Tordek

Thrugg's page

134 posts. Organized Play character for Z...D....


Race

| HP 84/84 | AC 28 T 12 FF 26 | CMB +17, CMD 29 (41 vs bull rush & trip) | F: +9, R: +4, W: +3 (+2 vs fear)((+2 vs poison, spells and SLAs) | Init: +2 | Dark VIsion 60’ Perc: +13(+15 vs unusual stonework), SM: +1

Classes/Levels

| Speed 20ft | Active conditions: None.

Gender

Male NG Dwarf Fighter 8

About Thrugg

Thrugg
Male dwarf fighter 8
NG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +13 (+15 to notice unusual stonework)
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Defense
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AC 28, touch 12, flat-footed 26 (+10 armor, +2 Dex, +6 shield)
hp 84 (8d10+32)
Fort +9, Ref +4, Will +3 (+2 vs. fear); +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, fortification 50%
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Offense
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Speed 20 ft.
Melee +1 adamantine warhammer +12/+7 (1d8+6/×3) or
. . +1 dwarven maulaxe +12/+7 (1d6+6/×3) or
. . dwarven boulder helmet +10/+5 (1d4+4) or
. . mwk cold iron dwarven waraxe +11/+6 (1d10+4/×3)
Special Attacks weapon training (hammers +1)
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Statistics
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Str 18, Dex 14, Con 16, Int 12, Wis 12, Cha 11
Base Atk +8; CMB +17; CMD 29 (41 vs. bull rush, 41 vs. trip)
Feats Bodyguard[APG], Combat Reflexes, Endurance, Mobile Bulwark Style, Mobile Fortress, Shield Focus, Shield Specialization[APG], Toughness, Tower Shield Specialist
Traits observant, steady strength
Skills Acrobatics -2 (-6 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +8, Craft (stonemasonry) +3, Intimidate +9, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Perception +13 (+15 to notice unusual stonework), Profession (soldier) +5, Survival +5 (+7 to track vs. humanoids of the Giant subtype, +7 to avoid becoming lost), Swim +8; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant
SQ armor training 2, giant hunter[ARG]
Combat Gear oil of align weapon, potion of air walk, potion of cure light wounds, potion of protection from evil, potion of touch of the sea, wand of cure light wounds, wand of endure elements (50 charges), air crystal (2); Other Gear +1 full plate, +1 moderate fortification tower shield, +1 adamantine warhammer, +1 dwarven maulaxe, dwarven boulder helmet[ARG], mwk cold iron dwarven waraxe, belt of giant strength +2, gloves of swimming and climbing, swarmbane clasp[UE], wayfinder[ISWG], backpack, bandolier[UE], bedroll, belt pouch, traveler's outfit, waterskin, 4,908 gp, 4 sp
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Tracked Resources
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+1 dwarven maulaxe - 0/1
Light (At will) - 0/0
Oil of align weapon - 0/1
Potion of air walk - 0/1
Potion of cure light wounds - 0/1
Potion of protection from evil - 0/1
Potion of touch of the sea - 0/1
Wand of cure light wounds - 1/50
Wand of endure elements (50 charges) - 33/50
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Special Abilities
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Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (3 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.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fortification 50% You have a chance to negate critical hits on attacks.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Mobile Bulwark Style While using style, move action to set tower shield as total cover. Add shield bon to bull rush/overrun CMD.
Mobile Fortress While using mobile bulwark style, add half shield bon to touch AC and reduce att pen from tower field. Can grant adj ally benefit of cover from shield.
Shield Specialization (Tower Shield) With the selected shield, you gain a +2 bonus to your Armor Class against critical hit confirmation rolls. In addition, you may add your base shield bonus (including the bonus from Shield Focus but not including enhancement bonuses) to your CMD.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Weapon Training (Hammers) +1 (Ex) +1 Attack, Damage, CMB, CMD with Hammers

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Chronicles

Journal Faction Card:

Season 7: 6 goals
Explorer (2+ goals): Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a competence bonus equal to 1 plus half the number of goals you have completed (rounded down) when attempting the check. You also halve the armor check penalty for the purpose of this skill check.
Nemesis (4+ goals): Once per adventure, you gain a +2 bonus on your next attack against that agent, and if you hit, you deal additional damage equal to the number of goals you have completed. Alternatively, you impose a -1 penalty on the agent's next saving throw against a spell you cast; the penalty increases to -2 if you have seven or more goals.

Season 9: 3 Goals
Prepared Agent (2+ goals): You are more prepared for missions than most Pathfinders. When you attempt a Knowledge check as part of an adventure's mission briefing, treat all knowledge skills as trained. Once per adventure, you can add a bonus equal to half the number of goals you have completed to one Knowledge check or Diplomacy check to gather information.