About Kilaim Orefinder
HP: 18 (20 Rage)
AC: 17 (15 Rage) or 19 (17 Rage)With Shield (Scale mail +5, Dex +2, Heavy Wooden Shield+2)
Will:+0 (+2 Raging, +2 racial bonus on saving throws against poison, spells, and spell-like abilities. +1 trait bonus on saving throws against fear effects.)
Movement: 30 (20 Base, +10 Fast Movement)
Rage/Day: 6 Rounds
+1 on attack rolls to confirm critical hits.
Atk: +4 Dmg: 1d10+3 (1Handed) 1d10+4 (2Handed) Crit: x3 Range:- Wgt: 8lbs. Type: S
Raging Atk: +6 Dmg:1d10+5 (1 Handed) 1d10+7 (2 Handed)
The barbarian's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str)
Skill Ranks per Level: 4 + Int modifier.
Acrobatics: +6 = +1+2+3
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Fast Movement: A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian'sspeed 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.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially 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.
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.
Deep Marker:You gain a +1 trait bonus on Survival checks, and a +1 trait bonus on saving throws against fear effects.
Ruthless: You gain a +1 trait bonus on attack rolls to confirm critical hits.
Dwarven Waraxe: Wgt:8lbs.
Spiked Gauntlets x2 2lbs.
Scale Mail: AC:+5 Max Dex:+3 Check Pen:-4 Wgt:30lbs.
Heavy Wooden Shield: AC:+2 Check Pen:-2 Wgt:10lbs.
Candle x5 n/a
Flint and Steel n/a
Clay Mug 1lb.
Belt Pouch .5lbs.
Total Weight: 70.5 lbs.
Short even for a dwarf Kilaim stands at 3'11". He wears his long brown beard braided and secured with a thick leather band. The hair on his head is kept short. Countless hours of training has left him with deeply tanned skin and a muscular build. His clothes maintain the traditional functionality his people favor with a light, green shirt, heavy belt with a large brass buckle, and red, black and gold plaid pants. Heavy iron shawed boots complete his atire.
At a young age Kilaim learned that if not checked his temper can move him to a barely controlled rage. With this at the forefront of his thoughts he tries to keep calm and reserved. He keeps his own council but for close friends and can often be heard grumbling to himself about one thing or another. Unknown to others this is another way yo keep hold of his volatile temper. As with most dwarves he is loyal to proven friends and would recklessly sacrifice himself to come to their aid.
Kilaim is what dwarves have traditionally called a "Battlerager." He excels at combat and truly shines his brightest in the heat of battle. He and his fellow Battleragers believe they are the blessed of Angradd, god of war. Kilaim spent the majority of his life training and fighting, to become an instument of war to be unleashed upon the enemies of his people. He served many years in the deepest tunnels of the Five Kings Mountains, where he further honed his martial skills. At 50 years of age Kilaim has mastered his craft and stands ready to bring glory and prosperity back to Dwarven kind.