About Kurgand August******Ability Scores/Stats******
Spoiler:
Base: 10 + 36 (1/2 HD +1) = 46 Con. Bonus (+2/level) = +12 Toughness Feat (+3/+1 after 3HD) = +7 Favored Class (4 levels = 4 HP) = +4 Saves:
Spoiler:
Fortitude = +5 (base) + 2 (Con) Reflex = +2 (base) + 2 (Dex) +1 (Deft Dodger Trait) Will = +2 (base) +1 (Wis) + 2 (Iron Will Feat) *+2 vs. Posion (Fort), Fear (Will), & Spells {Racial & Class}
AC: 26
Spoiler:
10 (base) + 10 (+2 Half Plate) +3 (+2 Shield) + 1 (Shield Focus Feat) +2 (Dex)
{+4 to AC vs Giant-types - Racial} Initiative: +6
BAB: +7/+2
Spoiler:
{+4 vs Bull Rush & Trip Attacks - Racial} ******Combat******
Dwarven Waraxe
Warhammer
Throwing Axe
Heavy Crossbow
Modifiers: Spoiler:
Waraxe: (Hits) +7 (BAB) +3 (str) +1 (Fighter Skill) +1 (Magic Weapon) +1 (Feat) = 13 (Hits) +2 (BAB) +3 (str) +1 (Fighter Skill) +1 (Magic Weapon) +1 (Feat) = 8 (Damage) +3 (str) +1 (Fighter Skill) +1 (Magic Weapon) +2 (Feat) = 7 Warhammer: (Hits) +7 (BAB) +3 (str) +1 (Magic Weapon) = 11
Throwing Axe: (Hits) +7 (BAB) +2 (dex) +1 (Fighter Skill) +1 (Masterwork) = 11
Crossbow: (Hits) +7 (BAB) +2 (dex) +1 (Masterwork) = 10
*Vital Strike: x2 on damage
******Skills:****** Spoiler:
Acrobatics -2 {+2 (dex) - 4(armor)}
Conditional:
******Racial Qualities & Language:******* Spoiler:
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff. •Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size. •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. •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. •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. •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. •Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. •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. •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. ******Class Abilities:****** Spoiler:
Fighter Weapon and Armor Proficiency
Bonus Feats
Bravery (Ex)
Armor Training (Ex)
Weapon Training (Ex)
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. {Current Weapon Group: Axes: battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe.}
******Experience******
******Feats:****** Spoiler:
Iron Will: You are more resistant to mental effects. You get a +2 bonus on all Will saving throws. Toughness:
Athletic:
Quick Draw (Combat):
Improved Initiative (Combat):
Shield Focus (Combat):
Blind-Fight (Combat):
Power Attack (Combat):
{Current Results: -2 to hit; +4 to damage if used} Vital Strike (Combat): You make a single attack that deals significantly more damage than normal.
Weapon Focus (Combat):
Weapon Specialization (Combat):
******Traits:****** Spoiler:
Freedom Fighter (Andoran Faction): Your family has long waged war against tyranny and you learned a great deal about guerilla warfare in your youth. You gain a +1 trait bonus on Stealth checks and a +1 trait bonus on attack rolls made during the surprise round. Deft Dodger
******Equipment & encumbrance****** Spoiler:
Equipment: Half Plate +2 ----------(4700 gp) (50lbs.) {+10 to AC/ Heavy Armor / Check Penalty - 4 (-7 + 2 (Fighter Class) +1 (Masterwork)) / Max Dex Bonus: +2} Light Steel Shield +2 --(4159 gp) (6 lbs.) {+4 to AC / Light / Check Penalty - 0 (-1 + 2 (+1 (Masterwork))} Dwarven Waraxe +1 ------(2330 gp) (8 lbs.) {+1 to hit & damage for Enchantment} Warhammer +1 -----------(2312 gp) (5 lbs.) {+1 to hit & damage for Enchantment} Throwing Axes MW(3) ----(924 gp) (6 lbs.) {+1 to hit for Masterwork} Heavy Crossbow ---------(50 gp) (8 lbs.) Bolts MW (30) ----------(180 gp) (3 lbs.) {+1 to hit for Masterwork} Backpack ---------------(2 gp) (2 lbs.)
Explorer's outfit ------(10gp) (8 lbs.) 6,010 GP Encumbrance from armor: 56 lbs
Background:
Spoiler:
Kurgand's name was Kurgand Stelwheel in another lifetime. He was a stonemason and wheel-maker for the various clans in the Five-Kings Mountains. Although they had a home, he and his family spent a great deal of time working for the various clans, plus also making trade trips to various Andoran towns - mostly on the eastern side of the nation. It was during one of these trips that the caravan he was in was attacked by bandits. His wife was killed in the attack, and he and his daughter were captured. The bandits traded them to slaver pirates, and he was put to work on a Absolom Merchantman as an oarsman while losing contact with his daughter in the transition. For 5 years, the mild workman became an angry and strong slave. When the ship was liberated by Andoran Pathfinder, Deveron Harpenden in the process of rescuing some artifacts, Kurgand immediately followed him back to Augustana - his original lodge-base. Uncertain of his goals, Kurgand eventually buried his previous life and began working to forget it. Having almost no kin left, he choose a new surname to represent his new start and honor the place where he found his freedom. Hence, he became Kurgand August in honor of the city. At first, he worked as a messenger in the Pathfinder lodge. But eventually - he found success working in the old city's sewers - battling rats, goblins, and other menaces that can impede a city's waterworks. His career changed when Deveron needed his help in those ancient sewers to search for a rumored cache of an old Cheliaxan tomb. More than willing to help his liberator and new friend, their discovery yield interesting items - including a dwarven axe of one of the dwarven noble familes from when Cheliax was colony of Taldor - which Kurgand kept and has treasured. His knowledge and skills soon earned him a place as an "unofficial" Pathfinder. More accurately, he became a "troubleshooter" for the Andoran wing of the Pathfinders. His role became one to assist other Pathfinders in their quests, or provide support on artifacts sent to Absolom, or other details that most adventurous members forget about beyond the find and the glory. Kurgand's loyalty has never been in question, the society's role in his liberation never forgotten by the dwarf, even after Deveron's disappearance years ago. He prefers to think that he's doing the work his friend appreciated and never undervalued about him. |
