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Sandor Stouthammer's page

Pathfinder Society Member. 1,510 posts (2,182 including aliases). No reviews. 1 list. No wishlists. 1 Pathfinder Society character. 1 alias.

Full Name

Sandor Strongbellows




Fighter 13 Urban Ranger 2 AC=32 (CMD base 34+ specials); T=16; FF=24; HP 106/162; Init+8; Per +19; +18F+12R+8W




4'3" Medium










Smith who Adventures

Strength 18
Dexterity 19
Constitution 16
Intelligence 14
Wisdom 14
Charisma 5

About Sandor Stouthammer

Sandor Strongbellows
Male dwarf fighter 13/ranger (urban ranger) 2 (Pathfinder RPG Advanced Player's Guide 129)
NG Medium humanoid (dwarf)
Hero Points 1
Init +7; Senses darkvision 60 ft.; Perception +20 (+21 to determine if surprised, +22 to notice unusual stonework)
AC 32, touch 15, flat-footed 29 (+11 armor, +2 deflection, +3 Dex, +2 natural, +4 shield)
hp 162 (15d10+45)
Fort +16, Ref +12, Will +8 (Immune to possession and mental control (including charm and compulsion effects like command and charm person), +3 vs. fear); +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training; Resist negative energy 10, positive energy 10
Speed 50 ft.
Melee +1 dwarven waraxe +17/+12/+7 (1d10+15/×3) or
. . +2 light shield bash +20/+15 (1d6+13) or
. . mwk cold iron dwarven maulaxe +18/+13/+8 (1d6+14/×3)
Ranged vindicator +19/+14/+9 (1d10+1/19-20 plus 2d6 vs. Human)
Special Attacks combat style (two-weapon combat), favored enemy (humans +2), hatred, weapon trainings (close +3, axes +2, heavy blades +1)
Str 18, Dex 17, Con 16, Int 14, Wis 14, Cha 5
Base Atk +15; CMB +15 (+19 bull rush); CMD 34 (40 vs. bull rush, 38 vs. trip)
Feats Combat Reflexes, Devil's Foe, Double Slice, Exotic Weapon Proficiency (repeating heavy crossbow), Greater Bull Rush, Improved Bull Rush, Improved Initiative, Improved Shield Bash, Improved Two-weapon Fighting, Missile Shield[APG], Power Attack, Shield Focus, Shield Master, Shield Slam, Two-weapon Fighting, Two-weapon Rend, Weapon Focus (dwarven waraxe)
Traits militant merchant, rich parents
Skills Acrobatics +0 (+8 to jump), Appraise +2 (+4 to assess nonmagical metals or gemstones), Climb +6, Craft (armor) +22, Craft (weapons) +22, Disable Device +7, Handle Animal +1, Heal +6, Intimidate +1, Knowledge (dungeoneering) +7, Knowledge (engineering) +9, Knowledge (geography) +6, Knowledge (local) +6, Perception +20 (+21 to determine if surprised, +22 to notice unusual stonework), Stealth +9, Survival +19, Swim +5; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Terran, Undercommon
SQ armor training 3, hero points, track +1, wild empathy -1
Combat Gear potion of bull's strength (2), potion of cure light wounds (2), potion of cure moderate wounds, potion of enlarge person (4), alchemist's fire (2), healer's kit, holy water; Other Gear +2 deathless ghost touch mind buttressing full plate, +2 bashing mithral light steel quickdraw shield[APG], +1 dwarven waraxe, vindicator, mwk cold iron dwarven maulaxe, bag of holding ii, belt of giant strength +2, cloak of resistance +2, handy haversack, ring of protection +2, ale (per gallon) (2), backpack, bedroll, belt pouch, belt pouch, belt pouch, block and tackle, chalk (5), earplugs[APG], fishhook (3), flask, flask, flask, flint and steel, grappling hook, magnet[APG], masterwork thieves' tools, masterwork tool, masterwork tool, mirror, noble's outfit, pot, silk rope (50 ft.), sunrod, trail rations (10), waterskin (4), whetstone, wooden holy symbol of Torag, 4 sp, 9 cp
Tracked Resources
Alchemist's fire - 0/2
Healer's kit - 0/10
Holy water - 0/1
Masterwork cold iron dwarven maulaxe - 0/1
Missile Shield (1/round) - 0/1
Potion of bull's strength - 0/2
Potion of cure light wounds - 0/2
Potion of cure moderate wounds - 0/1
Potion of enlarge person - 0/4
Sunrod - 0/1
Trail rations - 0/10
Special Abilities
Armor Training 3 (Ex) Worn armor -3 check penalty, +3 max DEX.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Devil's Foe Attacks count as good aligned to affect devils.
Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Greater Bull Rush When bull rushing, foe's movement provokes AoO from your allies.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Missile Shield (1/round) 1/round, when hit by a ranged weapon, take no damage.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Shield Master No off-hand penalties for shield bashes, add a shield's enhancement bonus to attack rolls.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +1 Add the listed bonus to survival checks made to track.
Two-Weapon Rend Deal extra 1d10+6 if you hit a foe with both main and off hand weapons.
Weapon Training (Axes) +2 (Ex) +2 Attack, Damage, CMB, CMD with Axes
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training (Close) +3 (Ex) +3 Attack, Damage, CMB, CMD with Close-in weapons
Wild Empathy -1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Full Attk TWF+PA
[dice=Dwarven Waraxe +1 TWF+PA]1d20+17[/dice]
[dice=Shield Bash TWF+PA]1d20+20[/dice] Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+6. If opponent can't move it falls prone
[dice=Dwarven Waraxe +1 TWF+PA (2nd attk)]1d20+12[/dice]
[dice=Shield Bash TWF+PA (2nd attk)]1d20+15[/dice] Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+6. If opponent can't move it falls prone
[dice=Dwarven Waraxe +1 TWF+PA (3rd attk)]1d20+7[/dice]

[dice=Rend (If both weapons hit)]1d10+6[/dice]

Full Attk TWF
[dice=Dwarven Waraxe +1 TWF]1d20+21[/dice]
[dice=Shield Bash TWF]1d20+24[/dice] Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+6. If opponent can't move it falls prone
[dice=Dwarven Waraxe +1 TWF (2nd attk)]1d20+16[/dice]
[dice=Shield Bash TWF (2nd attk)]1d20+19[/dice] Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+6. If opponent can't move it falls prone
[dice=Dwarven Waraxe +1 TWF (3rd attk)]1d20+11[/dice]

[dice=Rend (If both weapons hit)]1d10+6[/dice]

Single Attk PA
[dice=Dwarven Waraxe +1 PA]1d20+19[/dice]


[dice=Shield Bash PA]1d20+20[/dice] Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+6. If opponent can't move it falls prone

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