Golem-Breaker

Gigt Axebringer's page

40 posts. Alias of Hotaru of the Society.


Full Name

Gigt Earthsmelter-Axebringer

Race

Dwarf Hunter 3 // U. Barbarian 2 | HP: 49/49 | AC: 22 (12 Tch, 20 FF) | CMB: 7, CMD: 19 | F: +10, R: +6, W: +5 | Init: +2 | Perc: +11 (DkV. 90ft) | Speed: 30ft | Active Conditions: (None)

Classes/Levels

• Dire Bat Animal Companion | HP: 29/29 | AC: 17 (14 Tch, 13 FF) | CMB: 3, CMD: 17 | F: +4, R: +8, W: +3 | Init: +4 | Perc: +7 (BSense 40ft) | Speed: 20ft / 40ft Fly | Active Conditions: (None)

Gender

Female CG

Size

Medium

Deity

Bolka

Location

Davarn

Languages

Common • Dwarven • Undercommon

Occupation

Huntress

Homepage URL

Character Sheet

Strength 14
Dexterity 14
Constitution 16
Intelligence 12
Wisdom 16
Charisma 8

About Gigt Axebringer

Character Sheet

Alignment: Chaotic Good. Gigt has found that she has a general distaste for much of law as a whole. She's spent much of her life combating the darkness of her youth, resulting in a woman torn... at least on occasion. One area where she is quite lawful is in relation to her own marriage. Her husband had accepted her for who she was, and they'd made a good life together.
Race: Dwarf
Race Powers:
• Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
• Minesight: Dwarves with this racial trait increase the range of their darkvision to 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor.
• 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 non-magical goods that contain precious metals or gemstones.
• Ancient Enmity: Dwarves have long been in conflict with elves, especially the hated drow. Dwarves with this racial trait receive a +1 racial bonus on attack rolls against humanoid creatures of the elf subtype.
• 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.
• Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step.
• 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.

Size: Medium
Initiative: +2 ( 2 Dex )
Senses: Darkvision 90ft, Perception + 11; Dazzled in Bright Light.

Classes:
• Unchained Barbarian 2
• Hunter 3
Favored Class: Hunter, Skills: 3
-----------------------------------------
Class 1: U. Barbarian ( Invulnerable Rager )
-----------------------------------------
Fast Movement (Ex):A barbarian's base speed is faster than the norm for her race by 10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load.

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess.

While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die.

A Barbarian may not use the following skills during a rage: Disable Device, Escape Artist, Stealth, Sleight of Hand, or Any Intelligence- or Charisma-based Skills, other than Intimidate.

A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can't enter a new rage while fatigued or exhausted.

Rage Power ( Swift Foot ) (Ex): The barbarian gains a 10-foot enhancement bonus to her base speed while raging.

Invulnerability (Ex): At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level (1). This damage reduction is doubled (2) against nonlethal damage.

-----------------------------------------
Class 2: Hunter
-----------------------------------------
Animal Companion: At 1st level, a hunter forms a bond with an animal companion.

The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier.

While the hunter's animal companion is dead, any animal she summons with a summon nature's ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature's ally spell active in this way at one time. If this ability is used again, any existing summon nature's ally immediately ends.

Animal Focus: At 1st level, a hunter can take on the aspect of an animal as a swift action. The hunter can use this ability for a number of minutes per day equal to her level.

The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion.

The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.

If the hunter's animal companion is dead, the hunter can apply her companion's animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion's focus) remains in effect until the hunter changes it instead of counting against her minutes per day.

Nature Training: A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.

Wild Empathy: A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person.

Precise Companion: At 2nd level, a hunter gains Outflank as a bonus feat. She does not need to meet the prerequisites for this feat, and automatically grants this feat to her animal companion as well.

Track: At 2nd level, a hunter adds 1/2 her level to Survival skill checks made to follow tracks.

Hunter Tactics: At 3rd level, the hunter automatically grants her teamwork feats to her animal companion. The companion doesn't need to meet the prerequisites of these teamwork feats.

Teamwork Feat: At 3rd level and every 3 levels thereafter, the hunter gains a bonus teamwork feat in addition to those gained from normal advancement. The hunter must meet the prerequisites of the selected bonus teamwork feat.
As a standard action, up to (Wis) three times per day, the hunter can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned.
-----------------------------------------
Statistics:
-----------------------------------------
Str: 16 ( +3 ), Dex: 14 ( +2 ), Con: 16 ( +3 ), Int: 12 ( +1 ), Wis: 16 ( +3 ), Cha: 08 ( -1 )

-----------------------------------------
Defense:
-----------------------------------------
Armor Class: 22 (10 Base, 2 Dex, 3 Shield, 7 Armor )
• Touch: 12 ( 10 Base, 2 Dex )
• Flat Footed: 20 ( 10 Base, 7 Armor, 3 Shield )

CMD: 19 (10 Base, 2 Dex, 3 Str, 4 Bab, 0 Dodge ) Flat: 17

Hit Points: 49 ( HD 34, Con 15 )
Damage Reduction: 1/- (2/- v Nonlethal)

Saves:
• Fort: +10 ( 6 Base + 3 Con + 1 Mag )
• Refl: +06 ( 3 Base + 2 Dex + 6 Mag)
• Will: +05 ( 1 Base + 3 Wis + 6 Mag )

-----------------------------------------
Offense:
-----------------------------------------
BAB: +4 ( Mixed )

Move Speed: 30 ft

CMB: +7 (8 with weapon) ( 4 Base + 3 Str )

Attack Routines:
• Dwarven Maulaxe (Thrown)// +8(7) hit, 1d6+4, x3 Crit (10ft)
• Raging Dwarven Maulaxe (Thrown)// +10(9) hit, 1d6+6, x3 Crit (10ft)
Spellcasting:
• Hunter Orisons at will: Create Water (V, S), Detect Poison (V, S), Guidance (V, S), Mending (V, S), Purify Food and Drink (V, S), Spark (V or S)

Hunter Spells Per Day 4/0/0/0/0/0
• Four First Level Spells: Cure Light Wounds (V, S), Ironbloom Sprouts (V, S, DF), Longstrider (V, S, M), Snowball (V, S)

-----------------------------------------
Feats:( 3 Level, 0 Race, 1 Class )
-----------------------------------------
Extra Rage: +6 Rounds of Rage/day
Outflank: Teamwork: +4 bonus for flanking, if you or ally score a critical hit, the ally gains an attack of opportunity.
Boon Companion: Treat your companion as your full level.
Escape Route: Teamwork: Allies do not provoke while moving through your threatened squares.
Evolved Companion (Skilled: Fly): Animal Companion gains a +8 Bonus to Fly Checks.

-----------------------------------------
Traits:
-----------------------------------------
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.
Tunnel Fighter ( Race ): Caves and tunnels are a second home to you. While underground, you receive a +2 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit).
Wedded Bliss ( Religion ): Your commitment to your own marriage or your burning desire to be wed grants you a +2 trait bonus on saving throws against charm and compulsion effects.
Foul Brand ( Drawback ): You have the symbol of an evil deity ( Mazmezz ) burned into your flesh. If the symbol is on your face, you take a –2 penalty on Bluff, Diplomacy, and Disguise checks.

-----------------------------------------
Languages:
-----------------------------------------
• Common
• Dwarven
• Undercommon (Drow)
-----------------------------------------
Equipment: ( Light Load )
-----------------------------------------
Capacity:

-----------------------------------------
Appearance:
-----------------------------------------
Height: 4'2"
Weight: 155 lbs
Age: 51 years

Gigt is on the taller side for a dwarven woman, standing just above four feet tall. She more often than not keeps her face obscured by a Battlemask, which has the unfortunate side effect of being unsettling. Long tresses of straight hair just on the red side of Auburn are usually pulled up into a ponytail, to be kept out of the way.

Her armor and clothing is primarily colored in dull-greens, save for an emerald cloak, and the majority of her armor is silver. She wears simple leather garb beneath a silver breastplate, etched with a celtic-knot bat motif. Her arms and legs are kept bare to allow for freedom of movement, despite the harsh conditions she often moves through, leaving them scarred from the grazes and cuts that the underdark has given to her as a gift.

She carries a steel shield, embossed with the shape of the yawning mouth of a cave - stalactites and stalagmite draped along the outer edges - on her right arm. On her right hip, she carries a maul-axe, etched with yet another stylized animal, in this case a cloaker. Her only jewelry is a golden ring, set with jewels, on her left hand's ring finger.

When she takes off her mask, which is rare, there is a horrific scar burned into her right cheek; a skull caught in a spiderweb.
-----------------------------------------
History:
-----------------------------------------
Gigt did not have the happy-though-structured youth of the average dwarf. Instead, she was born into slavery within the underdark. Her parents had lived most of their life in servitude to the dark elves that lay far beneath the surface, plotting and scheming, toiling away. For a time, they considered killing Gigt to save her from the life they had been forced to live.

Luckily for Gigt, they decided against that. She spent the majority of her youth mining and moving rocks, or farming the edible fungus that grew down below. The constant conditions and oppression by their slave-masters created a hardy, agile young woman, with a distinct emotion in the forefront of Gigt's mind: Anger. As she grew, this anger and impulsiveness lead her to an unusual position amongst the dwarves: She was sturdy and strong enough to perform the labor well, but she was perhaps too... disobedient for the slavers below.

In short order, they sought to break her, with barb, sting, and lash, but none had the intended effect, instead causing her to simply tough it out, doing as was requested only to keep others from being punished for her transgressions. This lead to a great deal of resentment towards her captors, above and beyond that inherent to her situation.

Eventually, one of the Drow decided that perhaps the way to break the woman was to brand her, metal and fire seared flesh, marking her as not only the property of the Drow... but also marked her station: They had burned the symbol of the Demon Lord of bindings into her face, which unfortunately, was the last straw.

The wound still terribly painful, and raw, swelling one eye closed, did not deter her from breaking her and several of her ally's bonds. Most of them did not escape, instead being torn back into the darkness - the cries for help still haunt her to this day... but Gigt was swift of foot, and fluid of motion, escaping to the higher tunnels, and slowly away.

* * *

Life was not easy in the tunnels. There were any number of dangers, though Gigt Earthsmelter was a lucky survivor of many ordeals. Her travels beneath relied on her ability to forage and hunt, the latter of which was what brought her from her feral anger into a more compassionate being.

Dire bats were not an unusual foe, and they weren't particularly lacking in flavor, though they were a dangerous foe for the woman to take on alone. Often, she relied on her intellect to overcome the foes, though this time she had been caught unaware. The fight was difficult, but she had succeeded in doing what she had always done: Survive.

The mother's fierceness had not been unwarranted, however. Still panting from the exhaustion of the battle, Gigt pressed her way through the darkness, investigating the chamber in an attempt to ensure her own safety, at least for a time. The roof above was... furry. More than a dozen bat pups dangled from the ceiling, each already the size of a cat. And Gigt had taken their mother.

From this point forward, she didn't move far from the colony of bats, even as she fed on their mother. She did her best to nurse the young pups, feeding them slivers of meat from lizards and other cave-creatures, but they were for the most part too young to survive. Only one survived through the winter, becoming Gigt's constant companion.

With her awakened compassion came a deeper understanding of the world, and a font for her feral nature to grow beyond simply anger and rage. Magic came to her, slowly at first, but made survival much simpler as it did. She learned to work with her companion to take down various foes, minimizing the risk as best she could.

Constant interaction with her new family brought her to empathic heights with her ally, allowing her and the creature she deemed Umber to succeed where one or the other could not, the two becoming greater than the sum of their parts.

Eventually, though, Gigt found her way to surface tunnels, having spent an unknowable time in the dark, searching for signs of friends, and finding much of the opposite. When she reached the world above, the light was blinding, sending pain into her mind, but not pain that she could not overcome. The dark murkiness of the beneath had been her home, and this... sun was almost a hated foe.

Back into the caves they went, staying near to the surface, though avoiding the sky, seeking out the fabled lands of their - or rather, her - forefathers. After what seemed like decades, though with time impossible to count, she eventually found her people. From here, life sped up quite quickly for her. She met a dwarven smith with excellent hands for fine work, who had been scalded by the flames many times, a difficulty of his work. The two warmed to each other, and while Gigt spent much of her time with Umber hunting, and little time on the surface, the two eventually fell in love and married.

That was a scant few years ago. Life was wonderful, the slow, steady climb from her terrible youth, into a good life where she helped others and was loved by family and husband made her into the woman that she was. Above all things, she held her love for the man, and her commitment to him... which is why when she returned to a dark and cold forge, to an empty home, the rage bubbled up inside of her. There was no sign of his intent at leaving. A half-worked sword lay broken on the floor, his blacksmith hammer on the ground outside. She had been gone for two weeks, and he for one. There had been many such disappearances of late, and all signs pointed to her husband's - an Axebringer - bloodline.

-----------------------------------------
Goals:
-----------------------------------------
Her marriage is the central part of her being, that which tames the wilds of her youth hunting, and the rage of her youth in slavery. Getting her husband back - and destroying those set in her way - is the primary motivation for Gigt.

While nothing is more important to Gigt, harming innocents, or forcing others to do as she desires - beyond idle threats - is of no interest to her. She will fight for her desires, but she will not become the people she had fled in her youth.

-----------------------------------------
Book Keeping:
-----------------------------------------
Platinum: 000
Gold: 092
Silver: 000
Copper: 000