For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. Level drain can be removed through spells like restoration.
+2 Adamantium Dwarven War Axe.
One handed: +25/+20, 1d10+15, x3.
Two handed: +25/+20, 1d10+18, x3.
One handed power attack: +22/+17, 1d10+18, x3.
Two handed power attack: +22/+17, 1d10+26, x3.
To Hit: BAB +10, Strength +7, +2 Enchantment, +1 weapon focus, +1 greater weapon focus, +2 weapon training. +2 gloves.
Damage: Base die 1d10, Strength +7, +2 enchantment, +2 weapon specialization, +2 weapon training, gloves +2, two handed +3.
Power attack: -3 to hit, +6 damage one handed, +9 damage two handed.
Masterwork Silvered Warhammer.
One handed: +21/+16, 1d8+10, x3.
Two handed: +21/+16, 1d8+13, x3.
One handed power attack: +18/+13, 1d8+16, x3.
Two handed power attack: +18/+13, 1d8+22, x3.
To Hit: BAB +10, Strength +7, Masterwork +1, +1 weapon training, +2 gloves.
Damage: Base die 1d8, Strength +7, Two handed +3, weapon training +1, gloves +2.
Power attack: -3 to hit, +6 damage one handed, +9 damage two handed.
Masterwork Hand Axe
One handed: +22/+17, 1d6+11, x3.
One handed power attack: +19/+14, 1d6+17, x3.
To hit: BAB +10, Strength +7, Masterwork +1, +2 weapon training, +2 gloves.
Damage: Base die 1d6, Strength +7, +2 weapon training, +2 gloves.
Power Attack: -3 to hit, +6 damage.
+2/+2 vs. Humans, +1/+0 vs. Orcs, Goblins.
Masterwork Composite Longbow +1, +5 Strength.
Two handed: +15/+10, 1d8+5, x3.
To hit: BAB +10, Dex +4, Masterwork +1.
Damage: Base die 1d8, Strength +5.
T: Deft Dodger: +1 reflex saves.
T: Missing Child:
L1: Weapon Focus: Dwarven War Axe
F1: Power Attack
L5: Combat Reflexes
F4: Weapon Specialization: Dwarven War Axe
L7: In Harm’s Way
F8: Greater Weapon Focus: Dwarven War Axe
Favored class Fighter, used for skill points.
Climb 1+3+7 = 11
Disable Device 1+3+2 = 6
Intimidate 1+3+0 = 4
Perception 10+3+0 = 13
Stealth 10+3+2 = 15
Survival 9+3+0 = 12
Swim 1+3+7 = 11
Armor Penalty -0 Climb/Acrobatics, -2 other.
Appraise +2 for precious metals/stones.
Perception +2 for unusual stonework.
Against Humans, +2 to Bluff, Knowledge, Perception, Sense Motive, Survival.
+1 to Track.
Medium: Medium creature. 30’ base move.
Darkvision: can see in the dark up to 60 feet.
Greed: receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Stonecunning: 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.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
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.
Ranger/Fighter Abilities: Favored Class: Fighter
Weapon and Armor Proficiency: proficient with all simple and martial weapons and with light armor, medium armor, heavy armor, and shields.
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
Weapon Training 1 (Axes): +1 to hit and damage.
Favored Enemy (Ex): Humanoid (Human). At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Krenn was content with his lot in life. His family was not lacking for able merchants, but Krenn’s talents and disposition made him well suited as an escort for those who are more ambitious. The trip from Janderhoff to Korsova was often eventful, but Krenn learned to deal with the hostile travelling conditions and grew to like life on the road. One evening his young nephew, brought along by his brother to learn the business, went out of the inn while Krenn was sleeping to see the city at night. In the morning, when young Menir had not returned, Krenn started to scour the city. Months passed and Krenn spent every copper and every waking moment trying to track down his nephew. Even long after his brother gave up hope and returned home, Krenn stayed and continued the search. His only clue has been a child, one of Gaedren Lamm’s “Little Lamms”, who told him that Gaedren had kidnapped a dwarf child, mistaking him for a human. He overheard Gaedren swearing about the mistake, and plotting to rid himself of the dead weight since a dwarf child was too conspicuous. While Krenn’s hope has diminished, he has not given up and now hunts Gaedren, to find his nephew and avenge him. He cannot go home now, not without his nephew.
Krenn hopes to take to travelling again, but cannot bring himself to do so until he has resolved what happened to his nephew. He has learned more about humans than he cares to know, and now spends any spare moments honing his combat skills. He wants to be ready when he tracks down Gaedren so no one will be able to stand between them.
Description and Personality:
Krenn was never as well put together as most dwarves in his family are. Even shortly after grooming, wisps of whiskers start escaping their braids and freshly attended garments look like they have been slept in. His trademark quick smile and quicker humor have been long absent since the disappearance of his nephew, though they shine through on rare occasion when he is allowed to forget himself.
Encumbrance: #, light.
Traveler’s Clothes, 5#
Agile Breastplate, +2, 25#
Mithril Heavy Shield, +2 Cloak of Resistance, +3, 1#[/i]
Belt of Physical Perfection +4, 1#
Gloves of Dueling Ring of Protection +3 Ring of Feather Falling Amulet of Natural Armor +1 Bag of Holding, Type 1, 15#
MW Handaxe, 3#
MW Silver War Hammer, 5#
MW Adamantium Dwarven War Axe +2, 8#