Dwarf Ranger 11/Barbarian 2
HP: 127/127; AC:27; F +13; R +14; W +11 (+13); Init: +3 (+7); Percep: +25 (+27)
About Valgrim Twin-Axe
Hero Points: 7
Experience Points: 233,730
Favored Class: Ranger
Hit Points: 127 (10 base +13 Con +11 FC + 8 (2nd level roll)+ 9(3rd level)+ 10 (4th level) +10 (5th level) + 6 (6th level) + 10 (7th level) +7 (8th level) +9 (9th level) +5 (10th level) +9 (11th level)+3 (12th level) +7 (13th level))
Armor Class: 27 (10 base +6 armor +3 Dex +4 magic +2 deflection +1 natural +1 dodge)
Base Attack: +13
Saves (+2 vs. poison, +4 vs. spells and spell-like abilities):
Will: +11 (+13 when raging)
Initiative: +3 (+7 underground/+5 mountains)
CMD: 33/37 vs. trip/bull rush
Speed: 40 feet (in armor); 50 feet
+1 Frost Greataxe (2-handed): +18/+13/+8 hit, 1d12+7+1d6 damage (20, x3)
+1 Frost Greataxe (2-handed + PA): +18/+9/+4 hit, 1d12+19+1d6 damage (20, x3)
+1 Impervious Adamantine Holy Undead Bane Falchion: +27/+22/+17 hit, 2d6+2d6+16 damage (19-20/x2)
+1 Impervious Adamantine Holy Undead Bane Falchion with Power attack: +27/+18/+13 hit, 2d6+2d6+28
+1 Impervious Adamantine Holy Undead Bane Falchion with Power attack and rage: +29/+20/+15 hit, 2d6+2d6+31
+1 Impervious Adamantine Holy Undead Bane Falchion with Power attack and rage and Bull's Strength: +31/+22/+17 hit, 2d6+2d6+34
Sling: +16/+11/+6 hit/1d4+4 damage (20, x2)(Range= 50')
MW Morning Star: +18/+13/+8 hit/1d8+4 damage (20, x2)
Steel Soul: +4 racial bonus on saving throws against spells and spell-like abilities
Power Attack: -4/+8 or -4/+12
Cleave: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Endurance: +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.
Iron Will: +2 bonus to Will Saves
Vital Strike: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses.
Furious Focus: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Lightning Reflexes: +2 Reflex saves.
Shield of Swings: When you take a full-attack action while wielding a two-handed weapon, you can choose to reduce the damage by 1/2 to gain a +4 shield bonus to AC and CMD until the beginning of your next turn. The reduction in damage applies until the beginning of your next turn.
Dazing Assault: You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit with your melee attacks for 1 round, in addition to the normal damage dealt by the attack. A successful Fortitude save (DC 23) negates the effect. You must choose to use this feat before making the attack roll, and its effects last until your next turn.
Acrobatics: +19/+16 (in armor)/+24 on Jump checks
Craft (weaponsmithing): +5
Knowledge (Religion): +4 (+10 vs. undead)
Knowledge (Dungeoneering): +7
Knowledge (Geography): +8
Knowledge (Nature): +4
Knowledge (Planes): +1 (+3 vs. evil outsiders)
Perception: +20/+22 unusual stonework (+25/+27 with Eyes of the Eagle) (+29 vs. giants and evil outsiders; +31 vs. undead; +27 in mountainous terrain; +29 while underground)
Stealth: +19/+16 (in armor) (+18 mountainous; +20 underground)
Survival: +19/+24 to track (+21 vs. giants/evil outsiders, +25 vs. undead)
*Favored Enemy: Undead +6/Evil Outsider +2, Giants +2 (+6 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks; +6 bonus on weapon attack and damage rolls against them; may make Knowledge skill checks untrained when attempting to identify these creatures)
*Track: +5 Survival skill to follow tracks
*Wild Empathy: 1d20 Diplomacy Check to influence animal
*Combat Style: Two-Handed Weapon Fighting
*Rage (7 rounds per day/+24 hps): A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
*Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
*Auspicious Mark (Su): The barbarian has been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark he possesses. Once per rage, as a swift action that costs 2 rounds of rage, the barbarian can call upon the spirits’ favor. Using auspicious mark grants him a +1d6 bonus on one d20 roll he has just made. He can call on the auspicious mark after seeing the result of the d20 roll.
*Favored Terrain (Underground: Caves and Dungeons)/Mountains: +4/+2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
*Hunter's Bond: This bond allows him to spend a move action to grant +3/+1 bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for one round.
*Woodland Stride (Ex): Ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.
*Swift Tracker: Ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
*Commonly Memorized Spells: Lead Blades (10 minute duration)/Resist Energy 20 (100 minutes duration)(x2)/Hunter's Eye (10 minutes)/Versatile Weapon (10 minutes)/Repel Vermin (100 minutes)
*Quarry (Ex): At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature's type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.
+2 Constitution, +2 Wisdom, –2 Charisma
Darkvision: Dwarves can see in the dark up to 60 feet.
•Defensive Training: +4 dodge bonus to AC against giant subtype.
•Greed: +2 racial bonus on Appraise skill checks w/gemstones or metals.
•Hatred: +1 bonus on attack rolls against orc and goblinoid subtypes.
•Hardy: +2 racial bonus on saving throws against poison.
•Stability: +4 racial bonus on CMD vs. bull rush or trip attempt.
•Stonecunning: +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.
Thick crystal decanter of an efreeti brandy called scarlet ambrosia
+4 Breastplate (agile)
Headband of Inspired Wisdom
Cloak of Resistance +2
Bag of Holding (Type I)
Belt of Incredible Dexterity +2
Potion of Owl's Wisdom
Elixir of Vision
Boots of Striding and Springing
+1 Amulet of Natural Armor
+2 Ring of Protection
Ring of Feather Fall
Eyes of the Eagle
Rope of Climbing
2 weapon cords
Potion of Bull's Strength
Potion of Cure Moderate Wounds (3)
Potion of Cure Serious Wounds (2)
Potion of Invisibility
Potion of Lesser Restoration (2)
Potion of Protection from Arrows
Potion of Remove Disease
Potion of Shield of Faith +2
Potion of Shield of Faith +4
Bardiche (13 gp)
Handaxe (6 gp)
Sling + 20 bullets (20 sp)
Backpack (2 gp)
Crowbar (2 gp)
Clay mug + Dwarven Stout (4 cp)
Belt pouch (1 gp)
Waterskin (1 gp)
Traveler's outfit (5 gp)
Artisan's Tools (5 gp)
Trophy from 1st fight
Trophy of dwarven gladiator
Gold statuette of a human gladiator
Remaining gold: 555.22 gp
Background: Valgrim was born into the Twin-Axe clan. Though not the most prestigious or wealthiest of clans, it was a well-respected one, as one of its functions was the crafting of weapons for the King's army in Thunderhold. At a young age, Valgrim was taught his family's skill and throughout his adolescence, the constant pounding of the hammer crafting weapons developed his muscles greatly. Valgrim was then placed on patrol duty, as it was the duty of every dwarf to protect the kingdom. On one of his patrols, he and his fellow dwarves encountered a band of undead, led by a derro necromancer, in one of the adjoining caverns. Till that time, Valgrim had lived a sheltered life and though he had heard of undead, the shock and fear of seeing them up close caused him to freeze in panic. Due to his inaction, many fine dwarves lost their lives that day. Valgrim managed to escape but upon return to the kingdom, was severely reprimanded and demoted. Valgrim has since devoted his life to the extermination of undead and has made it his life's mission to hunt them and destroy them, so no one else suffers, as he did. He has now been assigned to the dwarven delegation in Wolfstone as a guard.
Valgrim is a protective sort, trying to keep the people under his watch safe. He never discusses his past as he is ashamed of his prior actions.