Harsk

Arik "Crimson-Hammer"'s page

No posts. Alias of Vaite Belleran.


Full Name

Arik "Crimson-Hammer" Durgrimstford

Race

Advanced Dwarf Fighter (Two-Handed Fighter) 20 Monk (Quinggong Monk) 4

Classes/Levels

385/385hp | AC 49, T 34, FF 38 | CMB +39 | CMD 59 | F +30, R +27, W +24| Evasion, can't be flanked, SR 30 | Init +13 | Perception +31

Gender

Male

Size

Large

Age

82

Alignment

CG

Deity

none

Languages

Common, Dwarven

Occupation

Adventurer

Strength 36
Dexterity 30
Constitution 26
Intelligence 14
Wisdom 22
Charisma 11

About Arik "Crimson-Hammer"

Arik "Crimson-Hammer" Durgrimstford

Backstory:


CG Male Advanced Dwarf
Fighter (Two-Handed Fighter) 20
Monk (Quinggong Monk) 4
Init +13; Darkvision 60ft; Perception +31
DEFENSE
AC 49, Touch 34, flat footed 38 (+8 armor, +11 Dex, +6 Wis, +7 natural, +5 deflection, +1 dodge +1 luck +1 Class, -1 Size)
hp 385 (20d10 +4d8 +200 Con +20 Favoured Class +25 Toughness)
Fort +30, Ref +27, Will +24
Defensive Abilities: Can't be flanked (arachnid goggles); Evasion; SR 30
OFFENSE
Speed 40 ft. ; Fly 60ft (good maneuverability) when active
"Crimson-Hammer" (+5 Speed Impact Adamantine Earth-Breaker) +48/+48/+43/+38/+33/+28 (3d8+53/19-20x4)
"Crimson-Hammer" with PA (+5 Speed Impact Adamantine Earth-Breaker) +48/+41/+36/+31/+26/+21 (3d8+67/19-20x4)
Unarmed Strike +40/+28/+23/+18/+13 (2d6+26/20x2)
Space 10ft.; Reach 10 ft.

Amentum Javelin +38/+33/+28/+23/+18 (1d6+12/20x2)
Range 50ft; Ammo 10
Javelin of Lightning DC 14 Reflex for 1/2 (5d6 Electricity)
Range 120ft; Ammo 7
STATISTICS
Str 36, Dex 30, Con 26, Int 14, Wis 22, Cha 11 [20 Point Buy]
Strength 17 base +3 ASI +6 Belt of Physical Perfection +4 Manual +4 advanced +2 Size
Dexterity 16 base +2 ASI +6 Belt of Phys Perfection+4 Manual +4 advanced -2 Size
Constitution 13 base +1 ASI +6 Belt of Physical Perfection +2 Manual +4 advanced
Intelligence 10 base +4 advanced
Wisdom 12 base +6 Headband of Aerial Agility +4 advanced
Charisma 7 base +4 advanced
Base Attack +23/+18/+13/+8/+3; CMB +39; CMD 59 (+9 Sunder, +4 Trip)

CLASS ABILITIES:

FIGHTER
Bonus Feats: At 1st level and every even level after that you gain 1 feat taken from the Combat Feats list.
Shattering Strike: At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd.
Overhand Chop: At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls.
Weapon Training (hammers +4, thrown +3, monk +2, polearm +1): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Backswing: At 7th level, when a two-handed fighter makes a full-attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first.
Piledriver: At 11th level, as a standard action, a two-handed fighter can make a single melee attack with a two-handed weapon. If the attack hits, he may make a bull rush or trip combat maneuver against the target of his attack as a free action that does not provoke an attack of opportunity.
Greater Power Attack: At 15th level, when using Power Attack with a two-handed melee weapon, the bonus damage from Power Attack is doubled (+100%) instead of increased by half (+50%).
Devastating Strike: At 19th level, as a standard action, a two-handed fighter may make a single melee attack with a two-handed weapon at a –5 penalty. If the attack hits, it is treated as a critical threat. Special weapon abilities that activate only on a critical hit do not activate if this critical hit is confirmed.
Weapon Mastery: At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.
MONK
AC Bonus: When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Improved Unarmed Strike 1d8: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.
Flurry of Blows: Starting at 1st level, a monk can make a flurry of blows as a full-attack action.

When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).

For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
Stunning Fist 8/day: At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.

At 4th level, he can choose to make the target fatigued.
Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list:

Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.

A monk need not have any of the prerequisites normally required for these feats to select them.
Evasion: At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement: At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Maneuver Training: At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Still Mind: A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.
Ki Pool: At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.

At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.

By spending 1 point from his ki pool, a monk can do one of the following:

Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
True Strike[i]: A Quingong Monk with this power may spend 1 Ki Point to cast [i]True Strike as a spell-like ability


FEATS
1st Level: Power Attack +7
Bonus 1st Level: Furious Focus
Bonus 2nd Level: Weapon Focus (Earth-Breaker)
3rd Level: Combat Reflexes
Bonus 4th Level: Weapon Specialization (Earth-Breaker)
5th Level: Toughness
Bonus 6th Level: Improved Trip
7th Level: Hammer the Gap
Bonus 8th Level: Greater Weapon Focus
9th Level: Improved Critical
Bonus 10th Level: Critical Focus
11th Level: Greater Trip
Bonus 12th Level: Greater Weapon Specialization
13th Level: Tiring Critical
Bonus 14th Level: Critical Mastery
15th Level: Staggering Critical
Bonus 16th Level: Tripping Strike
17th Level: Stunning Critical DC 33
Bonud 18th Level: Exhausting Critical
19th Level: Penetrating Strike
Bonus 20th Level: Greater Penetrating Strike
21st Level: Improved Sunder
Bonus 21st Level: Throw Anything
Bonus 22nd Level: Dodge
23rd Level: Vicious Stomp
CLASS SKILLS:

Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animanl (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str).

Skill Points: 104
Acrobatics +35 (20 ranks +11 Dex +1 insight +3)
Climb +38 (21 ranks +13 Str +1 insight +3)
Perception +31 (21 ranks +6 Wis +1 insight +3)
Survival + 31 (21 ranks +6 Wis +1 insight +3)
Swim + 38 (21 ranks +13 Str +1 insight +3)


TRAITS:

1st : Indomitable Faith
You gain +2 trait bonus on Will saves
2nd: Reactionary
You gain a +2 trait bonus to Initiative

LANGUAGES:

Common, Dwarven

RACIAL TRAITS:

- Slow and Steady: Base speed 20ft. but speed is never reduced by a heavy load
- Defensive Training: +4 dodge bonus to AC against creatures of the giant subtype
- Magic Resistant: Gain SR equal to 5+character level
- Stability: +4 CMD against Trip and Bullrush when on the ground
- Greed: +2 on Appraise checks to determine price of items containing gemstones
- Stonecunning: +2 on Perception to notice traps or secret doors made in stone. Gain a automatic check when they pass within 10ft, even if not looking
- Darkvision: Gain Darkvision out to a range of 60ft
- Hatred: +1 racial bonus on Attack rolls against humanoids of the Goblin and Orc subtype
- Weapon Familiarity: Proficient in all weapons with the name "dwarven" in it

GEAR:

Combat Gear
- "Crimson-Hammer" (+5 Speed Impact Adamantine Earth-Breaker)
- Amentum Javelins (10)
- Javelin of Lightning (7)
Ioun Stones
- Pale Green Prism: +1 competence bonus to attack, save, skill and ability checks
Other Gear
- Jingasa of the Fortunate Soldier: +1 luck bonus to AC, 1/day ignore sneak attack or reduce critical hit to normal hit
- Headband of Aerial Agility +6: +6 enhancement bonus to Wis and can use Fly at will
- Arachnid Goggles: Can't be flanked
- Amulet of Natural Armour: +5 enhancement bonus to natural armour
- Cloak of Resistance +5: +5 resistance bonus to all saves
- Belt of Physical Perfection +6: +6 enhancement bonus to Str, Dex and Con
- Bracers of Armour +8: +8 armour bonus
- Ring of Ki Mastery: Ring contains 2 Ki points and can be used in various ways
- Ring of Protection +5: +5 deflection bonus
- Boots of Striding and Springing: +10ft to land speed and +5 to Acrobatics when jumping
- Manual of Quickness and Action +4 (used): +4 inherent bonus to Dex
- Manual of Gainful Exercise +4 (used): +2 inherent bonus to Str
- Manual of Bodily Health +2 (used): +2 inherent bonus to Con
- Handy Haversack: Store 120lbs. of equipment, always weighs 5lbs, retrieve stored item as a move action that doesn't provoke AoO's
- 5x Spell Crystal of Heal (150hp) --> In Handy Haversack
- 2x Spell Crystal of Dance of 1000 cuts (+5, 20 rounds) --> In Handy Haversack
- 1x Spell Crystal of Plane Shift --> In Handy Haversack
- 2x Spell Crystal of Raise Dead (20 days) --> In Handy Haversack
Survival Gear
bedroll, iron pot, mess kit, soap, trail rations (20 days), waterskin