Dwarf Fighter

Aldran Ironfoot's page

345 posts. Organized Play character for Buckshot Bob.


Full Name

Aldran Ironfoot

Race

Dwarf (core)

Classes/Levels

Fighter / 1 Cleric / 1 HP 21 /21 AC 19 ( Touch 11 Flat 18) / Fort +7 | Ref +2 | Will +4 / CMB +4 | CMD 15 / Init +1/ Perception +1(+3 vs, stone work)

Gender

M

Size

M

Age

68

Alignment

LG

Languages

Common,Dwarven, Giant

Occupation

Miner

Strength 17
Dexterity 12
Constitution 15
Intelligence 12
Wisdom 12
Charisma 8

About Aldran Ironfoot

BACK STORY:
Aldran grew up in the iron-walled town of Janderhoff. He became a miner like his farther, and his farther before him. And like all members of his clan he learned many fighting styles.

Aldran was one of the top of his class in the fighting arts and learned advanced techniques. He wore his armor so much that it became apart of him, even when he was mining he wore it.
As he grew older, mining did not have the excitement that his fighting arts had and even then there was still something missing. A lack of excitement. So with his father's blessing he took up the life of an adventure. So he got his gear together and headed out.
As Aldran was leaving his farther call out to him and said" Ye make this clan proud boy, you ere!"

APPEARANCE:

Black Hair
Gray Eyes
Black Beared down to his belt line. With gold and silver clasps attached to the beared.
His armor is well used but in very good condition. He is never far from his war axe.
A birth mark of a war hammer on his right forearm

RACIAL BENEFITS:

Dark Vision: 60 ft
Defensive Training: +4 dodge vs. monsters of Giant subtype.
Hatred: +1 attack vs. orcs and goblin subtypes
weapon Familiarity Proficient w/ battleaxes, heavy picks, Warhammers, and treat any weapon with the word 'Dwarven' in the name as martial weapon.
Greed: +2 appraise to determine price of non-magical goods that contain metals or gemstones.
Hardy: +2 bonus on saving throws vs. poison, spells, and spell-like abilities.
Slow and Steady: Speed 20' not reduced by armor encumbrance
Stability: +4 to CMD
Stonecunning: +2 to Perception checks to notice unusual stonework.

COMBAT STATS:

HP: 21
AC: 19 (11 Touch, 18 Flat-Footed)(Armor +6, Shield +2, Dex +1)
CMD: 15
CMB: +4

Init +1

Fort: +7
Ref: +2
Will: +4

BAB: +1
Melee: +4
Range: +2

MW Dwarven Waraxe +5 Dam:1d10+3 Crt 20/x3 Slash
MW Light Crossbow +3 Dam:1d8 Crt 19-20/x2 Per Range 80'
Dagger +4/ +2 thrown Dam:1d4+1 Crt 19-20/x2 Per Range 10'

CLASS ABILITIES:

Favored class: Fighter
Fighter Bonus Feat
Fighter Weapons and Armor: Proficient w/ all Simple & Martial weapons and all armors and shields
Aura of Lawful Good
Cleric Channel Energy 2 times per day
Cleric Spells / Spontaneous Casting
Domain Powers [Earth / Protection]
-Acid Dart: 30' range, range touch attack 1d6 acid damage 4 times per day
-Resistant touch transfers resistance bonus to ally for one minute. Standard Action, 4 times per day.

FEATS:

Power Attack
Cleave

TRAITS:

" • ARMOR EXPERT (Combat): When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0. (PFAPG 327)

Birthmark: You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and, as a physical manifestation of your faith, increases your devotion to your god—you gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result.

SKILLS:

Adventuring Skills (* w/ -4 Armor check penalty); -2 armor, -2 shield

-3 Acrobatics*
-7 Jump*
-7 jump with running start*
-1 Bluff
+5 Climb*
+3 Diplomacy
-1 Disguise
-3 Escape Artist*
+1 Heal
+5 Know Dungeoneering
+5 Know Planes
+5 Know Religion
+1 Perception
+3 Unusual Stonework
-3 Ride*
+1 Sense Motive
-2 Stealth*
+5 Survival
-1 Swim*
+5 Spellcraft

Background Skills

+1 Appraise
+3 Precious Metals/Gemstones
+1 Craft:
-1 Handle Animal
+5 Know History
-1 Preform
+5 Profession: Miner
-3 Stealth


SPELLS:

0 Level:

Detect Magic: Detects spells and magic items within 60 ft.
Mending: Makes minor repairs on an object.
Guidance: +1 on one attack roll, saving throw, or skill check.

1st Level
Bless: Allies gain +1 on attack rolls and saves against fear.
Shield of Faith: Aura grants +2 or higher deflection bonus.
(D)Sanctuary: Opponents can’t attack you, and you can’t attack.


BOONS:

Foes of the Forge Father (Monument District): Extensive wall carvings document the dwarves’ struggle against their ancestral enemies, and having read the atrocities committed by giants, goblins, and orcs, you have dedicated yourself to defeating them. You gain a +2 bonus on attack rolls made to confirm critical hits against humanoids with the giant, goblin, or orc subtype, and you deal additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit against such a foe; this additional damage is added to the final total, and is not multiplied by the critical hit modifier itself

EQUIPMENT:

ITEM
Master Work Breastplate Armour
Large wooden shield in hand
MW Light Crossbow
Quiver with 20 crossbow bolts
Dagger on left hip
MW Dwarven Waraxe on right hip
5 gp worth of "beard jewelry"
Backpack
-Bedroll
-Travelers Outfit
-Waterskins x2
-50' Slik rope
-Grapling Hook
-Tanglefoot bag
-6 Days Rations
-pick, miner's
-Winter Blanket
-Cold weather Outfit
-Gallon of ale
-Sliver Warhammer

Belt Pouch
-Whetstone
-Flint & Steel
-Soap
-flask

Special Equipment:
Wand of Cure Light Wounds 50 charges
Potion of Cure Light Wounds
Potion of Endure Elements
Scroll of Bless
Scroll of Divine Favor
Scroll Of Magic Weapon
Potion of Hide from Undead
Potion of Cure Serious Wounds - Adventure
Potion of Expeditious Retreat - Adventure

Starting GP 150 Total 134.85 Weight light Encumbrance
light 86 Med 173 Heavy 260

PP
GP 670
SP 1
CP 5

SOCIETY LOG SHEET:

Society Number:38898-6
Experance: 4
Fame: 6
PP: 6
GP: 1308.15

Scenario's:

Heroes for Highdelve +480gp, 1exp, 2 PP
The Wounded Wisp +430gp, 1exp, 2 PP
Legacy o#6–18: From Under Ice +513gp, 1exp, 2pp
Stone Lords +505gp, 1exp, 2 pp