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Barzillai Thrune

Dieter Stolzdorf's page

446 posts. Alias of Tanner Nielsen.


Full Name

Dieter Stolzdorf

Race

Human

Classes/Levels

Barbarian (Invulnerable Rager, Urban) 5 / Fighter (Unbreakable) 1 -- HP 67 : AC 20 CMD 21 TAC 11 FAC 19 : F+9 R+4 W+4 : DR 4/- INIT+2 Perception+10

Gender

Male

Size

Medium

Age

25

Alignment

True Neutral

Languages

Common

Strength 18
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 12
Charisma 7

About Dieter Stolzdorf

Description:

Hair: Black
Eyes: Blue
Height: 6'4"
Weight: 230lb

You see a cleanly-shaven man with buzzcut black hair. His eyes are a deep blue, with small flecks of silver near the iris. His skin is fair and pale, indicating northern ancestry. He has small freckles on his nose, high cheek bones, and a strong jaw. He wears o-yoroi armor. He wears studded leathers under his coat and carries a wicked falchion at his hip. He is tall, with a solid frame and straight posture.


Background:

Dieter's family traces its lineage to the Land of the Linnorm Kings, home of the reclusive and brutal northern folk. His forefathers found ready work as mercenaries, campaigning during the harsh winters and returning in the spring with bounties for their family. This established a tradition of sorts, with each passing generation choosing whether to take up the mantle of 'coin-sword.'

Coming of age as a man, his father decided one spring that it was time for Dieter to join him on a venture southward. They skirted the coast, where a trading caravan just outside Riddleport hired the company to escort them to Lastwall. After several uneventful weeks, the caravan was attacked by a band of orcs south of the Mindspin Mountains. The company was victorious, but Dieter's father fell in battle along with most of the guards. The merchant caravan made it through, and unceremoniously dropped the boy at the church of Gorum at Castle Everstand.

Dieter was taken in by the clergy of Gorum and did odd jobs and manual labor to earn his keep. He trained with the soldiers stationed at the keep and learned warfare at a young age. In time, he grew into a man, with great height and sinewy limbs thanks to his northern blood. In battle, he prefers to mix it up on the frontline and looks for opportunities to engage orcs in particular.

Recently the garrison commander, Captain Gauntwood, decided to sent out several reconnaissance teams to test the border strength of Belkzen. Dieter was chosen to accompany the team as a heavy infantry. Their mission went well for several weeks, until they happened upon a trio of marauding hill giants. Dieter was knocked unconscious in the melee, and awoke to find himself surrounded by the dead. He has wandered the wilderness for two days now, trying to find what to do with himself...


Racial Abilities:

Bonus feat
Heart of the Fields - They gain a racial bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces skilled.

Equipment and Money:

+1 bardiche (2313gp, 12lb), masterwork fullplate armor (1650gp, 45lb), masterwork composite longbow (+4) (800g, 3lb), arrows (20) (1gp, 3lb), cloak of resistance +1 (1000gp, 1lb), chalk (white, red, green, blue) (1sp, --lb), twine (50ft) (1cp, --lb), whetstone (2cp, --lb), signal whistle (8sp, --lb), iron holy symbol (5sp, 0.5lb), tattoo on middle back (20gp, --lb). 214.57gp. [6000]

Weight: 64.5lb
Load: Light


Combat Statistics:

HP 67 (14 + 9*5 + 8)
Spd 20ft
Initiative +2
CMB +10 (+6 BAB, +4 Str)
Base Attack +6

Melee
+1 bardiche +10/+5, 1d10+7/19-20x2

Power Attack, Rage, Desperate Battler, Combat Expertise
+1 bardiche +10/+5, 1d10+17/19-20x2

Ranged
masterwork composite longbow (+4) +9, 1d8+4/20x3 (110')

AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
CMD 22 (10 base, +6 BAB, +4 Str, +2 Dex, +0 Size)
DR 4/-
Fire resistance 1

Fortitude +9 (+6 base, +2 Con, +1 item)
Reflex +4 (+1 base, +2 Dex, +1 item)
Will +4 (+1 base, +1 Wis, +1, trait, +1 item)

+4 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities


Skills:

[22 class, 3 race, 12 Int]

Acrobatics +6 (6 ranks, 3 class, 2 Dex, -5 armor)
Perception +10 (6 ranks, 3 class, 1 Wis)
Profession (soldier) +7 (3 ranks, 3 class, 1 Wis)
Survival +10 (6 ranks, 3 class, 1 Wis)
Swim +6 (4 ranks, 3 class, 4 Str, -5 armor)


Traits:

Threatening Defender - Reduce Combat Expertise penalties by 1.
Auspicious Tattoo - +1 Will saves.

Class Abilities:

Favored Class (Barbarian) - +5/3 to bonus of Superstition rage power.

Weapon and Armor Proficiency - Proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (except tower shields).

Tough as Nails - An unbreakable gains Endurance and Diehard as bonus feats. This ability replaces the fighter’s 1st-level bonus feat.

Crowd Control (Ex) - At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, his movement is not impeded by crowds, and he gains a bonus equal to 1/2 his barbarian level on Intimidate checks to influence crowds. This ability replaces fast movement.

Controlled Rage (Ex) - Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

When an urban barbarian rages, instead of making a normal rage he applies a +4 morale bonus to his Strength, Dexterity, or Constitution. This bonus increases to +6 when he gains greater rage and +8 when he gains mighty rage. He may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills.

A barbarian can end his rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, his rage immediately ends, placing him in peril of death. [14 rounds/day]

Rage Powers (Ex) - Starting at 2nd level, a barbarian gains a rage power. He gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once. A barbarian cannot select from more than one group of totem rage powers.

Invulnerability (Ex) - At 2nd level, the invulnerable rager gains DR/— equal to half his barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction. [DR 2/-]

Extreme Endurance (Ex) - At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd [fire resistance 1]. This ability replaces trap sense.

RAGE POWERS

Superstition - The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies. [+3 class, +1 race]

Lesser Beast Totem (Su) - While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are made at the barbarian’s full base attack bonus. The claws deal 1d6 points of slashing damage plus the barbarian’s Strength modifier.


Feats:

Race - Desperate Battler
1 - Power Attack
Class - Diehard
Class - Endurance
3 - Combat Expertise
5 - Stalwart

Dice:

[dice=melee attack]1d20+10; 1d10+7[/dice]
[dice=PA + Rage + DB + CE]1d20+10; 1d10+17[/dice]
[dice=ranged attack]1d20+9; 1d8+4[/dice]

[dice=Fortitude]1d20+9[/dice]
[dice=Reflex]1d20+4[/dice]
[dice=Will]1d20+4[/dice]

[dice=Acrobatics]1d20+6[/dice]
[dice=Perception]1d20+10[/dice]
[dice=Profession (soldier)]1d20+7[/dice][dice=Survival]1d20+10[/dice]
[dice=Swim]1d20+6[/dice]


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