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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)
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.
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.
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.
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.
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.
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.
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
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
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
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 |