1 dodge bonus to CMD against this maneuver. <Grapple> Tapestry Fast Travel: Because you were part of the team responsible for changing the nature of the Hao Jin Tapestry, you are granted special use of it on a limited basis. Select one location on Golarion other than Absalom. You may travel freely from this location to the City at the Center of the World and vice versa. When adventuring in either Absalom or the chosen location, you are treated as being in both locations for the purposes of boons and vanities that are location-dependent. <Andoran> An Agent Uncovered: You gain a unique wayfinder stamped with the seal of the Decemvirate. When presented to another member of the Pathinder Society, you receive a +2 bonus to any Bluff, Diplomacy, or Intimidate check. Legend of Urglin: In a short period of time you claimed your place in the oral history of Urglin, and orcs carry somewhat inconsistent but nonetheless positive stories of your exploits to other settlements in the region. You gain a +2 bonus on Charisma-based skill checks with orcs in Varisia and any country that directly borders it. Friend of the Family: The family celebrates your accomplishments with a grand dinner held in your honor, introducing you Absalom’s most noteworthy nobles, and granting you a permanent +1 bonus on Diplomacy and Knowledge (nobility) checks made within Absalom <and Andoran>. Constant Protection from Evil: has protection from evil mental control and manipulation. Tankard of the Drunken Hero: 1/Day can drink to gain the benefits of:
Enlarged, Bull's Strength, Ragining version:
Thor Odinson Male dwarf bloodrager 3/warpriest of Cayden Cailean 6 (Pathfinder RPG Advanced Class Guide 15, 60) CG Large humanoid (dwarf) Init +1; Senses darkvision 60 ft.; Perception +10 -------------------- Defense -------------------- AC 15, touch 8, flat-footed 14 (+7 armor, +1 Dex, -1 size, -2 untyped penalty) hp 97 (9 HD; 6d8+3d10+45) Fort +14, Ref +4, Will +11; +4 and one size larger to resist effects of wind, +2 vs. poison, spells, and spell-like abilities, +2 bonus vs. spells cast by self or an ally Defensive Abilities blood sanctuary, defensive training, uncanny dodge -------------------- Offense -------------------- Speed 30 ft., fly 40 ft. (average) Melee (L) a.) mjolnir (+1 called adamantine) +12/+7 (3d6+13) or . . unarmed strike +13/+8 (2d6+12) Space 10 ft.; Reach 10 ft. Special Attacks blessings 6/day (Strength: stength of will, strength surge, Travel: agile feet, dimensional hop), bloodrage (11 rounds/day), channel positive energy 2/day (DC 16, 2d6), elemental strikes, fervor 5/day (2d6), sacred weapon (+1 1d8, 6 rounds/day) Warpriest Spells Prepared (CL 8th; concentration +10) . . 2nd—bull's strength (2), burst of radiance (DC 14), sound burst (DC 14) . . 1st—ant haul[APG] (DC 13), bless, divine favor, endure elements, liberating command[UC] . . 0 (at will)—create water, detect magic, enhanced diplomacy, guidance, purify food and drink (DC 12) -------------------- Statistics -------------------- Str 26, Dex 12, Con 20, Int 10, Wis 14, Cha 14 Base Atk +7; CMB +14; CMD 25 (29 vs. bull rush, 26 vs. grapple, 29 vs. trip) Feats Cleave, Extra Rage, Improved Unarmed Strike, Point-Blank Shot, Power Attack, Startoss Style, Weapon Focus (light hammer), Weapon Focus (unarmed strike) Traits magical knack, strong arm, supple wrist Skills Acrobatics +6, Climb +12, Diplomacy +8, Fly +12, Handle Animal +6, Heal +6, Intimidate +6, Knowledge (engineering) +4, Knowledge (local) +1, Knowledge (religion) +4, Linguistics +1, Perception +10 (+12 to notice unusual stonework), Ride +4, Sense Motive +6, Spellcraft +5, Survival +8 (+10 to get along in the wild, endure severe weather, avoid getting lost, spot natural hazards, and predict weather, +10 to track vs. humanoids of the Giant subtype, +10 to avoid becoming lost), Swim +11; Racial Modifiers lorekeeper, +2 Perception to notice unusual stonework |