Cheiton

Dugan Shieldcrusher's page

519 posts. Alias of Bahbrahb.


Race

Dwarf

Classes/Levels

Barbarian 3/Fighter 1 | Init +4 | Perc +1 | AC 24 T 13 FF 21 CMB +6 CMD 19 | HP 50/50 (nonlethal: 0) | F +8 R +4 W+2 (+2 vs poison, spells, and spell-like abilities) | Rage 10/11|

Gender

Male

About Dugan Shieldcrusher

Dugan Shieldcrusher
Male Barbarian 3 / Fighter 1
CN Medium humanoid (dwarf)
Init +4; Senses Perception +1, darkvision
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Defense
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AC 24, touch 13, flat-footed 21 (+9 armor +3 Dex +2 Shield) (+4 vs Giants)
hp 50 (1d12+3+1 fc)x3+(1d10+3) (rolls=12, 10, 5, 8)
Fort +8, Ref +4, Will +2 (+2 vs poison, spells, and spell-like abilities, +1 vs traps)
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Offense
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Speed 30 ft.
Melee Earth Breaker +7 (2d6+4 x3) or +1 Battleaxe +8 (1d8+4 x3) or 2 claws +7 (1d6+3)
Ranged Pilum +7 (1d8+3)
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Statistics
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Str 17, Dex 16, Con 16(+2), Int 10, Wis 12(+2), Cha 8(-2)
Base Atk +4; CMB +7(+2 to bullrush and overrun); CMD 20
Traits: Zest for Battle, Tactician
Feats Power Attack, Furious Focus, Raging Vitality
Languages Common, Dwarven
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Skills:

Spoiler:

(4 Class + 0 Int + 2 Background) x 3 + (2 Class + 0 int + 2 Background) = 22
(4) Acrobatics +8
(4) Climb +8
(4) Craft: weapons +7
(4) Handle Animal +7
(3) Intimidate +5
(3) Survival +7

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Gear:

Spoiler:

--Equipped--
earth breaker
mithral full plate.
heavy wooden shield
+1 battleaxe
1 pilum
Belt of Dexterity +2
--Backpack--
scale mail
battleaxe
blanket
flint and steel
iron pot
rope
soap
torches (10)
trail rations (5 days)
waterskin
--Belt pouch--
23 gp


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Racial Abilities:
Spoiler:

Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.

Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.

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.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.

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.

Relentless: Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.

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.

Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

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.


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Traits:
Spoiler:

Zest for Battle: Whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls.

Tactician: You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.


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Feats and Special Abilities:
Spoiler:

Fast Movement: A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s land speed.

Rage: A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she 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.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her 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, her rage immediately ends, placing her in peril of death.

Power Attack: You can choose to take a –1 penaty 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.

Rage Powers: As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She 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.

Any barbarian who meets the powers’ prerequisites can select and use rage powers. Totem rage powers grant powers related to a theme. A barbarian cannot select from more than one group of totem rage powers; for example, a barbarian who selects a beast totem rage power cannot later choose to gain any of the dragon totem rage powers (any rage power with “dragon totem” in its title).

Beast Totem, Lesser: 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 (1d4 if Small) plus the barbarian’s Strength modifier.

Uncanny Dodge
At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her.

If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Raging Vitality
Whenever you are raging, the morale bonus to your Constitution increases by +2. Your rage does not end if you become unconscious. While unconscious you must still expend rounds of rage per day each round.

Bonus Feats
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Furious Focus
When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

Trap Sense
At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to armor class against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.


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Backstory:
Spoiler:

Dugan Shieldcrusher was born to a small band of wildfolk, the Vifstaurvolk, living in the heart of Darkmoon Vale. His tribe was made up of a few families of mixed races that had been suffering from a steady population decline for years, the vale was not an easy place to call home. Dugan’s family passed down legends of a time, long ago when the dwarves had power over Darkmoon Vale and even areas beyond the forest. Some of the tales implied that the wealth of the Dwarves was still there, if only a person knew where to look.

Dugan took up as a hunter and defender of the Vifstaurvolk, learning to deal directly with the wilds his tribe called home. He grew in strength as he aged into adulthood, but his people grew weaker before his eyes. Dugan was largely bored by the more mundane tasks of gathering food and hides for his people but found great joy when the need to defend, or gather a war party, against the more aggressive beings that called Darkmoon Vale home arose.

Dugan's people had a tenuous relationship with the fey of the Vale. While never engaged in open war, the Vifstaurvolk and the fey were never allies. The Vifstaurvolk took from the wilds the fey claimed to own and, when the fey felt the tribe had overreached, they would seek reprisals. Many of Dugan's friends and siblings were led into the woods never to be seen again or outright murdered by vengeful fey. Dugan has a particular distrust of the fey but is wary of their magics.

Discouraged by the Vifstaurvolk’s dwindling, Dugan began planning to abandon his tribe and seek out the former glory of his blood. Through luck and skill he managed to make his way toward more civilized regions and has begun seeking clues that might lead him to any troves of lost dwarven treasure.


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Description:
Spoiler:

Dugan is a stoic dwarf with long brown hair and a respectable beard woven into long braids. He is around 60 years old but regret for his abandoning his people has prematurely lined his face. He stands 4 feet 4 inches tall and weighs an athletic 185 lbs.

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History/Other with town Locals:
Spoiler:

Name: Syntira

Relationship: Antagonistic

History: Dugan has fought against her people nearly his whole life. While the two have never met, and it may be unlikely Syntira has any direct animosity toward Dugan, Dugan has certainly heard of her and is distrustful of her and her people at best.

Other: Dugan holds a Syntira at least partially responsible for the decline of his people. While vengeance isn't his primary goal, he will likely never call her friend or treat her or her people as trusted allies.

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Name: Jak Crimmy
Relationship: Innkeeper, source of information/entertainment

History: After seeking information on possible dwarven ruins in the area as well as a place to stay while in town, Dugan stumbled on Jak-a-Napes, a place where he found both.

Other: While Dugan doesn't care much for Jak's famous pancakes, he does listen intently when Jak tells tales from his adventuring days or stories of the Vale. Dugan hopes to get some clue to a cache of dwarf-made relics.