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Coris Alrimac Baraz-Barak

BATTLE-RAGER BRAWLER DWARF

Played by Premade Stone-Sun Comapnions

Class
Battle-Rager Braserker
Size
Medium Size Creature; HEIGHT; 4'1" (1.25 meters) WEIGHT; 231 lbs (105 kgs)
Alignment
XP
Level
  1  
Hero Points
1
Deity
Sir Kartheart
Strong-Blooded Dwarf
Soldier
25 feet
+3
Str
Modifier
Strength
Score
16
+2
Dex
Modifier
Dexterity
Score
14
+3
Con
Modifier
Constitution
Score
16
+0
Int
Modifier
Intelligence
Score
10
+1
Wis
Modifier
Wisdom
Score
12
+0
Cha
Modifier
Charisma
Score
10
Total
16
Base
10
Key
3
Item
0
Prof
3
U T E M L
  +2      

 
Dwarven, Valarian (Common)
HP
17/17
Temp. HP
0
Resistances and Immunities
Resist (1) Poison
Total
6
Prof. Mod
5
Att. Mod (Wis)
1
Item Mod
0
U T E M L
    +4    

 
Total
17
AC Base
10
Dex Bonus (or AC Cap)
2
Item
2
Prof
3
U T E M L
  +2      

 
Unarmored
U T E M L
  +2      

 
Light
U T E M L
  +2      

 
Medium
U T E M L
  +2      

 
Heavy
U T E M L
+0        

 
Shield AC
+0
Hardness
0
Shield HP
0 / 0
BT
0
Save Total Mod Prof Item Prof. Bonus
Fortitude (CON) 6 3 3 0 2
Reflex (DEX) 5 2 3 0 2
Will (WIS) 4 1 3 0 2
Simple Weapons
U T E M L
+0        

 
Martial Weapons
U T E M L
+0        

 
Melee (All Families)Trained
Ranged (Slings)Trained
Zweihander 1d20+6 1d12+3 Slashing
Cestus 1d20+6 1d4+3 Bludgeoning
Handaxe 1d20+6 1d6+3 Slashing
Handaxe Throw 1d20+6 1d6+3 Slashing
Total Prof. Mod Ability Mod Item Mod Armor Mod
+2 Acrobatics (dex)   2 0 0
+0 Arcana (int)   0 0
+6 Athlethics (str) 3 3 0 0
+0 Crafting (int)   0 0
+0 Deception (cha)   0 0
+0 Diplomacy (cha)   0 0
+3 Intimidation (cha) 3 0 0
+1 Medicine (wis)   1 0
+1 Nature (wis)   1 0
+0 Occultism (int)   0 0
+0 Performance (cha)   0 0
+1 Religion (wis)   1 0
+0 Society (int)   0 0
+2 Stealth (dex)   2 0 0
+4 Survival (wis) 3 1 0
+2 Thievery (dex)   2 0 0
Strong Blooded (Heritage Trait): 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.

Magick Resistance (Dwarf Ancestry Feat 1): If you are of the Magick Resistance side of this Ancestry Feat, you are inherently very resistant to the primordial forces of creation and the magicks they and the void influence and feed. You are amongst the only individuals whom can mine and work with Manna gems safely due to this innate resistance, though specialized dust masks are still heavily relied on for mining. You are also one of the few whom can work with manna gem dust directly, gaining access to the Craft (rune) skill should you so choose. Furthermore every day, you automatically critically succeed your first saving throw against any Arcane, Primal, or Occult spell, magick or supernatural effect. This is NOT optional, it just happens.

Quick Coercion (Feat from Soldier Background): You can bully others with just a few choice implications. You can Coerce a creature after 1 round of conversation instead of 1 minute. You still can’t Coerce a creature in the midst of combat, or without engaging in a conversation.

Fury (Braserker Base Trait): to fly into a fury. Once in a Fury, you gain +2/5 Braserker levels (minimum +2) to all Strength and Constitution rolls, including saves, skills and attacks (but not damage rolls). Furthermore you recover 2+1/2 your Braserker level hp every round at the beginning of your turn, and your melee attacks deal extra damage equal to the Fury Die for your level. Whilst in a Fury you are at -4 to all Intelligence based rolls, including skills, saves and any other d20 roll Intelligence applies to. You are (unless via means like the Zealot) unable to cast spells or call upon prayers in any way even if you somehow have that capability. A bout of Fury lasts 6 rounds (one minute) maximum but can be ended early as an action. When it ends, a Braserker gains the Fatigued (1) Condition for 1 minute. Braserkers can utilize 3 bouts of Fury (so 18 rounds) a day. This number increases to 6 bouts (36 rounds) at 7th level and 9 bouts (54 rounds) at 14th level.

Fury Damage Dice (Braserker Mechanic Dice): This is the Braserker's mechanic. This die is added to damage with all melee attacks when in Fury. At 1st level this dice is 1d4

Battle-Fervor (Battle-Rager Feature): Battle-Ragers have true bloodrage of the ancient legends flowing through their veins. When in a Fury, if they would drop to 0 hit points, instead this triggered Reaction activates. The Fury does end, however they immediately heal for 1d10+1/Braserker level, and they do not at any point fall unconscious or suffer a wounded condition or fall prone when they hit zero, this is immediate their adrenaline simply pushing them through the pain. This reaction can only trigger if they are actively in a bout of Fury. The Fatigued (1) condition they gain for the end of a Fury bout also becomes permanent, unremovable by any means but a Rest.

Violent Assault (Braserker Feat 1): A Braserker with this feat knows and understands the mission, they know what their Fury is meant for. When in a Fury, they may decide at the start of their turn as a Free Action to declare they are launching themselves into a Violent Assault. All your melee attack rolls for the round have +2 to attack and damage rolls for the turn, but then for the rest of the round anyone attacking you has +2 to their attack rolls against you, as you throw yourself into the fray with wild abandon and complete lack of concern for defense.
1x Minor Healing Elixir: recover 2d4+2 hp on consumption. to drink yourself, to administer to someone else.

Brigadine: Armor, worn always

Zweihander: His preferred weapon of choice, wears it on a simple strap, no scabbard or sheath, slung over his back at a diagonal to travel. He'll wrap it in his cloak if its raining or snowing, suffering the wet and cold to protect the blade's integrity.

Handaxe: Worn at his hip. 'Dwarven arrow' he calls it

Cestus: Worn on his hands.

1x Lesser Triage Kit: DC 12 Medicine roll, activity (needs to be done during a Regroup or Rest). Crit Success, patient recovers from up to Wounded (2). Success, patient recovers from Wounded (1). Failure, no change. Critical Failure patient takes 1d6 damage. Kit is consumed regardless of result.


 
Spell Attack Roll
Total Key Prof
3 3 0
Spell DC
Total Base Key Prof
13 10 3 0
Magic Tradition
Arcane
Spells Per Day
Per Day
Level 1 2 3 4 5 6 7 8 9 10
Current

Extra Saves


Save (Attribute)ProficiencyModifierRoll
Power Save (Strength)Expert+8 1d20+8
Logic Save (Intelligence)Untrained0 1d20
Ego Save (Charisma)Untrained0 1d20


Extra Skills


SkillAttributeProficiencyRoll
BriberyCharismaUntrained 1d20
Craft (Runesmith)DexterityTrained 1d20+5
IntuitionWisdomTrained 1d20+4
Lore (Legal)IntelligenceTrained 1d20+3
Lore (Warfare)IntelligenceTrained 1d20+4
© Paizo - PF2e v1.8 Sheet made by Gorkam and Davina, update by Tillerz - Updated: 2024-02-03

Statblocks for your Feats and Ability.

Statblocks for your spells.


Created by

Keon Croucher.

System

Pathfinder 2e

Statblock Type

Character Sheet

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