Stronfeur Uherer

Kurgand August's page

84 posts. Alias of Alex Martin.


Full Name

Kurgand Stelwheel "August"

Race

Dwarf

Classes/Levels

Fighter 7

Gender

Male

Size

4' 5", 182 lbs

Age

65

Alignment

NG

Deity

Torag

Location

Augustana, Andoren

Languages

Common, Dwarven, Goblin

Occupation

Pest Hunter, Troubleshooter

Strength 17
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 13
Charisma 10

About Kurgand August

******Ability Scores/Stats******
HP: 69

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:
Fort +7
Ref +5
Will +5

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
Flat-footed: 24
Touch: 12

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
(Dex + Feat)

BAB: +7/+2
CMB: +10
CMD: +22

Spoiler:
{+4 vs Bull Rush & Trip Attacks - Racial}

******Combat******
Melee:

Dwarven Waraxe
Attks +13/+8
Dmg (1d10+7,crit x3, slashing)

Warhammer
Attk +11/+6
Dmg (1d8+4,crit x3, bludgeon)

Throwing Axe
Attk +11/+6
Dmg (1d6+4,crit x2, 10', slashing)

Heavy Crossbow
Attk +10
Dmg (1d10, 19–20/×2, 120', piercing)

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
(Hits) +2 (BAB) +3 (str) +1 (Magic Weapon) = 6
(Damage) +3 (str) +1 (Magic Weapon) = 4

Throwing Axe: (Hits) +7 (BAB) +2 (dex) +1 (Fighter Skill) +1 (Masterwork) = 11
(Hits) +2 (BAB) +2 (dex) +1 (Fighter Skill) +1 (Masterwork) = 6
(Damage) +3 (str) +1 (Fighter Skill) = 4

Crossbow: (Hits) +7 (BAB) +2 (dex) +1 (Masterwork) = 10
(Hits) +2 (BAB) +2 (dex) +1 (Masterwork) = 5
(Damage)

*Vital Strike: x2 on damage
*Power Attack: -2 to hit; +4 damage
*Dwarven: +1 to hit vs. Orc/Goblin Types
*Trait: +1 to hit on surprise round

******Skills:******

Spoiler:

Acrobatics -2 {+2 (dex) - 4(armor)}
Appraise +1 {+1 (int) +2 (dwarven)}
Bluff 0
Climb +7 {+3 (str) +3 (ranks) + +3 (class) + 2(feat) - 4 (armor)}
Craft(Stonework) +4 {+1 (int) +3 (class)}
Diplomacy 0
Disable Device
Disguise 0
Escape Artist -2 {+2 (dex) - 4(armor)}
Fly -2 {+2 (dex) - 4(armor)}
Handle Animal +4 {+1 (ranks) + 3 (class)}
Heal +1 {+1 (wis)}
Intimidate +6 {+3 (ranks) + 3 (class)}
Knowledge (Arcana)
Knowledge (Dungeon) +7 {+1 (int) +3 (ranks) +3(class)}
Knowledge (Engineer) +7 {+1 (int) +3 (ranks) +3(class)}
Knowledge (Geography)
Knowledge (History)
Knowledge (Local) +2 {+1 (int) +1 (ranks)}
Knowledge (Nature)
Knowledge (Nobility)
Knowledge (Planes)
Knowledge (Religion)
Linguistics
Perception +3 {+1 (int) +2 (ranks)}
Perform 0
Profession (trapper) +1 {+1 (wis)}
Ride +2 {+2 (dex) +1 (ranks) +3(class) -4 (armor)}
Sense Motive +2 {+1 (wis) +1 (ranks)}
Sleight of Hand
Spellcraft
Stealth -1 {+2 (dex) +1(trait) -4(armor)}
Survival +7 {+1 (wis) +3(ranks) +3(class)}
Swim +7 {+3 (str) +3 (ranks) + +3 (class) + 2(feat) - 4 (armor)}
Use Magic Device

Conditional:
*Favored Class (3 levels = 3 points added)
*+2 on Appraise for nonmagical goods
*+2 on Perception for traps/doors


******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
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.
{Currently: +2 vs Fear}

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.
{Currently: -2 reduction on armor penalty; +2 to maximum Dex allowed}

Weapon Training (Ex)
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.

{Current Weapon Group: Axes: battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe.}
{+ 1 to hit & damage}

******Experience******
35,000 XP

******Feats:******

Spoiler:

Iron Will:
You are more resistant to mental effects. You get a +2 bonus on all Will saving throws.

Toughness:
You have enhanced physical stamina. 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).

Athletic:
You possess inherent physical prowess. You get a +2 bonus on Climb and Swim skill checks.
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Quick Draw (Combat):
You can draw weapons faster than most. You can draw a weapon as a free action instead of as a move action.
You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Improved Initiative (Combat):
Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.

Shield Focus (Combat):
You are skilled at deflecting blows with your shield. Increase the AC bonus granted by any shield you are using by 1.

Blind-Fight (Combat):
You are skilled at attacking opponents that you cannot clearly perceive.
In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible.
The invisible attacker's bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.

Power Attack (Combat):
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. 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.
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.
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.
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.

{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.
As a standard action, you can make a single attack at your full base attack bonus,
increasing the damage of the attack by its base weapon damage dice (a light crossbow would gain +1d8, a greatsword would gain +2d6).
This bonus damage is not multiplied on a critical hit (although other damage bonuses are multiplied normally).

Weapon Focus (Combat):
You gain a +1 bonus on all attack rolls you make using the selected weapon.
{Currrent Focus: Dwarven Axe}

Weapon Specialization (Combat):
You gain a +2 bonus on all damage rolls you make using the selected weapon.
{Currrent Focus: Dwarven Axe}

******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
Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.

******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.)
Bedroll ----------------(1 sp) (5 lbs.)
Blanket ----------------(5 sp) (3 lbs.)
Caltrops (2)------------(2 gp) (4 lbs.)
Chalk (10)--------------(1 sp) (------)
Flint and steel --------(1 gp) (------)
Oil (5 pints) ----------(5 sp) (5 lbs.)
Rope (50ft) ------------(1 gp) (10lbs.)
Grappling Hook ---------(1 gp) (4 lbs.)
Sack (2) ---------------(2 sp) (1 lbs.)
Waterskin --------------(1 gp) (4 lbs.)
Whetstone --------------(2 cp) (1 lbs.)
Sunrod (1)--------------(2 gp) (1 lbs.)
Tindertwig (1)----------(1 gp) (------)
Acid (1) ---------------(10gp) (1 lbs.)
Holy Water -------------(25gp) (1 lbs.)
Rations (5)-------------(3 gp) (5 lbs.)
Potion -
Cure Serious Wounds (3) (2250 gp) (3 lbs.)

Explorer's outfit ------(10gp) (8 lbs.)

6,010 GP

Encumbrance from armor: 56 lbs
Encumbrance from armor and weapons: 86 lbs.
Encumbrance from equipment (full load): 141 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.