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Pathfinder 2 Surviving the Apocalypse/Gregor
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Gregor, a tinker in Kaybridge, had long tried to befriend members of a troublesome goblin band. If he'd been better suited to the task he might have had more success. Still, he thought he had some impact on the amount of trouble between the city and the goblins, and he'd learned some goblin tricks along the way. Their resourcefulness was laudable, though Gregor much preferred his proper tools and equipment--but they're lessons he's learned to respect over the last few years. On the day of the Rising, the goblins and the people of Kaybridge were of some help to each other, though Gregor's close friend died in the tunnel collapse. Since then Gregor has worked in building and maintenance. He's as eager for access to more and better materials and tools as he is for expanding the food supply. [https://www.myth-weavers.com/sheet.html#id=2543721|Gregor's Myth Weavers sheet] Gregor, NG Human (Versatile) Inventor 1 Background: Emissary Size: M Traits: Good, Medium, Human, Humanoid Deity: Brigh Experience Points: 0 Hero Points: 1 '''Ability Scores''' Str 16 (+3) : 10 +2 Ancestry +2 Background +2 lvl 1 Dex 12 (+1) : 10 +2 lvl 1 Con 12 (+1) : 10 +2 lvl 1 Int 18 (+4) : 10 +2 Ancestry +2 Background +2 Class +2 lvl 1 Wis 10 (+0) : 10 Cha 10 (+0) : 10 '''Armor Class''' 18 (10 +1 Dex/Cap +4 Item +3 Trained prof) Steel Shield +2 | Hardness 5 | HP 20/20 Trained in light and medium armor, and unarmored defense. '''HP''' 17/17 (8 Human + 1x[8 Inventor +1 Con]) Resist 0 Fire and Cold while wearing armor innovation, or Resist 2 in Overdrive (1/2 level, or 1/2 level +2) '''Perception''' +3 (+0 Wis +3 trained) '''Saving Throws''' Fort +6 (+1 Con +5 expert) Ref +4 (+1 Dex +3 Trained) Will +5 (+0 Wis +5 expert) '''Offense''' Speed 25 ft Class DC 17 (10 +4 Int +3 trained) Warhammer +6, 1d8+3 bludgeoning damage (Shove) Fist +6, 1d4+3 bludgeoning damage (Agile, Finesse, Nonlethal, Unarmed) Javelin +4, 1d6+3 piercing damage (Thrown) Trained in simple and martial weapons, and unarmed attacks. '''Skills''' Acrobatics (+1) Arcana (+4) Athletics T (+6) Crafting T (+7) Deception (+0) Diplomacy T (+3) Intimidation (+0) Kaybridge Lore T (+7) Medicine T (+3) Nature (+3) Occultism T (+7) Performance (+0) Religion (+0) Society T (+7) Stealth T (+4) Survival T (+3) Thievery T (+4) '''Feats''' ''Ancestry'' Junk Tinker (lvl 1) ''General'' Adopted Ancestry (Versatile Heritage) Shield Block (Free Inventor) ''Skill'' Inventor (Free Inventor) Multilingual (Emissary) ''Class'' Tamper (lvl 1) '''Class Features''' Overdrive (1 action; Inventor and Manipulate; once per round; DC 15) Innovation: Armor (Power Suit w/Phlogistonic Regulator) Explode (2 actions; Fire, Inventor, Manipulate, Unstable; 2d6 fire in 5-foot emanation, basic Reflex save) '''Equipment''' Power Suit w/Phlogistonic Regulator (2 Bulk) Shoddy Warhammer (1 Bulk) Steel Shield (1 Bulk) 5 Shoddy Javelins (5L) Shoddy Thieves' Tools (L) Adventurer's Pack (1--in backpack) Basic Crafter's Book (L) Shoddy Repair Kit (1 Bulk) Bull's-Eye Lantern (1--in backpack) 2 Sets Shoddy Caltrops (L) Shoddy Compass (-) Healer's Tools (1 Bulk) 6 Bulk + 8 L/ Bulk Limit 8 3 gp 7 sp 2 cp
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