Tablark Hammergrind

Lokien Forge's page

361 posts. Alias of nightdeath.


Full Name

Lokien Forge

Race

| HP: 15/15 | AC: 20/13/17 |Init: +4 | Perc: +3 | Fort: +5 | Ref: +5 | Will: +2 | CMB: +5 | CMD: 18| W.Ham: +5; 1d8+3| Longbow: +5;1d8|

Classes/Levels

Skills:
Acro:=1| App:+2|Bluff:+2|Clim:+2| Diplo:+2|Disguise:+2|E.A:-2| H.A:+2| Heal:+2| Inti:+2|K.Dun:+6|K.Reli+3|K.Eng+6|Ling:+2|Ride:-2| SM:+2| Sleight:-2|Spell:+2|Stealth:-2| Sur:+6| Swim:-2| UMD:+2|

Gender

Dwarf Fighter (Unbreakable) 1

Size

Medium

Age

107

Special Abilities

Feats

Alignment

Lawful Good

Deity

Torag

Languages

Common, Dwarven, Elven

Occupation

Smith

Strength 18
Dexterity 18
Constitution 17
Intelligence 15
Wisdom 15
Charisma 14

About Lokien Forge

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[Url]Submission[/url]
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Lokien Forge

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Character Crunch
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Male Dwarf Fighter (Unbreakable) 1
Lawful Good Medium Humanoid
Init +4; Senses Darkvision 60ft Perception +3

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Defense
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AC 20, touch 13, flat-footed 17 (+5 armor, +2 Shield, +3 Dex, +0 natural, +0 Deflection, +0 Dodge)
hp 18 (1d10+3) (Toughness +3)
Fort +5, Ref +5, Will +2
Resist None

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Offense
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Speed 30 ft.
Ranged Longbow +5 (1d8 20/x3)
Melee Warhammer +5 (1d8+4 20/x3)
Special Attacks
Spell-Like Abilities

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Statistics
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Str 18, Dex 18, Con 17, Int 15, Wis 15, Cha 14
Base Atk +1; CMB +5; CMD 18
Languages Common, Dwarven, Giant, Terran

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Feats
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Toughness (1)
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).

Endurance (Fighter Bonus Feat 1)
You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

You may sleep in light or medium armor without becoming fatigued.

Diehard (Fighter Bonus Feat 1)
When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.

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Traits
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Roll With It (Campaign)
You’ve trained with some of the best giantslayers out there, and have learned how to avoid the worst effects of a giant’s powerful attacks. You gain a +1 trait bonus on Reflex saves. In addition, once per day, when a creature with the giant subtype successfully confirms a critical hit against you with a weapon or a slam attack (not a spell or special ability), you can roll with the attack. You take normal damage from the blow, as if the critical had not been confirmed. You must be aware of the attack and able to react to it—if you are denied your Dexterity bonus to AC, you can’t use this ability. If you are a dwarf or a gnome, you can use this ability twice per day.

Defensive Strategist (Religion)
Your study of dwarven history has trained you in defensive strategy. You aren’t flat-footed during a surprise round that you don’t get to act in or before you get to act at the start of a battle.

Glory of Old (Region)
In your veins flows the blood of dwarven heroes from Tar Taargadth. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

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Class Features
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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).
An unbreakable is not proficient with tower shields.

Tough as Nails:
An unbreakable gains Endurance and Die Hard as bonus feats. This ability replaces the fighter’s 1st-level bonus feat.

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.

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Adventuring Skills
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Acrobatics -1 (+1 Rank, +0 trained, +4 Ability, -6 Armor)
Bluff +1 (+0 Rank, +0 trained, +1 Ability)
Climb +2 (+1 Rank, +3 trained, +4 Ability, -6 Armor)
Diplomacy +2 (+0 Rank, +0 trained, +2 Ability)
Disable Device -2 (+0 Rank, +0 trained, +4 Ability, -6 Armor)
Disguise +2 (+0 Rank, +0 trained, +2 Ability)
Escape Artist -2 (+0 Rank, +0 trained, +4 Ability, -6 Armor)
Fly -2 (+0 Rank, +0 trained, +4 Ability, -6 Armor)
Heal +2 (+0 Rank, +0 trained, +2 Ability)
Intimidate +2 (+0 Rank, +0 trained, +2 Ability)
Knowledge (Dungeoneering) +6 (+1 Rank, +3 trained, +2 Ability)
Knowledge (Religion) +3 (+1 Rank, +0 trained, +2 Ability)
Perception +6 (+1 Rank, +0 trained, +2 Ability)
Ride -2 (+0 Rank, +0 trained, +4 Ability, -6 Armor)
Sense Motive +2 (+0 Rank, +0 trained, +2 Ability)
Spellcraft +2 (+0 Rank, +0 trained, +2 Ability)
Stealth -2 (+0 Rank, +0 trained, +4 Ability, -6 Armor)
Survival +6 (+1 Rank, +3 trained, +2 Ability)
Swim -2 (+0 Rank, +0 trained, +4 Ability, -6 Armor)
Use Magic Device +2 (+0 Rank, +0 trained, +2 Ability)

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Background Skills
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Appraise +2 (+0 Rank, +0 trained, +2 Ability)
Artistry +2 (+0 Rank, +0 trained, +2 Ability)
Craft (Armor) +1 (+1 Rank, +3 trained, +2 Ability) Background
Handle Animal +2 (+0 Rank, +0 trained, +2 Ability)
Knowledge (Engineering) +6 (+1 Rank, +3 trained, +2 Ability) Background
Linguistics +2 (+0 Rank, +0 trained, +2 Ability)
Lore +2 (+0 Rank, +0 trained, +2 Ability)
Perform +2 (+1 Rank, +0 trained, +2 Ability)
Profession +0 (+0 Rank, +0 trained, +2 Ability)
Sleight of Hand -2 (+0 Rank, +0 trained, +4 Ability, -6 Armor)

*Class Skills in Bold*
*Background Skill points spent as Background in Skill section.*

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Magic
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Bonus Spells (1st: 1, 2nd: 1, 3rd:)
Caster Level:
Spells (0) Level 0 DC 0

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Special Abilities
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To be filled later if applicable.

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Equipment
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Equipment list
Melee Weapons Warhammer
Ranged Weapons Longtbow, 40 arrows
Armor Scalemail
Other Gear
Fighter's kitt:
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Cold Weather Outfit
Explorer's Outfit (Free)
Heavy Wooden Shield

Magic Item

Wealth 12 GP 0 SP

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Racial Traits
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+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and receive 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 gain a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to 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.

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Background Story
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Physical Appearance
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General Personality
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Posting Rate
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Generally at GMT +8 timing but i check fairly often.