Valeros

Valeros by S's page

45 posts. Alias of Sedoriku.


Full Name

Valeros Pregen

Race

| HP 68/78 Perception +10 (Expert) | AC 23 (25 with Shield) | F +12 R +11 W +10

Classes/Levels

| Speed 25ft | Active Conditions: none

Gender

“Valeros” | Male NG Medium Human (Skilled) Fighter 5

About Valeros by S

Valeros
Human (Skilled, Taldan) Fighter 5
Neutral Good
Perception +10 (expert)
Background Farmhand
Languages Common, Goblin, Kelish
Str 19 (+4), Dex 14 (+2), Con 16 (+3), Int 12 (+1), Wis 12 (+1), Cha 12 (+1)
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Defenses
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HP 78
AC 23 (25 with Shield)
Fort +12 Ref +11 Will +10
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Actions
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Speed 25 ft.
Melee +1 striking longsword +16 (2d8+4 slashing); versatile P
Melee +1 striking heavy shield boss +14 (2d6+4 bludgeoning [see doubling rings])
Melee heavy shield boss +13 (1d6+4 bludgeoning)
Ranged shortbow +7 (1d6 piercing); deadly 1d10,

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Skills
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Acrobatics +9 T
Arcana +1
Athletics +13 E
Crafting +10 E
Deception +1
Diplomacy +8 T
Intimidation +10 E
Lore (Farming) +8 T
Lore (Warfare) +8 T
Medicine +1
Nature +1
Occultism +8 T
Performance +1
Religion +1
Society +1
Stealth +2
Survival +1
Thievery +2

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Feats and Abilities
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Ancestry feats Haughty Obstinacy, Natural Ambition (Reactive Shield)
Class feats Aggressive Block, Double Slice, Powerful Shove, Reactive Shield
General Feats Shield Block, Toughness
Skill feats Assurance (Athletics), Combat Climber, Powerful Leap
Class abilities Attack of Opportunity, fighter weapon mastery*

* Abilities marked with an asterisk are already reflected in other statistics
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Equipment
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Bulk 9, 8L
Worn backpack, doubling rings, half plate, mug
Weapons +1 striking longsword, steel shield (with shield boss; Hardness 3, HP 12, BT 6), shortbow (20 arrows)
Stowed bedroll, belt pouch (2), chalk (10 pieces), flint and steel, grappling hook, lesser elixir of life (2), repair kit, rope (50 feet), rations (2 weeks), soap, waterskin, wayfinder
Wealth 7 sp

The following rules apply to Valeros’s equipment.
Deadly (trait): On a critical hit, the weapon adds a weapon damage of the listed size; this is added after doubling the weapon’s damage.
Doubling Rings: When you wield a melee weapon in a hand wearing one of these rings, the weapon’s fundamental runes are replicated onto any melee weapon you wield in the hand wearing the other ring.
Elixir of Life, Lesser: Upon drinking this elixir ([one-action] Interact) you regain 3d6+6 Hit Points and gain a +1 item bonus to saving throws against diseases and poisons for 10 minutes.
Grappling Hook: You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make a secret attack roll against a DC depending on the target (typically 20). On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you’re partway through.
Repair Kit: A repair kit is required to Repair items with the Crafting skill.
Versatile (trait): A versatile weapon can be used to deal an alternate damage type listed. For instance, a piercing weapon that has “versatile S” can be used to deal piercing or slashing damage. Choose the damage type each time you make an attack.
Wayfinder: This magical device can be used as a compass. When an aeon stone is slotted into a wayfinder, the wayfinder can draw out the aeon stone’s resonant power. Activate [one-action] command; Effect The wayfinder is targeted by a 1st-level light spell, causing it to glow with bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch.

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Feats and Abilities
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Valeros’s feats and abilities are described below. His Natural Ambition feat is already factored into his statistics.
Assurance: Even in the worst circumstances, you can perform basic tasks with the Athletics skill. You can forego rolling a skill check for your chosen skill to instead receive a total check result of 10 + your proficiency bonus (for a total of 19; do not apply any modifiers to this result).
Attack of Opportunity [reaction]:
Trigger: A creature within your reach uses a manipulate or move action, makes a ranged attack, or leaves a square during a move action it’s using;
Effect: You make a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, that action is disrupted. This attack is not affected by or calculated against your multiple attack penalty.
Bravery: When you roll a success at a Will save against a fear effect, you get a critical success instead. In addition, anytime you gain the frightened condition, reduce its value by 1.
Combat Climber: You’re not flat-footed while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.
Double Slice [two-actions]: You make two Strikes against a single target, one with each of your weapons (usually your longsword and shield boss). If the second weapon does not have the agile trait, the Strike made with it takes a –2 penalty. If both attacks hit, combine their damage (so apply resistances and weaknesses only once) and add any applicable effects from both weapons.
Fighter Weapon Mastery (Swords): Your proficiency with swords is master (factored into Valeros's statistics). When you critically succeed at an attack roll with a sword, the target is flat-footed until the start of your next turn.
Haughty Obstinacy: If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can’t try to Coerce you again for 1 week).
Powerful Leap: When you Leap, you can jump 5 feet up with a vertical Leap, and you increase the distance you can jump horizontally by 5 feet.
Powerful Shove: You can use Aggressive Block against a creature up to two sizes larger than you. When a creature you Shove has to stop moving because it would hit an object, it takes damage equal to your Strength modifier (normally +4). This happens regardless of how you Shoved the creature.
Toughness: You reduce the DC of recovery checks by 1.

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Shield Actions
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While you have your shield equipped, you can take the following actions.

Aggressive Block [free-action]:
Trigger: You use the Shield Block reaction and the opponent that triggered Shield Block is adjacent to you and is no bigger than two sizes larger than you;
Effect: You use your shield to push the triggering creature, either automatically Shoving it 5 feet or causing it to become flat-footed until the start of your next turn. The triggering creature chooses whether to be moved or become flat-footed. If it chooses to be moved, you choose the direction. If the Shove would cause it to hit a solid object, enter a square of difficult terrain, or enter another creature’s space, it must become flat-footed instead of being moved. (This includes the benefits of powerful shove).
Raise Shield [one-action]: While wielding a shield, you position it to protect yourself until the beginning of your next turn. This grants you a +2 circumstance bonus to AC, and you can use the Shield Block reaction.
Reactive Shield [reaction]:
Trigger: An enemy hits you with a melee Strike;
Effect: You immediately use the Raise a Shield action and gains the shield’s bonus to AC; this bonus applies when determining whether the triggering attack hits.
Shield Block[reaction]:
Trigger: You would be damaged by a physical attack while your shield is raised;
Effect: You interpose your shield between yourself and the attack, reducing the damage by 3. You and your shield each take any remaining damage, possibly breaking or destroying the shield (the shield gains the broken condition after taking 6 or more damage and is destroyed once it’s taken 12 damage).