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About Wencit StonereaverWencit Stonereaver
DEFENSE:
AC 22, touch 12, flat-footed 21 hp 85 Fort 11 Reflex 5 Will 12; CMD 24 OFFENSE:
Space 5 Reach 5 Speed 20 ft BAB 7, CMB 12 Melee 2 Hands
Melee 1 Hand
Ranged
SKILLS::
Acrobatics -4 Appraise 4 Bluff -1 Climb 6 Craft Armour 6 Craft Weapons 6 Craft Bowyer/Fletcher 6 Diplomacy -1 Disguise -1 Escape Artist -4 Fly -3 Handle Animal 7 Heal 14 Intimidate -1 Knowledge (engineering) 10 Knowledge (religion) 10 Perception 13 Ride -4, Sense Motive 4 Spellcraft 13 Stealth -4 Survival 4 Swim 0 Use Magic Device 9 spells:
Level 0 Detect Magic Read Magic Guidance Create Water Stabilize Level 1
Level 2
Level 3
Level 4
LANGUAGES::
Dwarven, Common, Undercommon, Androffan Gear:
Armour: +1 Full Plate Weapons
Adventurers Sash (Containing)
Handy Haversack (Containing)
Type 1 Bag of Holding (#1)
Type 1 Bag of Holding (#2)
Carried:
CONSUMEABLES::
Waterskin (Containing), Oil (1-Pint flask) (4), Potion of Cure Light Wounds (D8+1) (CL: 1) (4), Potion of Cure Moderate Wounds (2D8+3) (CL: 3) (2), Potion of Cure Serious Wounds (3d8+5) (CL: 5) (1), Acid (flask) (2), Alchemist fire (flask) (2), Bottled Lightning (2), Holy Water (flask) (2), Liquid ice (flask) (2), Tanglefoot bag (2), Thunderstone (2) 60 Cold Iron (Blunt Arrows) – 10 Silver Blanch, 10 Adamantine Blanch, 10 Ghost Touch Blanch 100 Cold Iron Arrows – 20 Silver Blanch, 20 Adamantine Blanch, 20 Ghost Touch Blanch RACIAL TRAITS::
Type (CRB 21): You are a humanoid with the dwarf subtype. Slow and Steady (CRB 21): You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance. Darkvision (CRB 21): You have darkvision with a range of 60ft. Defensive Training (CRB 21): You gain a +4 dodge bonus to AC against monsters of the giant subtype. Greed (CRB 21): You receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Hatred (CRB 21): You receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes. Hardy (CRB 21): You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability (CRB 21): You receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stonecunning (CRB 21): You receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. You receive a check to notice such features whenever they pass within 10 feet of them, whether or not you are actively looking. Weapon Familiarity (CRB 21): You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Campaign Traits:
Numerian Archaeologist (APIG 9): You gain Androffan as an additional language.* When you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result. Defensive Strategist (ISG 219): You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle.
Class Features:
Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are proficient with shields (excluding tower shields.) Weapon Proficiency: You are proficient with all Simple and Martial Weapons. Aura (Ex) (ACG 60): You have a particularly powerful aura corresponding to your deity's alignment. Blessings (Su) (ACG 60): 8 times per day, you can call upon one of the following blessings to aid yourself or your allies. (DC: 19) Crafter's Wrath (ACG 64): You can touch one melee weapon and can grant it the power to bypass hardness and damage reduction for one minute. Transfer Magic (ACG 64) You can temporarily transer a special ability or enhancement bonus from 1 weapon or armour to another.
Increased Defense (ACG 67): You can gain a +2 sacred bonus on saving throws and AC for one minute. Aura of Protection (ACG 67) You can emit a 30' aura of protection for one minute.
Focus Weapon (Ex) (ACG 60): You gain Weapon Focus as a bonus feat. Sacred Weapon (Su) (ACG 60): Weapons you wield are charged with the power of your faith. When you wield a Medium version of a Sacred Weapon - your deity's favored weapon or one in which you have Weapon Focus - you may deal 1d10 damage instead of the weapon's normal amount. As a swift action, you can enhance your weapon with divine power for up to 10 rounds per day. This grants it a +2 bonus enhancement that stacks with existing bonuses up to a +5 maximum.
Brilliant Energy (+4),
Enhancements only work for you and you must have a +1 enhancement before adding other enhancements. If multiple weapons, or both ends of a double weapon are enhanced, each consumes rounds of use separately. Spontaneous Casting (ACG 61): You may convert the stored energy of a prepared spell into a cure spell of the same level or lower. Fervor (Su) (ACG 61): 9 times per day, you can draw on your faith to heal wounds, harm foes or quickly cast spells. By touching a creature and expending one use of fervor, you can heal a living creature or harm an undead creature for 3d6 damage. This is a standard action that provokes an attack of opportunity if you use it on another creature, but a swift action if you use it on yourself. You can spend one use of fervor to cast any prepared warpriest spell (with a casting time of 1 round or shorter) as a swift action with no somatic components.
Channel Energy (Su) (ACG 61): You can expend two uses of Fervor to emit a wave of positive energy through your holy symbol. This can either heal all living creatures or harm all undead creatures within 30ft of you for 3d6 damage. Creatures harmed get a Will save (DC 19) to halve the damage. You can choose not to include yourself in the effect. Sacred Armor (Su) (ACG 62): As a swift action, you can enhance your armor with divine power for up to 9 minutes per day.
You can replace some of the bonus with the following special abilities:
Bonus and abilities only apply to you. They are determined the first time you use it each day and cannot be changed until the next day. When you use this ability, you can also use your sacred weapon ability as a free action by spending one use of fervor.
Feats:
Steel Soul (APG 170): You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf ’s hardy racial trait. Craft Wondrous Item (Core 120): You can create magic wonderous items Power Attack (Core 131): You can choose to take a -2 penalty on all melee attack rolls and combat maneuver checks to gain a +4 bonus on all melee damage rolls. This bonus to damage is increased to +6 with two-handed weapons, a one handed weapon using two hands, or a primary natural weapon that deals 1.5 strength damage. This bonus to damage is decreased to +2 if you are making an attack with an off-hand weapon or secondary natural weapon. These effects last until your next turn. Weapon Focus (Waraxe, dwarven) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon. Weapon Focus (Dorn Dergar, Dwarven) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon. Weapon Focus (Longbow, composite (+0)) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon. Point-Blank Shot (Core 131): You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Toughness (Core 135): You gain 9 hit points. Exotic Weapon Proficiency (Firearms) (UC 135): You are proficient with using firearms and do not suffer attack penalties and increased misfire chances when you use them.
Weapon Traits and descriptions:
Reach Weapon: You use a reach weapon to strike opponents 10 feet away, but you can't use it against an adjacent foe. Weapon Descriptions
+1 Mithral Dwarven maulaxe
Dagger
Magic Items:
Armiger's Panoply (KIS 30): You can teleport armor in the sack onto your body 3 times a day Ring of Protection +1 (Core 481): This ring provides a +1 deflection bonus Ring of Sustenance (Core 483): Ring provides nourishment. Only need to sleep 2 hours a night. Belt of Giant Strength +2 (Core 502): You receive a +2 enhancement bonus to strength Boots of the Cat (UE 229): Wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die) and always lands on his feet. Healer's Gloves (UE 238): Gain +5 competence on Heal Checks. Headband of Inspired Wisdom +2 (Core 516): The headband grants the wearer an enhancement bonus to Wisdom of +2. Cloak of Resistance +1 (Core 507): Gives a +1 resistance bonus to all saves. Handy Haversack (Core 516): Put whatever you want in this bag. Retrieving the item is a move action. Efficient Quiver (Core 511): This container appears as a typical quiver but has 3 compartments. Retreiving anything from the quiver is quick. Traveler's Any-Tool (UE 323): You can use this to form any known tool. Bag of Holding type I (Core 500): A bag opening into nondimensional space. Capacity is 250 lbs or 30 cubic feet. Bag of Holding type I (Core 500): A bag opening into nondimensional space. Capacity is 250 lbs or 30 cubic feet.
Background:
Wencit was born of a merchant guild family who’s father was a bit of a traditionalist. When he was growing up, he fell into a group that spent time looking around the hills of torch. During this time, he managed to pick up some Androffin and a little bit of skill working around the skymetal. His outraged father sent him to his family that was still residing in the 5 Kings Mountains. While he was here, he learned of the teaching of the maker, and figured that this is what he could spend his life working with. After several years, he slowly progressed up through the ranks of the temple, and they assigned him to more challenging missions both guarding and organizing caravans. Several more years passed, and he heard that his parents had both died in Torch and that he was to return. As he was returning to Torch, while waiting for a ship in Magnimar, he heard that the torch had gone out and that the town had put a reward up for anyone who could relight it. By the time that he managed to get back to Torch, it was already relit and the group of hero’s had pushed on. |