Gambler

Durgen Grimhelm's page

408 posts. Alias of David James Olsen.


Full Name

Durgen Grimhelm

Race

Dwarf

Classes/Levels

HP 45/45 AC 18 FF 17 T 11 F +8 R +3 W +4 CMD 17 Init +1

Gender

Male

Size

4'4" 185 lbs

Age

57

Alignment

NG

Deity

Kersplat, God of hitting things hard with a hammer

Strength 16
Dexterity 12
Constitution 18
Intelligence 10
Wisdom 14
Charisma 10

About Durgen Grimhelm

Status
AC 18 HP 45/45
Effect

Durgen Grimhelm NG Dwarf Fighter 3
Initiative +1; Senses Darkvision 90', Perception +0
HP 45 (30+12Con+3FC) Current HP 45/45
AC 18 (+7 Armor, +1 Dex) FF 17 T 11
Speed 20
BAB +3 CMB +6 CMD 17 (23 vs Bull Rush or 21 Trip)
Fort +8 Ref +3 Will +4; +1 to save vs fear; +2 to saves vs poison, spell and spell-like abilities
Str 16, Dex 12 Con 18 Int 10, Wis 14, Cha 10

XP 5315/6000

Languages Common, Dwarf

Melee earthbreaker +7 (2d6+4/x3)
Melee PA earthbreaker +6(2d6+7/x3)
Range shortbow +4 (1d6/x3)

Skills:

Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Intuition (Wis), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Class 2 * (2 Level)=6 Total

Climb +1 (1+3CS+3Str-6ACP)
Intimidate +4 (1+3CS+0Cha)
Intuition +7 (2+3CS+2Wis)
Survival +7 (1+3CS+2Wis)

[-5 Armor Check Penalty]


Feats:

Feats

Level 1 - Power Attack -1 to hit for +2 damage (+3 if two handed)
Fighter 1 - Improved Bull Rush +2 to Bull Rush CMB & CMD
Fighter 2 - Cleave Second attack with a standard action + Hit, -2 to AC for 1 round
Fighter 3 - Weapon Focus (earthbreaker)


Racial and Class Traits:

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.

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.

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.


Class Abilities:

Weapon and Armor Proficiency A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

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.

Bravery (Ex) Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training (Ex)

Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Gear:

Money 1,000gp

Earth Breaker 40gp 2d6x3
Banded mail 250gp
Great Axe 20gp
Dagger 4gp
Composite Shortbow (+2 Str) 35gp with 40 arrows (20 Normal, 10 Cold Iron, 10 Silver)

Backpack 2gp
blanket 5sp
bedroll 1sp
crowbar 2gp
grappling hook 1gp
50' rope 1gp
Mug .02
waterskin 1
flint and steel 1
10 pitons 1 gp
hammer .5
2 sack .2
Air Bladder .1
signal horn 1gp
Explorers Outfit
[spoiler=Magic Items]
cloak of resistance +1


[/spoiler]
Background:


Hammer:

O’s Mighty Hammer of Whamming™ is a remarkable device that functions as both a useful magical tool and a potent weapon. In its normal guise the hammer appears as a child’s plaything, and when the hammer is struck against a solid surface it produces a characteristic “squeak” like sound. However, in this form the hammer can be used to unlock, or deactivate mechanical devices that hold things shut (the hammer, when small, can be used as a Wand of Knock that does not require the wielder to have Arcane Casting Ability. When used, the Player rolls a d20 and adds their Charisma Modifier (“O” was a Dwarven bard with a sense of humor) plus any ranks for the Skill Use Magic Device and then an additional +10 and this total is applied against the DC of the device that is held shut (by lock or spell) if the number is equal to or greater than the DC in question the device opens, or otherwise is treated as per the spell “Knock”. The Hammer uses charges to function this way, and one charge is expended per activation. The hammer can also be used to detect the Presence of Hidden or Concealed doors or spaces (hidden compartments on items such as chests). By expending two charges the wielder can use the hammer as if a modified version of the Spell Detect Secret Doors had been cast. The user speaks the trigger word, “Penny” three times while rapping lightly on any hard surface with the hammer and this activates the hammers detecting ability (expending two charges). For the next minute the wielder can strike any surface with the hammer and if there is a secret door or compartment hidden in that location, the hammer’s characteristic squeak is replaced by the sound of a small bell “ding”. When discovered the hammer has fifty charges, and can be recharged by a Bard or Wizard of 10+ levels for a cost of 750 gold pieces.

Additionally, the hammer can be commanded to transform into a formidable weapon for a short duration of time. Transforming the hammer expends three charges, and is Swift Action. The wielder strikes the hammer upon the ground and speaks the trigger word, “Kabong”. When transformed the hammer becomes a two-handed Warhammer of Thundering (+1 to hit and Damage, does +2d8 Sonic Damage upon confirmation of a critical hit, but the sound is not a crack of thunder, but is instead the sound of a far distant (overhead?) ringing of a bell). The hammer remains in this form for 6 hours (36 turns) and then automatically returns to its normal form and cannot be transformed again until a period of 24 hours has elapsed. By expending one charge of the item the hammer can be commanded to return to its normal form when it is a weapon.