Harsk

Artair the Dwarf's page

276 posts. Alias of MCCL.


Full Name

Altair

Race

Dwarf

Classes/Levels

Barbarian 3 | HP 41/41(+6R) | AC19(-2RAGE) T11 FF19 | BAB+3 | CMB +7 | CMD 18 | F+6 R+3 W+3 | Init +3 | Per +8

Gender

Male

Size

M

Age

41

Alignment

NG

Strength 18
Dexterity 13
Constitution 16
Intelligence 14
Wisdom 14
Charisma 8

About Artair the Dwarf

Artair the Dwarf
Male Dwarf (Mountain Dwarf) barbarian 3
NG Medium humanoid (dwarf)
Init +3, Senses darkvision (60 ft.); Perception +8
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DEFENSE
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AC 19, touch 11, flat-footed 19 (+5 armor, +1 Dex, +3 shield, )
hp 41 ((3d12)+10)
Fort +6, Ref +3, Will +3, +2 vs. poison, spells, and spell-like abilities, +1 Reflex to avoid traps
Defensive Abilities trap sense +1, uncanny dodge,
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OFFENSE
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Speed 30 ft., Fast Movement
Melee waraxe, dwarven double +7 (1d10+4/x3)
Melee shield, heavy steel +1 (bashing) +7 (1d8+2)
Melee longsword +1 +8 (1d8+5/19-20)
Melee light hammer +7 (1d4+4)
Ranged light hammer (thrown) +4 (1d4+4)
Melee dagger +7 (1d4+4/19-20)
Ranged dagger (thrown) +4 (1d4+4/19-20)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks Reckless Abandon,

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TACTICS
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STATISTICS
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Str 18, Dex 13, Con 16, Int 14, Wis 14, Cha 8,
Base Atk +3; CMB +7; CMD 18
Feats Cleave, Power Attack
Skills Acrobatics +2, Climb +3, Craft (Alchemy) +7, Handle Animal +3, Intimidate +3, Knowledge (Engineering) +4, Knowledge (Nature) +6, Perception +8, Perception (Notice unusual stonework) +10, Profession (Brewer) +4, Ride +0, Stealth -1, Survival +6, Swim +3, Use Magic Device +1,
Traits Grounded, Reactionary,
Languages Common, Dwarven, Goblin, Orc
SQ bonus rage round (2x), darkvision, fast movement, greed, hardy, hatred, mountain dwarf, mountaineer, rage, steady, stonecunning, weapon familiarity
Gear ale (gallon), candle (10), torch (20), rations (trail/per day) (11), waraxe, dwarven double, shield, heavy steel +1 (bashing), scale mail, outfit (cold-weather), pouch (belt), pouch (belt), longsword +1, light hammer, backpack, backpack, blanket (2), waterskin, waterskin, sack, tent, small, waterskin (filled), blanket (winter), fishing kit, flint and steel (2), pot (iron), pot (iron), rope (hemp/50 ft.) (2), soap (per lb.) (2), dagger (2), light crossbow, crossbow bolts (10) (2), -25.8 gp
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SPECIAL ABILITIES
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Barbarian ~ Uncanny Dodge Tracker

Bonus Rage Round (2x) Add 1 to the barbarian's total number of rage rounds per day.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.

Fast Movement (Ex) Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.

Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.

Grounded You are well balanced, both physically and mentally. You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.

Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Mountain Dwarf Dwarves living atop high peaks have the mountaineer racial trait and often surface survivalist as well. Mountain dwarves are also trained to defend their homes, and may take the sky sentinel and xenophobic traits instead.

Mountaineer (Ex) Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces.

Rage You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 13 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 6 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.

Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 13 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 6 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Reckless Abandon (Ex) While raging, the barbarian can take a -1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by -1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.

Standard Rage

Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.

Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.

Trap Sense (Ex) You gain a +1 bonus on Reflex saves made to avoid traps, and a +1 dodge bonus to AC against attacks made by traps.

Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.

Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Background Skills: (Craft (Alchemy), Craft (Alchemy), Knowledge (Engineering), Knowledge (Engineering), Profession (Brewer), Profession (Brewer))