Difference between revisions of "Pathfinder 2 Surviving the Apocalypse/Alghorn"

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== '''Alghorn''' ==
 
== '''Alghorn''' ==
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Alghorn is a foundling, discovered as a babe on the edge of the village. No-one knows who his parents are, and he was very nearly not taken in: who needs an extra mouth to feed?
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It was Edelgan, the village priest, who ultimately took responsibility for the child, raising Alghorn according to Sarenrae's teachings.
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Thanks to his orcish blood, Alghorn quickly grew larger and stronger than most of the other children; Edelgan made sure to channel this youthful strength and energy in positive ways.
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Alghorn is conscious that not everyone in town wanted him to be there, and keen to prove himself useful. He participates enthusiastically (though with only middling skill) in village repair jobs, and watches out for Edelgan, who is now frail and elderly.
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Alghorn is good friends with Mukal, the lamed son of the village miller. Mukal needs a crutch to walk, so he frequently needs help with the more physical aspects of his father's work, but his mind is quick and agile, and he tells good stories, so they both get something out of the time they spend together.
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'''Champion 1'''
 
'''Champion 1'''
  

Revision as of 19:59, 28 October 2021

Alghorn

Alghorn is a foundling, discovered as a babe on the edge of the village. No-one knows who his parents are, and he was very nearly not taken in: who needs an extra mouth to feed?

It was Edelgan, the village priest, who ultimately took responsibility for the child, raising Alghorn according to Sarenrae's teachings.

Thanks to his orcish blood, Alghorn quickly grew larger and stronger than most of the other children; Edelgan made sure to channel this youthful strength and energy in positive ways.

Alghorn is conscious that not everyone in town wanted him to be there, and keen to prove himself useful. He participates enthusiastically (though with only middling skill) in village repair jobs, and watches out for Edelgan, who is now frail and elderly.

Alghorn is good friends with Mukal, the lamed son of the village miller. Mukal needs a crutch to walk, so he frequently needs help with the more physical aspects of his father's work, but his mind is quick and agile, and he tells good stories, so they both get something out of the time they spend together.

Champion 1

NG Medium Human Half-Orc Humanoid

Perception +4; Low-Light Vision Darkvision

Languages Common, Orcish

Skills Acrobatics +0, Athletics +7, Crafting +3, Lore: Warfare +3, Medicine +4, Religion +4, Survival +4

Str +4, Dex +0, Con +3, Int +0, Wis +1, Cha +1

Items Hide, Adventurer's Pack, Artisan's Tools, Crowbar, Steel Shield (Hardness 5, HP 20, BT 10)

AC 16 (+18 with shield raised), Fort +8, Ref +3, Will +6

HP 21

Shield Block Trigger While you have your shield raised, you would take damage from a physical attack. 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.

Glimpse of Redemption Trigger An enemy damages your ally, and both are within 15 feet of you. Your foe hesitates under the weight of sin as visions of redemption play in their mind’s eye. The foe must choose one of the following options: - The ally is unharmed by the triggering damage. - The ally gains resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn.

Speed 25 feet

Melee Longsword +7 (Versatile P), Damage 1d8+4 (S)

Melee Shield Boss +7 (Attached to Shield), Damage 1d6+4 (B)

Melee Dagger +7 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+4 (P)

Ranged Dart (x4) +3 (Agile, Thrown), Damage 1d4+4 (P)

Focus Spells (1 points) Lay on Hands Range touch; Targets 1 willing living creature or 1 undead creature Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a -2 status penalty to AC for 1 round. Heightened (+1) The amount of healing increases by 6, and the damage to an undead target increases by 1d6.

Additional Feats Half-Orc, Orc Sight, Quick Jump, Weight of Guilt

Additional Specials Champion's Code (Tenets of Good), Deific Weapon, Deity and Cause (Redeemer Cause), Devotion Spells