Blacksmith

Valamar Goldfrost's page

No posts. Organized Play character for Mitch.


Full Name

Valamar Goldfrost

Race

HP 22/22 | AC 18 | F +7 R +4 W +5 | Perc +5 | Stealth +4 |

Classes/Levels

speed 25| Hero 1/3 | Active Conditions: ---

Gender

Male

Size

Small

About Valamar Goldfrost

Male Gnome
Barbarian 1
Background: Laborer
CG

Str 10-2+2+2+2+2=16
Dex 10+2=12
Con 10+2+2=14
Int 10+2=12
Wis 10
Cha 10+2+2=14

HP: 8+12+2=22
AC: 10+4+1+3=18
Greataxe: +6, 1d12+3,
Sweep (+1 to attack roll if you already attempted to attack another target this turn using this weapon),
Clumsy 1 (You take a status penalty equal to the condition value to Dexterity-based checks and DCs, including AC, Reflex saves, ranged attack rolls, and skill checks using Acrobatics, Stealth, and Thievery)
Greataxe (RAGE): +6, 1d12+9, Sweep, Clumsy 1, -1 AC

Size: Small
Speed: 25’
Languages: Common, Gnomish, Sylvan, Jotun
Low-light vision

Athletics T +6
Crafting T +4
Diplomacy T +5
Intimidation T +5
Lore (Labor) T +4
Nature T +3
Perception E +5
Stealth T +4

Fort E +7
Ref T +4
Will E +5

Weapons: simple, martial, unarmed T
Armor: unarmored, light, medium T
Barbarian class DC T

Heritage: Wellspring Gnome (arcane)
Shield
Cast [one-action] verbal
Duration: until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield (see the sidebar). The shield has Hardness 5. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell’s reaction against the magic missile spell.
Heightening the spell increases the shield’s Hardness.
Heightened (3rd) The shield has Hardness 10

Heritage Feat: First World Magic (primal -> arcane)
Ray of Frost
Cast [two‑actions] somatic, verbal
Range 120 feet; Targets 1 creature
You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 + your spellcasting ability modifier.
Critical Success The target takes double damage and takes a -10-foot status penalty to its Speeds for 1 round.
Success The target takes normal damage.
Heightened (+1) The damage increases by 1d4.

Background Skill Feat: Hefty Hauler
+2 Bulk limit

RAGE [one-action]
Requirements: You aren’t fatigued or raging.
You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging:
You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is agile.
You take a –1 penalty to AC.
You can’t use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging. After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can’t Rage again for 1 minute.

Giant Instinct (Frost Giant)
Anathema: Failing to face a personal challenge of strength is anathema.
Titan Mauler (Instinct Ability)
You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you’re not Small or Medium, you can use a weapon built for a creature one size larger than you. You gain access to one weapon one size larger than you, of any weapon type otherwise available at character creation. It has the normal Price and Bulk for a weapon of its size (page 295). When wielding such a weapon in combat, increase your additional damage from Rage from 2 to 6, but you have the clumsy 1 condition (page 618) because of the weapon’s unwieldy size. You can’t remove this clumsy condition or ignore its penalties by any means while wielding the weapon.
Clumsy: You take a status penalty equal to the condition value to Dexterity-based checks and DCs, including AC, Reflex saves, ranged attack rolls, and skill checks using Acrobatics, Stealth, and Thievery.

Class Feat: Moment of Clarity [one-action]
You push back your rage for a moment in order to think clearly. Until the end of this turn, you can use actions with the concentrate trait even if those actions don’t have the rage trait.

Equipment: 15gp, 10B
Breastplate 8gp, 2B
Large Greataxe 2gp, 2B
Dagger 2sp, L
Adventurer’s pack 7sp, 2B
backpack (containing the other goods), bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin.
Grappling hook 1sp, L
Repair kit 2gp, B

Valamar Goldfrost always thought he was the gods’ gift to the world. His frost giant heritage certainly set him apart, making him impressively strong for a gnome. It also influenced his appearance, giving him skin like new-fallen snow, and hair and eyes like a cloudless sky. With an oversized battle axe over his shoulder, he figures there’s nothing he can’t handle.