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Tarov Boulderfist Sentinel Paizo PbPinfo

Mar 16th, 2019
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  1. TAROV BOULDERFIST, "THE STALWART"
  2. Male [url=http://aonprd.com/RacesDisplay.aspx?ItemName=Dwarf]Dwarf[/url]
  3. [url=http://spheresofpower.wikidot.com/sentinel]Sentinel[/url] ([url=http://spheresofpower.wikidot.com/adamant-guardian]Adamant Guardian[/url]) 1
  4. NG Medium Humanoid (Dwarf)
  5. [b]Init[/b] +1; [b]Senses[/b] Darkvision 60', Perception +7
  6.  
  7. --------------------
  8. RESOURCES
  9. --------------------
  10.  
  11. . Attacks of Opportunity: 5/5 (per round)
  12. . Delayed Damage Pool: 0/3 HP (at a time)
  13. . Martial Focus: 1/1 (at a time)
  14. . Sentinel's Reserve: 3/3 (per day)
  15.  
  16. --------------------
  17. DEFENSE
  18. --------------------
  19.  
  20. [b]AC[/b] 15, [b]touch[/b] 10, [b]flat-footed[/b] 15. . (+5 armor)
  21. [b]HP[/b] 14 (1d12+2)
  22. [b]Fort[/b] +4, [b]Ref[/b] +1, [b]Will[/b] +5; +3 on all saves vs. poison, spells and spell-like abilities
  23. [b]Defensive Abilities[/b] delayed damage pool (3)
  24.  
  25. --------------------
  26. OFFENSE
  27. --------------------
  28.  
  29. [b]Speed[/b] 20 ft. (Heavy Armor)
  30. [b]Melee[/b] Dwarven Longhammer +5 (2d6+6/20/x3)
  31. . . Battleaxe +5 (1d8+6/20/x3)
  32. . . Heavy Pick +5 (1d6+6/20/x4)
  33. . . Dagger +5 (1d4+4/19-20/x2)
  34. . . Gauntlet +5 (1d3+4/20/x2)
  35. [b]Ranged[/b] Sling +1 (1d4+4/20/x2)
  36. . . Dagger +1 (1d4+4/20/x2)
  37. [b]Special Abilities[/b] +1 damage versus targets in patrol area
  38.  
  39. --------------------
  40. STATISTICS
  41. --------------------
  42.  
  43. [b]Str[/b] 18, [b]Dex[/b] 10, [b]Con[/b] 14, [b]Int[/b] 12, [b]Wis[/b] 16, [b]Cha[/b] 7
  44. [b]Base Atk[/b] +1; [b]CMB[/b] +5; [b]CMD[/b] 15
  45. [b]Feats[/b] [url=http://spheresofpower.wikidot.com/practitioner-feats#toc21]Muscular Reflexes[/url] (+4 AoOs)
  46. [b]Traits[/b] [url=http://aonprd.com/TraitDisplay.aspx?ItemName=Defensive%20Strategist]Defensive Strategist[/url], [url=http://aonprd.com/TraitDisplay.aspx?ItemName=Glory%20of%20Old]Glory of Old[/url]
  47. [b]Skills[/b] Acrobatics -4, Appraise +1, Bluff -2, Climb +4, Craft (blacksmithing) +1 (+3 related to metal or stone), Diplomacy +4, Disguise -2, Escape Artist -4, Fly -4, Heal +3, Intimidate +2, Perception +7, Perform -2, Ride -4, Sense Motive +9, Stealth -4, Survival +3, Swim +0
  48. [b]Languages[/b] Common, Dwarven, Orcish
  49. [b]SQ[/b] adamant patrol (+1), adamant soul, berserker sphere, berserker: berserking, berserker: brutal strike, equipment: armor training, equipment: dwarven heritage (discipline), equipment: polearm mastery, guardian sphere, guardian: endure pain, guardian: patrol package, martial tradition: heavy armsman, sentinel's reserve 3/day, wise reflexes
  50. [b]Combat Gear[/b] -; [b]Other Gear[/b] 0 pp 17 gp 75 sp 50 cp, scale mail, battleaxe, dagger (3), dwarven longhammer, heavy pick, sling, sling bullets (20), satchel, bedroll, belt pouch, cheap holy text, crowbar, flint and steel, grappling hook, iron pot, mess kit, hemp rope (50 ft.), soap, torch (10), trail rations (5 days), waterskin, wooden holy symbol of Torag [i](Light encumbrance)[/i]
  51.  
  52. --------------------
  53.  
  54. [spoiler=Special Abilities][b]Favored Class: Sentinel[/b] (+1/4 of an additional attack of opportunity per round)
  55.  
  56. [bigger][b]Racial Traits[/b][/bigger]
  57.  
  58. [url=http://aonprd.com/RacesDisplay.aspx?ItemName=Dwarf][b]Conservative Diplomacy[/b][/url]: A dwarf can embrace predictable traditions to avoid social missteps. A dwarf with this racial trait can rely upon conservative tactics when attempting a Diplomacy check; this choice must be made before the Diplomacy check is attempted. The dwarf treats any roll of less than 5 on such a Diplomacy check as though she had rolled a 5, but she treats any roll higher than 15 on such a check as though she rolled a 15. This racial trait replaces stonecunning.
  59.  
  60.  
  61. [url=http://aonprd.com/RacesDisplay.aspx?ItemName=Dwarf][b]Craftsman[/b][/url]: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
  62.  
  63. [url=http://aonprd.com/RacesDisplay.aspx?ItemName=Dwarf][b]Darkvision[/b][/url]: Dwarves can see in the dark up to 60 feet.
  64.  
  65. [url=http://spheresofpower.wikidot.com/racial-options#toc0][b]Dwarven Battle Training[/b][/url]: Many dwarves go beyond the weapon training common to their culture, mastering all their people’s weapons. They gain the Dwarven Heritage Equipment talent as a bonus talent at 1st level. This replaces defensive training, hatred and weapon familiarity.
  66.  
  67. [url=http://aonprd.com/RacesDisplay.aspx?ItemName=Dwarf][b]Hardy[/b][/url]: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  68.  
  69. [url=http://aonprd.com/RacesDisplay.aspx?ItemName=Dwarf][b]Iron Citizen[/b][/url]: Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves.
  70.  
  71. This replaces stability.
  72.  
  73. [url=http://aonprd.com/RacesDisplay.aspx?ItemName=Dwarf][b]Slow and Steady[/b][/url]: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
  74.  
  75. [bigger][b]Traits[/b][/bigger]
  76.  
  77. [b][url=http://aonprd.com/TraitDisplay.aspx?ItemName=Defensive%20Strategist]Defensive Strategist[/url][/b]: Your study of dwarven history has trained you in defensive strategy. You aren’t flat-footed during a surprise round that you don’t get to act in or before you get to act at the start of a battle.
  78.  
  79. [b][url=http://aonprd.com/TraitDisplay.aspx?ItemName=Glory%20of%20Old]Glory of Old[/url][/b]: In your veins flows the blood of dwarven heroes from Tar Taargadth. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
  80.  
  81. [bigger][b]Class Features[/b][/bigger]
  82.  
  83. [b][url=http://spheresofpower.wikidot.com/adamant-guardian]Adamant Patrol (Ex)[/url][/b]: At 1st level, whenever an adamant guardian sets up a patrol, she deals an additional +1 damage with all attacks made within the area of her patrol. At 5th level and every four levels afterwards, this bonus increases by +1, to a maximum of +5 at 17th level.
  84.  
  85. This ability replaces guardian challenge.
  86.  
  87. [b][url=http://spheresofpower.wikidot.com/adamant-guardian]Adamant Soul (Ex)[/url][/b]: An adamant guardian gains the (patrol) package instead of the (challenge) package from the Guardian sphere.
  88.  
  89. This ability modifies defender’s soul.
  90.  
  91. [b][url=http://spheresofpower.wikidot.com/sentinel]Combat Training[/b][/url]: A sentinel may combine combat spheres and talents to create powerful martial techniques. Sentinels are considered Expert practitioners and use Wisdom as their practitioner modifier.
  92.  
  93. [b][url=http://spheresofpower.wikidot.com/martial-traditions#toc26]Martial Tradition - Heavy Armsman[/url][/b]: A heavy armsman specializes in using hammers, axes, and other large weapons to bring down even larger foes.
  94.  
  95. [b][url=http://spheresofpower.wikidot.com/sentinel]Sentinel’s Reserve (Ex)[/b][/url]: Each day, a sentinel gains a number of reserve points equal to 1/2 her sentinel level + her Wisdom modifier (minimum 1). She can spend a reserve point as a swift action to gain an amount of temporary hit points equal to two times her base attack bonus + her Wisdom modifier; these temporary hit points last for 1 minute or until lost, whichever comes first. She regains reserve points after resting for 8 hours, although she may only regain reserve points once every 24 hours.
  96.  
  97. [b][url=http://spheresofpower.wikidot.com/sentinel]Wise Reflexes (Ex)[/b][/url]: A sentinel can use her Wisdom modifier in place of her Dexterity when determining her initiative and Reflex save bonus, although this bonus cannot exceed her class level.
  98.  
  99. [bigger][b]Spheres and Talents[/b][/bigger]
  100.  
  101. [b][url=http://spheresofpower.wikidot.com/berserker]Berserker Sphere[/b][/url]: Berserkers are indomitable warriors with boundless reservoirs of endurance and unmatched destructive potential.
  102.  
  103. [b][url=http://spheresofpower.wikidot.com/berserker#toc0]Berserking[/b][/url]: As a free action at the start of each turn, you may choose to take a -2 penalty to AC in exchange for 3 temporary hit points. The penalty and the temporary hit points end at the start of your next turn. For every point of base attack bonus you have, the granted temporary hit points increase by 1.
  104.  
  105.  
  106. [b][url=http://spheresofpower.wikidot.com/berserker#toc1]Brutal Strike[/b][/url]: As a special attack action, you may make a melee attack against a target. Creatures damaged by a brutal strike gain the battered condition until the end of your next turn. You may expend martial focus to have the attack deal additional damage equal to twice your base attack bonus.
  107.  
  108. Each brutal strike may be modified by a single (exertion) talent.
  109.  
  110. ---
  111.  
  112. [b][url=http://spheresofpower.wikidot.com/guardian]Guardian Sphere[/b][/url]: Guardians specialize in protecting their allies and drawing the ire of their enemies.
  113.  
  114. You gain a delayed damage pool equal to your 3 x your base attack bonus. When you receive damage, as part of taking the damage you may redirect all or part of it to your delayed damage pool. Apply damage reduction and resistance before redirecting the damage. You may not redirect damage that would exceed the maximum capacity of the damage pool. Your delayed damage pool empties at the end of your turn each round, inflicting any damage stored in the pool on you, bypassing any damage reduction or resistance you possess and resetting to 0. Any additional effects of the attack, such as poison, are still incurred immediately even if the entire damage of the attack is redirected to the delayed damage pool. Any healing you receive in excess of your maximum hp automatically reduces the amount of damage in your delayed damage pool.
  115.  
  116. Should you lose access to the Guardian sphere, any damage (or other effects if you possess certain talents) is incurred at the end of your turn.
  117.  
  118. [b][url=http://spheresofpower.wikidot.com/guardian#toc7]Endure Pain[/b][/url]: When you receive damage from your delayed damage pool, you take it as nonlethal damage. This nonlethal damage ignores any resistance or immunity to nonlethal damage you may possess.
  119.  
  120. [b][url=http://spheresofpower.wikidot.com/guardian#toc1]Patrol[/b][/url]: As long as you have martial focus, as a full-round action you may increase your threatened area by 5 ft., +5 ft. for every 4 points of base attack bonus you possess. This increased threatened area is applied after the effects of the reach weapon special feature. Until the beginning of your next turn, you may make attacks of opportunity against any creature in this threatened area that provokes attacks of opportunity. You may move to bring the creature that provokes the attack of opportunity within your reach as part of these attacks, provided your total movement before your next turn does not exceed your base speed. Any movement you make provokes attacks of opportunity as normal. Associated Feat: Combat Patrol.
  121.  
  122. Talents with the (zone) tag grant additional effects to this ability. Each patrol may only benefit from one (zone) talent.
  123.  
  124. ---
  125.  
  126. [b][url=http://spheresofpower.wikidot.com/equipment-sphere#toc1]Armor Training[/b][/url]: You gain proficiency with light armor and medium armor. If you are already proficient with light armor, you instead gain proficiency with medium armor and heavy armor. You may take this talent up to two times.
  127.  
  128. [b][url=http://spheresofpower.wikidot.com/equipment-sphere#toc46]Dwarven Heritage[/b][/url] (x2): You gain proficiency with the battle axe, dwarven boulder helmet, earthbreaker, greataxe, greatclub, hand axe, heavy pick, light hammer, light pick, pickaxe, throwing axe, and warhammer. You may take this talent a total of twice. If taken a second time, you also gain proficiency with the dwarven dorn duergar, dwarven double waraxe, dwarven longaxe, dwarven longhammer, dwarven maulaxe, dwarven urgosh, and dwarven waraxe.
  129.  
  130. [b][url=http://spheresofpower.wikidot.com/equipment-sphere#toc22]Polearm Mastery[/b][/url]: When wielding a reach weapon, you may attack targets within your natural reach, but suffer a -2 penalty when doing so. At +10 base attack bonus, you also threaten all squares within your natural reach when wielding a reach weapon, but still suffer a -2 penalty to attacks of opportunity made in this fashion.
  131.  
  132. [bigger][b]Feats[/b][/bigger]
  133.  
  134. [b][url=http://spheresofpower.wikidot.com/practitioner-feats#toc21]Muscular Reflexes[/b][/url] (+4 AoOs): You rely on muscle memory and strength to enhance your reflexes.
  135.  
  136. Benefit: You may make a number of additional attacks of opportunity per round equal to your Strength bonus. With this feat, you may also make attacks of opportunity while flat-footed.
  137.  
  138. Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.
  139.  
  140. Special: The Muscular Reflexes feat does not allow a rogue to use her opportunist ability more than once per round. The attacks of opportunity from this feat do not stack with those granted by Combat Reflexes or similar feats, but Muscular Reflexes counts as Combat Reflexes when meeting the prerequisites for feats.[/spoiler]
  141.  
  142. --------------------
  143.  
  144. [b][url=http://spheresofpower.wikidot.com/]Spheres of Might[/url][/b]
  145.  
  146. --------------------
  147.  
  148. [spoiler=Exposed to Awfulness]When Tarov was but a wee lad, not more than nine years old, there was nothing special about the young dwarf boy. Like his peers, he spent his days reading, playing with friends, and pretending that he'd grow up to be a great smith, like his father and grandfather, before him. Still pulling at his mother's dress, he was every bit an average child.
  149.  
  150. But one day, a great commotion rose throughout Thanehelm. A small demon had somehow infiltrated the city, and the whole city guard had been called to catch and slay it. Unluckily for Tarov, he had been out playing in one of the many tunnels of the mountainhome, with his friends, and had not heard the warnings to get inside. So when the Nabasu landed not three feet from the playing dwarf children, they could do nothing but cower in fear.
  151.  
  152. Relishing in their terror, the fiend slowly approached them. While the other boys somehow found the will to turn and flee, Tarov did not. Whether it was determination to protect his friends, or sheer horror holding him in place, the young Boulderfist could do nothing but stand there, eyes squeezed tight.
  153.  
  154. It was not a pretty sight. Frustrated with the boy for not running and screaming, but also for cowering, it beat him within an inch of his life. And all the while, Tarov kept his eyes squeezed shut and tried to stifle his cries as best he could. Deep claw wounds marked the boy's whole body, the demon taking great pleasure in scrawling terrible bloody injuries onto the dwarf child. But his terror did not last long - his friends had not left him for dead, but had gone to call the guard. The last thing Tarov remembered before blacking out was a heavily armored dwarven man in steel gray armor. And on his chestplate, the emblem of a closed fist: the symbol of the Knights of Thanehelm.
  155.  
  156. When Tarov once again woke, it was three days later. Bandaged heavily and confined to his bed, he was happy to be alive. And in the weeks after the attack, Tarov found himself becoming stronger and tougher than he had ever been before. Though his skin was now covered in numerous small scars, he felt more healthy than he had ever been. Hearty and hale, he now began to dedicate his youth to become a knight. The thought of being able to save others, like that man had saved him, drove the young Boulderfist onto the path that would define the rest of his life.[/spoiler]
  157.  
  158. --------------------
  159.  
  160. [spoiler=Physical Description]Tarov is a tall, heavily-muscled dwarven man of great strength. He is broad and stout, even more so than most of his kin, but is surprisingly agile for his size. He has ruddy brown hair and grey eyes. His beard is well-kept and neatly braided, a silver binding at the end of each braid to keep them set. He prefers comfortable, heavy clothing in blues and greys.
  161.  
  162. [url=http://i.imgur.com/Hr8g0cz.jpg]Portrait of Tarov.[/url][/spoiler]
  163.  
  164. --------------------
  165.  
  166. [spoiler=Personality]Though Tarov comes across as gruff and unfriendly, he is actually just a dwarf who is dedicated to what he does. If he is told to do something, he will get it done, and heavens help any who try to stop or distract him. However, he can celebrate a job well done with the best of them, and he is quite jovial and friendly at such times. Regardless, Boulderfist is constantly concerned with the well-being of his companions, even when they might think otherwise.
  167.  
  168. Single-minded in every sense of the word when he is set on something, Tarov is not particularly charismatic. While he is a splendid strategist, his solutions to problems tend to be overly simplistic. [i]Keep it simple, stupid[/i] is a favorite phrase of this dwarven man.[/spoiler]
  169.  
  170. --------------------
  171.  
  172. [spoiler=Attacks][dice=Dwarven Longhammer attack]1d20+5[/dice]
  173. [dice=Dwarven Longhammer damage]2d6+6[/dice]
  174.  
  175.  
  176. [dice=Battleaxe attack]1d20+5[/dice]
  177. [dice=Battleaxe damage]1d8+6[/dice]
  178.  
  179.  
  180. [dice=Heavy Pick attack]1d20+5[/dice]
  181. [dice=Heavy Pick damage]1d6+6[/dice]
  182.  
  183.  
  184. [dice=Dagger attack]1d20+5[/dice]
  185. [dice=Dagger damage]1d4+4[/dice]
  186.  
  187.  
  188. [dice=Gauntlet attack]1d20+5[/dice]
  189. [dice=Gauntlet damage]1d3+4[/dice]
  190.  
  191.  
  192. [dice=Sling attack]1d20+1[/dice]
  193. [dice=Sling damage]1d4+4[/dice]
  194.  
  195.  
  196. [dice=Thrown Dagger attack]1d20+1[/dice]
  197. [dice=Dagger damage]1d4+4[/dice][/spoiler]
  198.  
  199. [spoiler=Current Status]| HP: 14/14 | AC: 15, T: 10, FF: 15 | CMD: 15 | F: +4, R: +1, W: +5 (+3 vs. poison, spells and spell-like abilities) | Init: +1, Per: +7 | DDP: 0/3, SR: 3/3 | AoOs: 5/5 |
  200.  
  201. Effects: None
  202. Reach: 10 ft.[/spoiler]
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