Duergar Slaver

Thurin Foehammer's page

199 posts. Alias of Grumbaki.


About Thurin Foehammer

Race, Traits:

Duergar Tyrant
* Abilities: +2 Strength, +4 Constitution, +2 Wisdom, –2 Charisma: Duergar tyrants are strong, hardy, and willful. These ability score modifiers replace the standard duergar ability score modifiers.
* Telekinetic Adept: A duergar tyrant has access to the basic telekinesis, kinetic form, telekinetic finesse, telekinetic haul, and telekinetic invisibility kineticist wild talents with an effective kineticist level equal to her total character level.
* Psychic Magic: Duergar tyrants can cast ironskin (2 PE) and mind thrust I (1 PE) as per the psychic magic universal monster rule. The caster level is equal to the duergar tyrant’s total character level. Duergar tyrants have a reservoir of 5 PE per day.
* Psychic Resilience (Ex): Duergar tyrants’ racial bonus against spells and spell-like abilities increases from +2 to +4 on saving throws against psychic spells and spelllike abilities.
* Spell Resistance: A duergar tyrant has spell resistance equal to 11 + her character level.
* Superior Darkvision: Duergar have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
*Light Sensitivity: Duergar are dazzled in areas of bright light.

Traits
* Sun Worship (Flauros): You are immune to the dazzled condition. In addition, you may qualify for the Photosynthesis and Sense Light feats as if you possessed the Light sphere.
*

Feats, Combat Talents:

Feats
* Lvl 1: Power Attack
* Lvl 3: Minor Magic Training?
* Lvl 5: Advanced Magic Training?

Martial Tradition
* Armored Dreadnought: Amor Training (Heavy Armor), Shield Training (You gain proficiency with all shields, including tower shields, and are proficient in all shield bashes.)
* Variable: Armored dreadnoughts gains two talents of their choice from the Equipment sphere.
- Versatile Shield: When wielding a shield, you may add your shield’s AC enhancement bonus to attack and damage rolls made with the shield as if it were a weapon enhancement bonus.
- Shield Expert: You increase the shield bonus to AC of any shield you wield by +1. When your base attack bonus reaches +8 you lower the armor check penalty of any shield you wield by 1. For every 8 points of base attack bonus you gain thereafter, you reduce the armor check penalty of your wielded shields by a further 1 (this cannot reduce your armor check penalty below 0).

Dual Wielding Sphere
* Dual Attack: Whenever you make an attack action with a light or one-handed weapon, you can make an additional attack with a light or one-handed weapon held in your off-hand, though both attacks take a -2 penalty on their attack rolls when doing so; only your initial main hand attack qualifies as an attack action, and the additional attack cannot be made with the same weapon as your initial main hand attack. Your off-hand attack only applies 1/2 your Strength modifier, and if your off-hand attack is made with anything other than a light weapon, both attacks take an additional -2 penalty. Associated Feat: Two-Weapon Fighting
* Mercurial Flow: You deal your full Strength modifier to damage on attacks made with your off-hand attack instead of half. You may treat off-hand attacks as though they were made with your main hand for the purpose of Power Attack or similar abilities. Associated Feat: Double Slice.

Fencing Sphere
* Fatal Thrust: Whenever you make an attack action or an attack of opportunity against a target that is within 30 ft. and that you are flanking, that is flat-footed, or that has lost its Dexterity bonus to AC (such as through a successful feint), you deal an additional +1d6 precision damage to the target. This damage is not multiplied on a critical hit. This damage increases by an additional 1d6 precision damage for every 5 points of base attack bonus you possess. A fencer may apply the effects of a single (exploit) talent to any fatal thrust.
* Fast Feint: You may attempt to feint a creature as a move action. In addition, once per round when you succeed on a feint attempt against a creature, you may expend martial focus to move up to your speed. This movement does not provoke attacks of opportunity from the target of your feint. Associated Feat: Improved Feint.
* Feint Strike: Whenever you succeed at a feint against a creature, you may make a single attack against them with any weapon you are wielding as a swift action. You may expend your martial focus to instead make this attack as an attack of opportunity

Skills, Equipment:

Skills

Equipment
* 2x Dwarven Warshields
* Plate Armor

Blacksmith:

Maintenance
* Can assist companions to get the most out of their gear each day. Whenever the party has at least 8 consecutive hours of rest time (or the equivalent of 8 hour’s rest, such as 2 hour’s rest with a ring of sustenance or similar ability), the blacksmith can set aside a small period of time to perform these maintenance tasks without interfering with his normal rest to give him and a number of allies equal to 1 + his Constitution modifier (minimum 1) one of the following benefits for 24 hours, or until their next 8 hour or longer rest, whichever comes first. The blacksmith may select a different maintenance for each ally to be affected.
* Rapid Maintenance: The blacksmith’s skill at performing maintenance improves and he may now perform multiple maintenances at once. At 9th, 13th, and 17th level, the blacksmith may perform 1 additional maintenance during an 8 hour rest (for a total of 4 maintenances per affected creature at 17th level).
- Sharpen Weapons: The blacksmith and his allies gain a +2 bonus to all damage rolls made with manufactured weapons. This bonus increases by +2 at 5th level and every 5 levels thereafter.

Skilled Craftsman (Ex)
* Starting at 2nd level, the blacksmith may use Profession (blacksmith) in place of all Craft and Spellcraft skill checks made to create, modify, repair, and enchant weapons, armor, and shields, and he gains a competence bonus equal to 1/2 his class level (minimum 1) on all Profession (blacksmith) checks. In addition, the smith learns to quickly repair damaged objects, restoring 2 hit points per class level he possesses to an object as a standard action that provokes an attack of opportunity. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this ability to function. Magic items can be repaired by this ability, but the blacksmith’s class level must be equal to or higher than the caster level of the object. This ability does not affect creatures (including constructs). This ability has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items. This ability can be used to repair nonmagical weapons, armor, and shields that have been destroyed, as long as all the pieces are together in an accessible location. At 5th level, the blacksmith no longer provokes an attack of opportunity for using this ability.
* Sharpen Weapons: The blacksmith and his allies gain a +2 bonus to all damage rolls made with manufactured weapons. This bonus increases by +2 at 5th level and every 5 levels thereafter.

Artisan Savant
* Starting at 3rd level, the blacksmith becomes proficient in creating powerful magic equipment, treating his class level as his caster level for crafting feats and abilities and using the appropriate Craft skill (weapons, armor, bows, etc.) for the check to complete the item.
* In addition, the blacksmith gains Craft Wondrous Item as a bonus feat at 3rd level, and Craft Magic Arms and Armor at 5th level.

Reforge
* See class page. Can remake and change enchantments.

Insights
* Lvl 2: Shieldsmith - The blacksmith learns how to position the straps and clasps on a shield in such a way that he can wield it without hampering the use of an arm; the blacksmith may wear a light or heavy shield as a buckler, and does not suffer a penalty to attack rolls when using his shield arm to wield a weapon or when using a tower shield.

* Lvl 4: Master Shieldsmith (Requires Shieldsmith) - The blacksmith’s shieldcraft has reached its pinnacle, allowing him to craft shields whose intricate details are too refined for anyone but him to truly master. The blacksmith does not lose his shield bonus to AC when attacking with a weapon wielded with his shield arm, and does not take two-weapon fighting penalties for his off-hand attacks when using a shield bash as one of his weapons when two-weapon fighting. This also negates the penalties from the Dual Wielding sphere.