Ket Grayfist
Strength: 14
Dexterity: 18
Constitution: 10
Intelligence: 16
Wisdom: 10
Charisma: 12
CMS: 14
Race: Dwarf
Age: 51
Height: 4'1''
Weight: 178 lb
Alignment: Chaotic Good
Hair: Brown
Eyes: Brown
Class: Rogue
Languages: Taldane, Giant, Orc, Varisian, Thassilonian, Shoanti.
Worships: Cayden Cailean
The faithful of Cayden Cailean hold their patron's two loves, freedom and drink, as the pillars of his church. Free to seek their own means of venerating the Drunken Hero, it's not uncommon for followers to take part in events involving one or both of these. The creation and drinking of spirits is often considered a noble and holy, though not formal, pastime. Likewise, the act of fighting for freedom, both that of others and of oneself, is highly respected and honored; both liberators and chevaliers are welcome additions to the Lucky Drunk's faith.Members of Cailean's church can be found anywhere on and in Golarion, but worship of the Lucky Drunk thrives in Absalom, Andoran, Galt, the River Kingdoms, the Shackles, and Taldor.
Despite the church's promotion of drink, the faithful draw a line between drinking for merriment and drinking to excess. The latter is seen as the abuse of one of the deity's favored things, and as such is frowned upon. Similarly, although the faithful of Cayden Cailean are known to actively seek out danger and adventure, they recognize the need to withdraw when a situation turns sour. Stupidity does not equal bravery, and bravery should never be sought at the bottom of a keg.
Cayden Cailean's favor might be rewarded with the discovery of fresh drink, while his displeasure may result in such beverages turning inexplicably sour.
Background
Principles
Racial Traits
Standard Racial Traits
- Type: Dwarves are humanoids with the dwarf subtype.
- Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Defense Racial Traits
- Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
- Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
- Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Feat and Skill Racial Traits
- Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
- Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Senses Racial Traits
- Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Offense Racial Traits
- Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
- Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Traits
Resilient
Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your mettle as a result.
You gain a +1 trait bonus on Fortitude saves.
Dirty Fighter
You wouldn’t have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side).
When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
Feats
- Weapons: All simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword.
- Armor: Light.
- Level 1: Combat Expertise
- You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
- Level 3: Gang Up
- You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.
Rogue Talents
- Level 2: Surprise Attack (Ex)
- During the surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have already acted.
Skills
Skill Ranks per Level: 8 + Int modifier (3) + Race (0) → 11
| Skill Ranks Placed | R1 | R2 | R3 | R4 | R5 | R6 | R7 | R8 | R9 | R10 | Total | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| * | Acrobatics | 1 | 1 | 1 | |||||||||
| * | Appraise | 1 | |||||||||||
| * | Bluff | 1 | 1 | ||||||||||
| * | Climb | 1 | |||||||||||
| * | Craft | ||||||||||||
| * | Diplomacy | ||||||||||||
| * | Disable Device | 1 | 1 | 1 | |||||||||
| * | Disguise | 1 | 1 | ||||||||||
| * | Escape Artist | ||||||||||||
| Fly | |||||||||||||
| Handle Animal | |||||||||||||
| Heal | |||||||||||||
| * | Intimidate | ||||||||||||
| Knowledge (Arcana) | |||||||||||||
| Knowledge (Dungeoneering) | |||||||||||||
| Knowledge (Engineering) | |||||||||||||
| Knowledge (Geography) | |||||||||||||
| Knowledge (History) | 1 | 1 | 1 | ||||||||||
| * | Knowledge (Local) | 1 | 1 | 1 | |||||||||
| Knowledge (Nature) | |||||||||||||
| Knowledge (Nobility) | |||||||||||||
| Knowledge (Planes) | |||||||||||||
| Knowledge (Religion) | |||||||||||||
| Linguistics | 1 | 1 | 1 | ||||||||||
| * | Perception | 1 | 1 | 1 | |||||||||
| Perform ( ) | |||||||||||||
| * | Profession | ||||||||||||
| Ride | |||||||||||||
| * | Sense Motive | ||||||||||||
| * | Sleight of Hand | 1 | 1 | 1 | |||||||||
| Spellcraft | |||||||||||||
| * | Stealth | 1 | 1 | 1 | |||||||||
| Survival | |||||||||||||
| * | Swim | ||||||||||||
| * | Use Magic Device | ||||||||||||
| Hit Points (no Con) | 9 | 8 | 7 | ||||||||||
| Favored Class Bonus | hp | hp | hp | ||||||||||
Resourses
- Copper: 2
- Silver: 8
- Gold: 9
Equipment
- Armor
- Chain shirt → Armor +4, Max Dex +4, ACP -2
- Weapons
- Warhammer → 1D8 x3
- Heavy Crossbow → 1D10 19-20×2 120 ft.
- 2 Daggers → 1D4 19-20×2 10 ft.
- Sap → 1D6 x2
Magic Items
- Potions
- –
- Scrolls
- –
- Items
- –
