![]()
About Argust AutumnwindStat Block:
Argust Autumnwind
Male dwarf fighter (two-handed fighter) 17 (Pathfinder RPG Advanced Player's Guide 108) LN Medium humanoid (dwarf) Init +6; Senses darkvision 60 ft.; Perception +13 -------------------- Defense -------------------- AC 41, touch 22, flat-footed 37 (+14 armor, +5 deflection, +3 Dex, +1 dodge, +2 insight, +5 natural, +1 trait) hp 206 (17d10+100); fast healing 5 Fort +22, Ref +19, Will +16; +4 vs. effects that cause you to lose your grip on weapons, +2 vs. poison, +4 vs. spells and spell-like abilities Defensive Abilities defensive training -------------------- Offense -------------------- Speed 20 ft. Melee +5 holy greatsword +43/+38/+33/+28 (2d6+27/17-20 plus 2d6 vs. evil) or dagger +30/+25/+20/+15 (1d4+8/19-20) or mwk heavy flail +31/+26/+21/+16 (1d10+12/19-20) or sap +30/+25/+20/+15 (1d6+8 nonlethal) Ranged +1 darkwood composite longbow +32/+27/+22/+17 (1d8+6/×3) Special Attacks backswing, hatred, overhand chop, piledriver, shattering strike, weapon trainings (heavy blades +6, bows +5, close +4, light blades +3) -------------------- Statistics -------------------- Str 26, Dex 18, Con 20, Int 7, Wis 14, Cha 5 Base Atk +17; CMB +30 (+34 sunder); CMD 47 (51 vs. bull rush, 51 vs. disarm, 55 vs. sunder, 51 vs. trip) Feats Bleeding Critical, Blind-fight, Cleave, Critical Focus, Critical Mastery, Dodge, Great Cleave, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Critical (greatsword), Iron Will, Power Attack, Staggering Critical, Steel Soul[APG], Stunning Assault[APG], Stunning Critical, Weapon Focus (greatsword), Weapon Specialization (greatsword) Traits defender of the society, grounded Skills Acrobatics +4 (+0 to jump, +6 on balance-related checks), Appraise +0 (+2 to assess nonmagical metals or gemstones), Bluff -1, Climb +11, Diplomacy -1, Disguise -1, Escape Artist +18, Fly +4, Handle Animal +3, Heal +4, Intimidate -1, Perception +13 (+15 to notice unusual stonework), Profession (soldier) +8, Ride +7, Sense Motive +7, Stealth +3, Survival +4 (+6 to avoid becoming lost, +6 to avoid becoming lost when using this), Swim +11; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework Languages Common, Dwarven Combat Gear +1 human bane arrows (10), durable sbci arrows (20), oil of daylight (2), potion of bull's strength, potion of cure light wounds (2), potion of resist electricity 30, sbci blunt arrows[APG] (50), alchemist's fire (3), antiplague[APG] (4), antitoxin (4), oil (3), vermin repellent[UE] (4); Other Gear +5 mithral full plate, +1 darkwood composite longbow, +5 holy greatsword, dagger, mwk heavy flail, sap, clear spindle ioun stone, dusty rose prism ioun stone, pale blue rhomboid ioun stone, pale green prism ioun stone, amulet of natural armor +5, belt of physical might +4 (Dex, Con), boots of speed, cloak of resistance +5, gloves of dueling[APG], golembane scarab, handy haversack, manual of gainful exercise +3, ring of feather falling, ring of protection +5, ring of swimming, sihedron, stone of good luck (luckstone), wayfinder[ISWG], wayfinder of infinite doorways, belt pouch, blanket[APG], block and tackle, bullseye lantern, waterproof[UE], compass[APG], crowbar, earplugs[APG], flint and steel, grappling hook, piton (5), shaving kit[UE], shovel, silk rope (50 ft.), tent, medium[APG], trail rations (55), waterskin, 12,391 gp, 3 sp, 7 cp -------------------- Special Abilities -------------------- Backswing (Ex) Attacks after the first in a full attack receive 2x STR bonus. Bleeding Critical Critical Hits deal 2d6 bleed damage. Blind-Fight Re-roll misses because of concealment, other benefits. Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC. Critical Focus +4 to confirm critical hits. Critical Mastery (2 Critical feats) Apply extra Critical feats to a critical hit rather than one. 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. Fast Healing 5 (Ex) Heal damage every round unless you are killed. 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. Overhand Chop (Ex) Single attacks with two-handed weapons receive double STR bonus. Piledriver (Ex) Standard action: attack with a two handed weapon, if successful, free bull rush or trip w/o AoO. Power Attack -5/+10 You can subtract from your attack roll to add to your damage. Shattering Strike +4 (Ex) +4 Sunder and damage vs. objects. Staggering Critical (DC 27) Critical hit staggers target Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4 Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet. Stunning Assault (DC 27) Take -5 to all attacks and maneuvers until your next turn to stun opponents hit in melee for 1 rd. Stunning Critical (DC 27) Critical hit stuns or staggers target. Weapon Training (Blades, Heavy) +6 (Ex) +6 Attack, Damage, CMB, CMD with Heavy Blades Weapon Training (Blades, Light) +3 (Ex) +3 Attack, Damage, CMB, CMD with Light Blades Weapon Training (Bows) +5 (Ex) +5 Attack, Damage, CMB, CMD with Bows Weapon Training (Close) +4 (Ex) +4 Attack, Damage, CMB, CMD with Close-in weapons -------------------- Argust Autmnwind is an orphaned dwarf that bounced around from family to family when he was younger but never found anyone that ever wanted him long enough to make a home. He never showed much interest in people nor in knowledge of anything other than weapons and armor. As a young lad he had a quick apprenticeship as a blacksmith, however he was eventually turned away due to the fact that Argast would rather wield the weapons instead of craft them. Argust soon developed into a physically powerful dwarf, even for his race's standards, however for what he had in physical skills he definately lacked in social graces. Due to these particular set of skills the troubled dwarf found himself as a guard in a town that he had somehow ended up in. Dealing with drunks was pretty much all he had to deal with and he normally did so with few words and plenty of action, often using excessive force. One night, after he had ejected a rather large number of men from a brawl that broke out in one of the local taverns, a woman mercenary named Talayis Feywind found herself both impressed and curious about Argust. Befriending him, she eventually approached him with an offer to be her henchman. Argast was leary at first, wondering what the human woman truly wanted from him, but his curiousity and longing for some sort of family was too great and he agreed to join the human. For over a decade Argast faithfully served Talayis as her squire, bodyguard, confidant, and trusted companion. She knew of his mental and social shortcomings but he embraced him instead of shunning him for them. She also treated the dwarf more as a friend and partner than an employer and in some cases even acted as guardian for his well being in matters of money and other facets of life, including love. Argast was truly happy, even if there were never to be any romantic connection betwwen the two there was plenty of love and respect in their own ways. While they were never overly wealthy, they also had each other and enough to live on. Life as a henchman was a good life for the homely dwarf. However, one fateful contract ended up to be too much for the duo. Despite his best efforts, Talayis was killed during a battle that the dwarf was lucky to come away from alive himself. The loss of his employer was devestating to Argust, the one person that ever took him at face value was now gone. He suddenly found himself falling into the worst point of depression he had ever experienced. Argust was alone, unemployed, and without anyone that he could trust. Over the last few weeks, Argust Autumnwind found his way to his current location. Due to his lack of any business or social skills he was unable to find work as a mercenary for himself. His gruff manner was making him no friends. Argust is quickly running out of viable options. He has no family, he has no home, and soon he will have no money. If he could not find the work of a guard, warrior, or weapon for hire, he would end up doing the one job that a dwarf like himself would surely regret; that of a lowly miner. And Argust Autumnwind is no miner.
|