Logrith Stormbrew [PF2 Lvl 5} Character Sheet
Ancestry: dwarf, heritage: Strong-blooded, Male, 38, Lawful Neutral, faith: Torag.
Heritage: strong-blooded.
Ancestry feats: 1st- rock runner, 5th- boulder roll
General feat -> Fleet
Background: Scout. bonus skills; Lore-Scouting, survival.
Bonus feat: Forager
Class: Barbarian Level 5 xp 0 (Page 83 start)
Class features: Rage, Animal instinct, Deny advantage, BRUTALITY.
Class feats: sudden charge, no escape, fast movement (p. 88-89)
Strength: 18 (+4) Perception: EX+4, Lvl+5, Wis+3=12
Dexterity: 16 (+3) Fortitude: EX+4, Lvl+5, Con+3=12
Constitution: 17 (+3) Reflex: TN+2, Lvl+5, Dex+3=10
Intelligence: 15 (+2) Will: EX+4, Lvl+5, Wis+3= 12
Wisdom: 16 (+3)
Charisma: 11 (+0)
Hit points: 85 AC: 20 [shield+2=22]
Skill name: Prof+Level +ability modifier ....Armor: Unarmored. (base of 10+ *Tn+2, Lvl+5, Dex+3= 20 AC)
Acrobatics ... TN+2, level +1, Dex+2= 5 .....Shield: Steel Shield
Athletics ...
Ex+4, +5, +4= +13 Str .....weapon: War Hammer, hatchet, dagger
Crafting ... TN 5+2+2=9 Int
Deception .. TN, 5+2+0=7 Cha
Intimidation ...TN 5+2+0=7 Cha
Lore (Sea shore) ... TN 5+2+2=9 Int
Lore (Mountain)...TN 5+2+2=9 Int
Lore (Scouting)...Tn+2, lvl+5, Int+2= +9
Stealth ... Ex 5+4+3=12, Dex
Nature...TN 5+2+3=10 , Wis
Survival ... Ex+4, +5, +3= +12, Wis
Logrith was unlike other dwarves, always at odds with them because he preferred being above ground, wandering in the woods. He had an affinity with bears - animal instinct
Weakness? Charisma
Dwarf: Strong Blooded
Hit Points: +10
Traits: Dwarf, Humanoid. Size: Medium
Speed: 20 *(now 25ft /Raging 35ft)
+Con, Wis, Free… -Cha
Languages: Common, Dwarven,
See around page 34, and Select two bonus languages you know
Darkvision- You can see, even in total darkness. However, your vision is still subject to obfuscation; such as smoke, haze, fog, thick brush, etc.
Strong blooded (Heritage) current poison resistance (rounded up: is 3)
Your blood runs hearty and strong, and you can shake off toxins. You gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison.
*GM note: you can drink hard alcohol for hours, not get sick, never pass out, and at any time you can suddenly declare that you are sober. See the Drew Hayes classic, comic series "Poison elves". I will extend the strong blooded heritage to being inured to foul odors and fumes. Putrescence doesn’t have any game mechanical effect on you. You have no compunctions about punching toxic slimes and undead, removing any bonus to Armor class caused by nasty odors and the like. It is going to be very hard to "Sicken you" without poisons or magic, and even then… you might resist it, no problem!
ROCK RUNNER (Ancestry feat 1st Level)
Your innate connection to stone makes you adept at moving across uneven surfaces. You can ignore difficult terrain caused by rubble and uneven ground made of stone and earth. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone or earth, you aren’t flat-footed, and when you roll a success at one of these Acrobatics checks, you get a critical success instead.
BOULDER ROLL (Ancestry feat 5th level)
Your dwarven build allows you to push foes around, just like a mighty boulder tumbles through a subterranean cavern. Take a Step into the square of a foe that is your size or smaller, and the foe must move into the empty space directly behind it. The foe must move even if doing so places it in harm’s way. The foe can attempt a Fortitude saving throw against your Athletics DC to block your Step. If the foe attempts this saving throw, unless it critically succeeds, it takes bludgeoning damage equal to your level plus your Strength modifier. If the foe can’t move into an empty space (if it is surrounded by solid objects or other creatures, for example), your Boulder Roll has no effect.(
*Change this; when you body check someone you will at the minimum deal your unarmed damage.)
Str Dex Con Int Wis Cha
Base 16 14 15 13 12 11
Dwarf 18^ 14 17* 13 14* 9*
5th lvl 18 16* 17 15* 16* 11*
18 str 16 dex 17 con 15 int 16 wis 11 Cha
Mod +4 ______+3 _____+3_____ +2 _____+3_____ +0
Bulk:5+4=9
Perception
Expert in Perception Ex+4,Lvl+5, Wis+3= +12
Saving Throws
Expert in Fortitude Ex+4, lvl+5, Con+3= +12
Trained in Reflex _Tn+2, lvl+5, dex +3= +10
Expert in Will______Ex+4, lvl+5, Wis +3= +12
Skills
Trained in Athletics
Trained in a number of additional skills equal to 3 plus your Intelligence modifier
Attacks: Ex+4,Lvl+5,Str+4= +13 (or Dex+3 for ranged weapons. = +12)
Expert in simple weapons
Expert in martial weapons
Expert in unarmed attacks
Defenses base: 10 (Tn+2,lvl+5, Dex+3 = +10) = +20, *22 with shield.
Trained in light armor and medium armor and unarmored defense
Class: Barbarian, BEAR instinct
Add on HP: 12+con mod= 15, x5 levels= 75, +10 dwarf=
85 hit points.
Rage [one-action] Barbarian Concentrate Emotion Mental. 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.
DENY ADVANTAGE 3RD
Your foes struggle to pass your defenses. You aren’t flatfooted to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
BRUTALITY 5TH
Your fury makes your weapons lethal.
Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. While raging, you gain access to the critical specialization effects for melee weapons and unarmed attacks.
Bear Jaws 1d12+9 P Unarmed
Claw 1d6+8 S Agile, unarmed
ANATHEMA: disrespecting a bear is anathema to your instinct, as is using weapons while raging.
BESTIAL RAGE (INSTINCT ABILITY)
When you Rage, you gain the Bear's unarmed attacks. The specific attack gained, the damage it deals, and its traits are listed above. These attacks are in the brawling group. Your Rage action gains the morph, primal, and transmutation traits.
SPECIALIZATION ABILITY
Increase the damage die size for the unarmed attacks granted by your chosen animal by one step, and increase the additional damage from Rage from 2 to 5 for your chosen animal’s unarmed attacks. *GM:I have figured this in the above chart.
If you have greater weapon specialization, increase the damage from Rage from 5 to 12 for your chosen animal’s unarmed attacks.
RAGING RESISTANCE: You resist piercing and slashing damage, equal to the Rage Damage Bonus: +5
BARBARIAN CLASS FEATS
SUDDEN CHARGE [TWO-ACTIONS] FEAT 1
BARBARIAN FLOURISH OPEN
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 movement type.
NO ESCAPE [REACTION] FEAT 2
Barbarian Rage
Trigger A foe within reach attempts to move away from you.
You keep pace with a retreating foe. Stride up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you’ve moved your full Speed.
FAST MOVEMENT FEAT 4
Barbarian
Your rage is a frenzy of rapid movements. While you are raging, you gain a +10-foot status bonus to your Speed.
General feat
Fleet: You move more quickly on foot. Your Speed increases by 5 feet Feat 3rd
Background feat
Forager: Prerequisite(s) trained in Survival
While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success.
Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living.
Skill Feats
2nd –
Hefty Hauler- You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.
4th-
Titan Wrestler- You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.
[ +- ] LOGRITH ONLY!
GM Benny: Player is the only character in existence to have a BEAR Familiar. As the adventure continues you will discover how to use this gift.
Logrith I don't see your magic items list.