Characters/Greykor Vonana: Difference between revisions
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| size = Medium | | size = Medium | ||
| hp = 25/25 | | hp = 25/25 | ||
| ac = | | ac = 17 | ||
| perception = +1 | | perception = +1 | ||
| speed = 25 ft. | | speed = 25 ft. | ||
| fortitude = + | | fortitude = +6 | ||
| reflex = + | | reflex = +3 | ||
| will = + | | will = +6 | ||
| attributes = '''STR''' + | | attributes = '''STR''' +2 | '''DEX''' +0 | '''CON''' +1 | '''INT''' +1 | '''WIS''' +1 | '''CHA''' +0 | ||
| key_ability = STR | | key_ability = STR | ||
| age = 58 | | age = 58 | ||
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<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
* '''HP:''' 25/25 | * '''HP:''' 25/25 | ||
* '''AC:''' | * '''AC:''' 17 | ||
* '''Perception:''' +1 ({{color|#708090|'''Untrained'''}}) | * '''Perception:''' +1 ({{color|#708090|'''Untrained'''}}) | ||
* '''Speed:''' 25 ft. (land) | * '''Speed:''' 25 ft. (land) | ||
* '''Fortitude:''' + | * '''Fortitude:''' +6 ({{color|#4682b4|'''Expert'''}}) | ||
* '''Reflex:''' + | * '''Reflex:''' +3 ({{color|#2e8b57|'''Trained'''}}) | ||
* '''Will:''' + | * '''Will:''' +6 ({{color|#4682b4|'''Expert'''}}) | ||
</div> | </div> | ||
</div> | </div> | ||
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! STR !! DEX !! CON !! INT !! WIS !! CHA | ! STR !! DEX !! CON !! INT !! WIS !! CHA | ||
|- | |- | ||
| + | | +2 || +0 || +1 || +1 || +1 || +0 | ||
|} | |} | ||
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| Arcana || +1 || {{color|#708090|'''Untrained'''}} | | Arcana || +1 || {{color|#708090|'''Untrained'''}} | ||
|- | |- | ||
| Athletics || + | | Athletics || +2 || {{color|#708090|'''Untrained'''}} | ||
|- | |- | ||
| Crafting || +1 || {{color|#708090|'''Untrained'''}} | | Crafting || +1 || {{color|#708090|'''Untrained'''}} | ||
| Line 403: | Line 403: | ||
</div> | </div> | ||
''Last synced: 2026- | ''Last synced: 2026-06-01 19:18'' | ||
[[Category:Characters]] | [[Category:Characters]] | ||
Latest revision as of 00:18, 2 June 2026
Greykor Vonana
| Greykor Vonana | |
|---|---|
![]() |
|
| Level | 1 |
| Size | Medium |
| Key Ability | STR |
| Hero Points | 1 |
| Defenses & Combat | |
| HP | 25/25 |
| AC | 17 |
| Saving Throws | Fort +6, Ref +3, Will +6 |
| Perception | +1 |
| Speed | 25 ft. |
| Attributes | |
| STR +2 | |
Details
- Ancestry:
Dwarf - Heritage:
Anvil Dwarf - Background: Alloysmith
- Class: Guardian
- Key Ability: STR
- Hero Points: 1
Identity
- Age: 58
- Height: 4' 4"
- Weight: 162 lbs
Personality & Beliefs
- Edicts
- Vigil Domain
Appearance
Greykor has the look of a man who spends more time with a hammer than a comb. His skin is the color of deep earth, permanently stained at the knuckles and forearms with the soot of the forge and the metallic dust of his trade. He possesses a barrel-chested build, with shoulders that seem almost too wide for the tunnel doorways he frequents.
His beard is a thick, dark mahogany, meticulously braided with dull iron rings to keep it from catching fire or snagging in his armor—a practical choice over a vain one. His eyes are a sharp, piercing flint-grey, often squinted from years of staring into white-hot crucibles. A thin, jagged scar runs through his left eyebrow, a souvenir from the same geyser accident that took his pinky toe. He moves with a slight, rhythmic limp, and there is a constant, faint scent of sulfur and toasted charcoal that seems to follow him wherever he goes.oes.
Biography
Born beneath the crushing rock of Aetoc, Greykor was the fourth of six children in the chaotic Vonana household. While most Dwarven clans are pillars of tradition and honor, the Vonanas were... flexible. His father, Darrak, was a charismatic entertainer—a teller of tall tales—while his mother, Barbena, was a wanderer with a penchant for "unclaimed" goods. They were neutral evil, looking out for themselves above all else, yet they loved their children in their own twisted, practical way.
Greykor’s childhood ended abruptly when his mother was caught smuggling unauthorized gemstones past the watchful gaze of the Steel Eye’s spies near Mount Hoki. She was imprisoned, leaving Darrak to raise six children alone in a cramped, modest burrow. It was a loud, crowded house, but Darrak managed to keep them fed, mostly through charm and petty grifts.
Greykor was different from his parents; he craved stability. One day, while wandering the industrial districts, he stumbled upon an old Alloysmith named Thrumbar melting down gold stamped with the seal of Erallin the Immense—embezzling from the Dragon Emperor himself. Instead of turning the smith in or blackmailing him, Greykor simply helped him hide the evidence before a patrol arrived. In exchange for his silence, Thrumbar took Greykor as an apprentice. It was during this time, amidst the heat of the forge, that Greykor witnessed a cloaked figure cast a spell over a set of ingots. The metal turned transparent as glass before solidifying back to steel. He never learned what the spell did, but it taught him that metal holds secrets.
As he grew, Greykor watched his siblings drift. His older brother, Gardain, became a criminal enforcer and was left crippled by a botched job. His other brother, Kildak, became a merchant who drove himself into ruin with bad investments. When Kildak came begging for money, Greykor—tired of enabling the family’s vices—refused, and Kildak has hated him ever since. Fortunately, his sisters fared better: Werydd became a successful priest, Finellen a laborer, and Jillian a fellow artisan.
Seeing his family crumble due to a lack of discipline, Greykor decided he would not just hammer metal; he would be the metal. He began training as a Guardian, using his knowledge of alloys to craft heavy plating that could withstand the crushing pincers of subterranean Cave Fishers. He fought not for glory, but to test his craft: "If I am to protect my kin, my steel must not yield." Because Aetoc is isolated, the only place to meet off-worlders is near the volcanic spaceport of Mount Hoki. It was here he met Gladan Shuv, a human barbarian from the stars. Despite their differences, Gladan’s simple, good nature appealed to Greykor, and they remain close friends.
However, the work is dangerous. During a contract to protect a shipment of Gemstone Crab shells, Greykor’s caravan was ambushed. In the chaos, Greykor held the line. He survived, but a splash of superheated mineral rain from a geyser melted through his boot, taking the pinky toe of his left foot. Not all his interactions with off-worlders were as successful as his friendship with Gladan. As his reputation as a smith grew, he was commissioned by a human Witch named Aias Colton to forge a ritual focus. Greykor, arrogant in his skill, used an experimental alloy. The focus shattered during Aias’s ritual, causing a magical backlash that ruined weeks of work. Aias is now a powerful and successful figure who holds a bitter grudge.
Later, Greykor had a run-in with a human Cleric named Zara Starfollower. During a tavern brawl, Greykor "protected" Zara by shoving her into a supply closet and accidentally jamming the lock. She missed her transport ship because of it. Zara is alive and well; she doesn't actively hate Greykor, but he counts her as an enemy out of sheer embarrassment. Recently, Greykor has felt the walls of the tunnels closing in. Seeking direction, he visited a soot-stained diviner in the lower markets. The oracle cast bones into a pool of molten lead and gave him a choice: "Go forth into the void, or wait for a boon that may never come."
Greykor chose to move. He packed his heavy shield, checked the straps on his armor—ignoring the phantom ache in his foot—and prepared to leave the tunnels. He is a Guardian looking for someone worth protecting, trying to outrun the selfish legacy of the Vonana name.
⚔ Defense & Saves
- HP: 25/25
- AC: 17
- Perception: +1 (Untrained)
- Speed: 25 ft. (land)
- Fortitude: +6 (Expert)
- Reflex: +3 (Trained)
- Will: +6 (Expert)
📊 Ability Scores
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +2 | +0 | +1 | +1 | +1 | +0 |
🎓 Skills
| Skill | Modifier | Proficiency |
|---|---|---|
| Acrobatics | +0 | Untrained |
| Arcana | +1 | Untrained |
| Athletics | +2 | Untrained |
| Crafting | +1 | Untrained |
| Deception | +0 | Untrained |
| Diplomacy | +0 | Untrained |
| Intimidation | +0 | Untrained |
| Medicine | +4 | Trained |
| Nature | +4 | Trained |
| Occultism | +1 | Untrained |
| Performance | +0 | Untrained |
| Plane Of Metal | +1 | Untrained |
| Religion | +4 | Trained |
| Society | +4 | Trained |
| Stealth | +0 | Untrained |
| Survival | +4 | Trained |
| Thievery | +0 | Untrained |
💰 Wealth & Carry
| Coin | Bulk | Invested |
|---|---|---|
| None | 0 | 0/10 |
✨ Feats & Features
Heritage
Anvil Dwarf- You are a descendant of a famed crafter and have your own amazing talent. Other dwarves might consider this a blessing from your ancestors or from the Forgefather himself, depending on where you grew up. You become trained in Crafting (or another skill if you were already trained in Crafting) and gain the Specialty Crafting skill feat, but you can pick two different specialties instead of one.
Background Features
- Alloysmith
- Blacksmithing might be an ancient profession, but you are its cutting edge. You've studied the properties of different metals, experimented with them by combining them, exposing them to different elements and processes, and have even delved into the metaphysical nature of metal in your quest to master it. You might have taken up adventuring to acquire more funding and materials or to test your designs.
Choose two attribute boosts. One must be to Strength or Intelligence, and one is a free attribute boost.
You're trained in the Crafting skill and the Plane of Metal Lore skill. You gain the Specialty Crafting skill feat with the blacksmithing specialty.
Feats
Clan Dagger (dwarf)- You get one Clan Dagger of your clan for free, as it was given to you at birth. Selling this dagger is a terrible taboo and earns you the disdain of other dwarves.
Defensive Advance (champion, flourish, guardian)- With the protection of your shield, you dive into battle! You Raise your Shield and Stride. 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 Defensive Advance while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Guardian's Armor (guardian)- Even when you are struck, your armor protects you from some harm. While wearing medium or heavy armor, you gain resistance to physical damage equal to 1 + half your level. In addition, you can rest normally while wearing medium and heavy armor.
Guardian's Techniques (guardian)- As a guardian, you have learned certain techniques to help keep your allies safe.
Ever Ready
You always gain a reaction whenever you roll initiative for combat, but you can use it only for reactions from guardian feats or class features. The GM might still rule that you can use other reactions before your first turn based on the situation, as normal.
Intercept Attack
You keep your charges safe from harm, even if it means you get hurt yourself. You gain the Intercept Attack reaction.
Shield Block (general)- Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an 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.
Shield Block (champion, commander, druid, exemplar, fighter, guardian, inventor)- You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.
Specialty Crafting (Blacksmithing) (general, skill)- Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it's unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.
Specialty Applicable Items
Alchemy* Alchemical items such as elixirs
Artistry Fine art, including jewelry
Blacksmithing Durable metal goods, including metal armor
Bookmaking Books and paper
Glassmaking Glass, including glassware and windows
Leatherworking Leather goods, including leather armor
Pottery Ceramic goods
Shipbuilding Ships and boats
Stonemasonry Stone goods and structures
Tailoring Clothing
Weaving Textiles, baskets, and rugs
Woodworking Wooden goods and structures
- You must have the Alchemical Crafting skill feat to Craft alchemical items.
Specialty Crafting (Stonemasonry) (general, skill)- Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it's unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.
Specialty Applicable Items
Alchemy* Alchemical items such as elixirs
Artistry Fine art, including jewelry
Blacksmithing Durable metal goods, including metal armor
Bookmaking Books and paper
Glassmaking Glass, including glassware and windows
Leatherworking Leather goods, including leather armor
Pottery Ceramic goods
Shipbuilding Ships and boats
Stonemasonry Stone goods and structures
Tailoring Clothing
Weaving Textiles, baskets, and rugs
Woodworking Wooden goods and structures
- You must have the Alchemical Crafting skill feat to Craft alchemical items.
Specialty Crafting (Woodworking) (general, skill)- Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it's unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.
Specialty Applicable Items
Alchemy* Alchemical items such as elixirs
Artistry Fine art, including jewelry
Blacksmithing Durable metal goods, including metal armor
Bookmaking Books and paper
Glassmaking Glass, including glassware and windows
Leatherworking Leather goods, including leather armor
Pottery Ceramic goods
Shipbuilding Ships and boats
Stonemasonry Stone goods and structures
Tailoring Clothing
Weaving Textiles, baskets, and rugs
Woodworking Wooden goods and structures
- You must have the Alchemical Crafting skill feat to Craft alchemical items.
Taunt (guardian)- Often, the best way to protect your allies is to have the enemy want to attack you instead. You gain the Taunt action.
Unburdened Iron (dwarf)- You've learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor. Ignore the reduction to your Speed from any armor you wear.
In addition, any time you're taking a penalty to your Speed for some other reason (such as from the Encumbered condition or from a spell), deduct 5 feet from the penalty. For example, the encumbered condition normally gives a –10-foot penalty to Speed, but this feat would reduce it to a –5-foot penalty. If your Speed is taking multiple penalties, pick only one penalty to reduce.
Actions
Intercept Attack (guardian)- Trigger An ally within 10 feet of you takes physical damage.
You fling yourself in the way of oncoming harm to protect an ally. You can Step, but you must end your movement adjacent to the triggering ally. You take the damage instead of the triggering ally. Apply your own immunities, weaknesses, and resistances to the damage, not the ally's.
Special You can extend this ability to an ally within 15 feet of you if the damage comes from your taunted enemy. If this ally is farther than you can Step to reach, you can Stride instead of Stepping; you still must end the movement adjacent to your ally.
Raise a Shield- Requirements You are wielding a shield.
You position your shield to protect yourself. When you have Raised a Shield, you gain its listed circumstance bonus to AC. Your shield remains raised until the start of your next turn.
Stand (move)- You stand up from Prone.
Step (move)- Requirements Your Speed is at least 10 feet.
You carefully move 5 feet. Unlike most types of movement, Stepping doesn't trigger reactions, such as Reactive Strike, that can be triggered by move actions or upon leaving or entering a square.
You can't Step into difficult terrain, and you can't Step using a Speed other than your land Speed.
Take Cover- Requirements You are benefiting from cover, are near a feature that allows you to take cover, or are Prone.
You press yourself against a wall or duck behind an obstacle to take better advantage of cover. If you would have standard cover, you instead gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves against area effects; and to Stealth checks to Hide, Sneak, or otherwise avoid detection. Otherwise, you gain the benefits of standard cover (a +2 circumstance bonus instead). This lasts until you move from your current space, use an attack action, become Unconscious, or end this effect as a free action.
Taunt (concentrate, guardian)- With an attention-grabbing gesture, noise, cutting remark, or threatening shout, you attempt to draw an enemy to you instead of your allies. Taunt gains the auditory trait, visual trait, or both, depending on how you draw the target's attention. Even mindless creatures are drawn to your taunts. Choose an enemy within 30 feet to be your taunted enemy. If your taunted enemy takes a hostile action that includes at least one of your allies but doesn't include you, they take a –1 circumstance penalty to their attack rolls and DCs for that action, and they also become Off-Guard until the start of their next turn.
Your enemy remains taunted until the start of your next turn, and you can have only one Taunt in effect at a time. Taunting a new enemy ends this effect on any current target.
Effect: Taunt
🎒 Inventory
Weapons
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Clan Dagger | 1 | 0.1 | 0 | 2 gp | |
| Javelin | 5 | 0.1 | 0 | 1 sp | |
| Warhammer | 1 | 1 | 0 | 1 gp |
Armor & Shields
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Chain Mail | 1 | 2 | 0 | 6 gp | |
| Steel Shield | 1 | 1 | 0 | 2 gp |
Equipment
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Repair Toolkit | 1 | 1 | 0 | 2 gp |
Bags & Storage
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Backpack | 1 | 0 | 0 | 1 sp | |
| |||||
Treasure & Currency
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Gold Pieces | 2 | 1 | 0 | 1 gp |
Last synced: 2026-06-01 19:18
