Male Dwarf Ranger Freebooter 2/HP:26/AC:16, T:12, FF:15/F:6, R:6, W:1/Perc:6/Init:1
About Dorin Stonehammer
DORIN STONEHAMMER CR 1
Male Dwarf Ranger Freebooter 2
LG Medium Humanoid (Dwarf)
Favored Class - Ranger
HT: 4'2", WT: 208 lbs., AGE: 48
Init +1; Senses Darkvision (60 feet); Perception +6
AC 16 (+2 Aquatic or Water Subtype), touch 12, flat-footed 15 (+4 armor, +1 Dex, +1 Nat)
hp 26 (1d10+3) Current: 26/26
Fort +6, Ref +4, Will +1
Defensive Abilities Saltbeard
Spd 20 ft.
Unarmed Strike +5 (1d3+3/20/x2) and
Dwarven Longhammer +6 (+1 Aquatic or Water Subtype)(2d6+4/20/x3/Reach)
Str 16, Dex 12, Con 16, Int 10, Wis 13, Cha 10
Base Atk +2; CMB +5; CMD 16 (+4 vs Trip and Bull Rush)
Feats Weapon Focus - Dwarven Longhammer, Power Attack (-1/+3)
Traits Ironhide, Buccaneer's Blood
Skills Climb 7, Intimidate 6, Perception 6, Profession(Sailor)7 (+2 at Sea), Swim 7, Survival 5 (+2 at Sea)(+1 Track), Appraise 3
Languages Common, Dwarven
SQ Greed, Hardy +2, Saltbeard, Slow and Steady, Stability
Combat Gear MW Chain Shirt (-1 Armor Check), Dwarven Longhammer
Gear: Backpack, Belt Pouch, Bedroll, Winter Blanket, 50' Silk Rope, Caltrops (5)
Saltbeard Dwarves occasionally found iron cities along rugged seacoasts, and natives of such cities gain a +2 bonus on Profession (sailor) and Survival checks while at sea. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones. This racial trait replaces defensive training, hatred, and stonecunning.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Freebooter's Bane (Ex) At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the bonus increases by 1. The freebooter’s bane lasts until the target dies or the freebooter selects a new target. This ability replaces favored enemy.
Track (Ex) A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex) A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Two-Handed Weapon Combat Style If the Ranger selects two-handed weapon style, he can choose from the following list whenever he gains a combat style feat: Cleave, Power Attack, Pushing Assault, and Shield of Swings.
•At 6th level, he adds Furious Focus and Great Cleave to the list.
•At 10th level, he adds Dreadful Carnage and Improved Sunder to the list.
Power AttackYou can make exceptionally deadly melee attacks by sacrificing accuracy for strength. Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Greed +2 to Appraise checks to determine the price of nonmagical goods found underwater.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 to CMD to avoid being bull rushed or tripped while standing.
Weapon Focus - Dwarven Longhammer Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.Prerequisites: Proficiency with selected weapon, base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Ironhide Your skin is thicker and more resilient than that of most of your people. Prerequisites: Con 13; dwarf, half-orc, or orc.
Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Buccaneer's Blood You gain a +1 trait bonus
on Intimidate and Profession (sailor) checks. In addition, you gain a one-time +1 trait bonus to your Disrepute and Infamy scores (see “The Life of a Pirate” in Pathfinder Adventure Path #55 for details on the Infamy system).
Born in a village in one of the many archipelagos of the Shackles, Dorin Stonehammer plied his trade as a sailor in his youth. His father was an infamous Free Captain of the Shackles, whose very name struck fear in the hearts of those who sailed the seas in search of an honest living. Piracy is in Dorin's blood, and he has always longed to follow in his father’s footsteps and plunder the shipping lanes. When on board one of his father's many ships, Dorin was trained in the use of the Dwarven Longhammer by the infamous Free Captain. Eventually, his father was killed in action while raiding a merchant vessel that ended up being more heavily armored than anticipated. In his escape from the sinking vessel, Dorin eventually made landfall in a skiff at Port Peril. While ashore, Dorin went to a tavern called the Formidable Maid, a notorious pirate hangout in Port Peril, eager to start his own career as a buccaneer. While he was there, however, a dashing and flirtatious corsair caught his eye, and after a whirlwind night of booze and romance, Dorin found himself beaten senseless and stuffed in a sack, carried off to who knows where. Dorin ended up on a jollyboat that's limping about after being targeted with arrows. He recalls vaguely having just escaped from a Rahadoumi merchant vessel called the Man's Promise. Dorin was held there for some crime, whether real or percieved, until he was able to slip them...though not without them putting some holes in his escape boat.