Harsk

Felgar Stoutaxe's page

530 posts. Alias of Filios.


Classes/Levels

Male Dwarf Two-Handed Fighter/5; AC: 20, T: 13, FF: 17; HP: 50/50; F: +5, R: +3, W: +1; Init: +2, Perc: +4

About Felgar Stoutaxe

FELGAR STOUTAXE CR 2 (CHOSEN CARD: The Desert)
Male Dwarf Fighter (Two-Handed Fighter) 5
NG Medium Humanoid (Dwarf)
Height: 4'2", Weight: 190 Lbs., Age: 55 Years
Init +2; Senses Darkvision (60 feet); Perception +3
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DEFENSE
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AC 20, touch 13, flat-footed 17. . (+7 armor, +2 Dex, +1 Dodge)
hp 50; Current: 37/50
Fort +5, Ref +3, Will +1
Defensive Abilities Defensive Training
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OFFENSE
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Spd 20 ft.
Melee Axe, Throwing +9 (1d6+4/20/x2) and
. . Masterwork Waraxe, Dwarven +11 (1d10+7/20/x3)
Special Attacks Shattering Strike +1
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STATISTICS
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Str 19, Dex 14, Con 12, Int 10, Wis 10, Cha 8
Base Atk +4; CMB +9; CMD 21 (22 Great Axe)
Feats Furious Focus, Power Attack -1/+2, Toughness +3, Cleave, Dodge
Traits Killer, Stout
Skills Appraise +1, Climb +8, Perception +4, Swim +5, Knowledge (Dungeoneering) +4, Intimidate +3
Languages Common, Dwarven
SQ Greed, Hardy, Hatred, Hero Points (1), Slow and Steady, Stability, Stonecunning +2
Combat Gear Axe, Throwing (3), +1 Breastplate, Masterwork Studded Leather, Masterwork Waraxe, Dwarven; Other Gear Backpack (9 @ 24 lbs), Bedroll, Caltrops (3), Climber's kit, Crowbar, Flask, Oil (1-pint flask) (3), Pouch, belt (2 @ 5.14 lbs), Rope, silk (50 ft.), Whetstone, Potion of CMW (1), Weapon Blanche - Silver, Boots of Springing and Striding
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TRACKED RESOURCES
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Coin:
PP: 4
GP: 1647
SP: 2
CP: 4

Axe, Throwing - 0/3
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SPECIAL ABILITIES
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first power attack of each turn.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Killer Add weapon's critical modifier to its critical bonus damage.
Power Attack -2/+4(+6) 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.
Shattering Strike +1 (Ex) +1 Sunder and damage vs. objects.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stout You get a +2 bonus on STR checks to avoid being bull rushed or overrun, but take a -1 penalty to Escape Artist checks.
Overhand Chop (Ex) At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls.
This ability replaces Armor Training 1.
Cleave (Combat) You can strike two adjacent foes with a single swing. Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Weapon Training - Axes Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Dodge You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Harrow Points: Total: 3
Desert Card: The Desert. This is a card of journeys, passing through difficult environments, successfully. You will find yourself in unforgiving landscapes, full of danger and hardships, but you emerge from the other side triumphant, and stronger for having made the journey

Constitution Rerolls: Spend a Harrow Point to reroll any one Fortitude save, or other Constitution-based d20 roll. You must abide by the new result (although if you have additional Haroow Points remaining, you can use them to attempt additional rerolls).

Fast Hit Point Recovery: Spend a Harrow Point after resting for a minute to catch your breath and recover from your recent ordeals - you heal a number of HP equal to your class level and 1 ability point of damage (but not ability drain) each time you do so. You may spend a Harrow Point in this manner once after each encounter.

Damage Reduction: Spend a Harrow Point to gain DR 3/-. This DR persists for the duration of the encounter in which you spent the Harrow Point.

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Felgar was born in the northern Mindspin Mountains. The Stoutaxe Clan are known for their fierce warriors, and Felgar is no exception. He is the veteran of many battles against the orcs of the Hold of Belkzen. He loves the thrill of battle, and he is deadly when he is weilding his Dwarven Waraxe with two hands.

Ten years ago, the battles became far and few between, and a gentle peace settled upon his homeland deep in their little part of the Mindspin Mountains. As a result, many of the Stoutaxe Clan began to venture forth into the more civilized southern lands seeking adventure and the thrill of new foes.

Felgar traveled to Kaer Maga and Janderhoff where he became fairly well known as a mercenary for hire. When he heard rumors of discourse and rioting in Korvosa after the death of their monarch, he jumped at the opportunity to ply his skills. Upon reaching Korvosa, he joined the Korvosa Guard under the leadership of Field Marshall, Cressida Kroft.

Campaign Notes:
As the group meets back up with the others up top, they see that Linus and Alana have already left, and are informed that the man volunteered to walk the young lady home. The day has been a long one, you started early with a request from Field Marshal Kroft to recover the young lady Trinia Sabor.

After you turned her over to the guard, you were asked to recover the remains of a Shoanti youth, Gaekhen, to return to a Way-Keeper for the Skoan-Quah named Thousand Bones. This all to avoid an elevation of hostilities between the locals and the neighboring Shoanti. As you exit The Gray the sun is in the process of dropping toward the horizon, somewhere closing in on time for supper.

It seems the streets are abuzz with good cheer, oddly enough, and it doesn't take long for word to carry that Trinia's trial has concluded. Queen Ileosa has announced that the assassin will be executed at sunset, and many of Korvosa's nobles, military officers, and anyone of real import has been invited to Castle Korvosa's public courtyard to witness the event.