Gornath

Build:
Human (Versatile) / Molthuni Mercenary / Fighter (2nd)

Backstory:
Hailing from the city of Canorate, in the expansionist nation of Molthune, in central Avistan on the shores of Lake Encarthan, you have joined Molthuni Imperial Army as a Citizen-Mercenary in order to obtain your citizenship. It is a great source of pride and an ever greater source of opportunity to be in such a rank, with riches, status and potentially fame awaiting those who distinguish themselves, it is the goal of every Citizen-Mercenary to prove the might and expand the Empire.

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AC HP Initiative Weapon Attack
{18}* (34) +7 +10 (/+8)
Strength: 18 (+4)
Dexterity: 10 (-)
Constitution: 16 (+3)
Intelligence: 12 (+1)
Wisdom: 12 (+1)
Charisma: 10 (-)
Fort Reflex Will Perception Resistance
Expert: +9 Expert: +6 Trained: +5 Expert: +7 Slashing: [1]

*Not including Shield bonus



Skill Proficiencies

Trained Expert Master Legendary
Acrobatics +4
Athletics +8
Crafting +5
Intimidation +4
Lore (Mercenary) +5
Society +5
Medicine +5
Traits:
Type Humanoid
Ancestry Human
Alignment
Speed (25)ft
Size [M]
Bulk (6)/14
Hero Points (1)
Languages Common, Varisian, Infernal


Special Abilities & Actions

Attack of Opportunity [R] Trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
Effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.


Feats

Fighter Feats

Sudden Charge [»] With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. Fighter, 1st
Reactive Shield [R] Trigger: An enemy hits you with a melee Strike. Effect: You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack. Fighter, Ancestry Bonus, 1st
Intimidating Strike [»] Your blow not only wounds creatures but also shatters their confidence. Make a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit. Fighter, 2nd

General Feats

Shield Block [R] Trigger: While you have your shield raised, you would take damage from a physical attack. Effect: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. General, Fighter Bonus, 1st

Skill Feats

Experienced Professional - You carefully safeguard your professional endeavors to prevent disaster. When you use Lore to Earn Income, if you roll a critical failure, you instead get a failure. If you’re an expert in Lore, you gain twice as much income from a failed check to Earn Income, unless it was originally a critical failure. Skill, Source, Level Gained
Battle Medicine [>] You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day. Skill, 2nd


Ancestry Features

Human Versatile Heritage
Starting Hit Points: Human characters start play with (8) Hit Points
Size: Humans are Medium size
Base Speed: Human base speed is (25)ft per round
Ability Boosts - [Strength & Constitution]: Humans gain Two free ability boosts
Versatile Heritage: Humanity’s versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).

Ancestry Feats

Natural Ambition - You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet. Ancestry, Human, 1st


Background Features

Molthuni Mercenary
Whether you sought citizenship or simply needed a steady paycheck, you spent some of your time as a paid mercenary in the armed forces of Molthune, where you fought against Molthune’s enemies such as Nirmathas or the Ironfang Legion. Alternatively, you might have worked at sea, protecting Molthune’s military and trading ships against pirates on Lake Encarthan.
Ability Boosts - [Strength & Constitution]: Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost.
Training: You're trained in the Athletics skill and the Mercenary Lore skill
Background feat: You gain the Experienced Professional skill feat.


Class Features

Fighter
Key Ability - [Strength]: At 1st level, your class gives you an ability boost to your choice of Strength or Dexterity.
Hit Points: 10 plus your Constitution modifier. You increase your maximum number of HP by this number at 1st level and every level thereafter.
Initial Proficiencies: At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
Attack of Opportunity: Ever watchful for weaknesses, you can quickly attack foes that leave an opening in their defenses. You gain the Attack of Opportunity reaction.
Attack of Opportunity [R]: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
Fighter Feats: At 1st level and every even-numbered level thereafter, you gain a fighter class feat.
Shield Block: You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield


Weapon Proficiencies

Trained Expert Master Legendary
Advanced +8 Simple +10
Martial +10
Unarmed +10

Armour Proficiencies

Trained Expert Master Legendary
Light +4
Medium +4
Heavy +4
Unarmored Defense +4

Weapons

Longsword Damage: [1d8s]; Bulk: [1]; Hands: (1); Traits: {Versatile - P}
Longswords can be one-edged or two‑edged swords. Their blades are heavy and they’re between 3 and 4 feet in length.
Steel Shield AC Bonus: [+2]; Speed Penalty: —; Bulk: [1]; Hardness: (5); HP: (20)
Like wooden shields, steel shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more durable.

Armour

Breastplate AC Bonus: (+4); Dex Cap: (+1); Check Penalty: (-2); Speed Penalty: (-5 ft); Bulk: [2]; Group: Plate
Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.
Plate: The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor’s potency rune for medium armor, or 2 + the value of the armor’s potency rune for heavy armor

Items, gear and equipment

Adventurers Pack An Adventurers pack contains the following items: 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 You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make an attack roll with the secret trait against a DC depending on the target, typically at least DC 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 up.
Coin Pouch
7gp, 53sp

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