Kargstaad

Babkas Hammerheart's page

13 posts. Alias of SoulGambit.


Full Name

Babkas Hammerheart

Race

Dwarf

Classes/Levels

Quinggong Maneuver Master 13

Gender

Male

Size

Medium

Age

93

Alignment

Lawful Neutral

Deity

Razmire (Well, used to be)

Languages

Common, Dwarven, Elven

Strength 22
Dexterity 16
Constitution 17
Intelligence 12
Wisdom 24
Charisma 9

About Babkas Hammerheart

Babkas Hammerheart
Male Dwarf
LN Medium Humanoid (Dwarf)
Deity:
Languages: Common, Dwarven, Elven
Init +3; Perception +28
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Defense
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AC
31, (10 Base, +3 Dex, +7 Wis, +4 Monk, +2 Deflection, +1 Shield, +4 Mage Armor), touch 26, flat-footed 28.
+5 Natural Armor while using Barkskin
hp 156 (13d8+39+13)
Fort +15 (+8 Base, +3 Con, +1 Ioun Stone, +3 Cloak of Resistance)
Ref +15 (+8 Base, +3 Dex, +1 Ioun Stone, +3 Cloak of Resistance)
Will +19 (+8 Base, +7 Wis, +1 Ioun Stone, +3 Cloak of Resistance)
-- +2 All Saves vs Spells, Spell-Like Abilities, and Poison
Spell Resistance 24
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Offense
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Melee (Includes Greater Magic Weapon/Fang on Unarmed Strike)
+3 Duelist Unarmed Strike
+19/+14 (2d8+6+3, +Intimidate if Subdual)
+2 Duelist Meteor Hammer +18/+13 (1d10+6+2, +Intimidate Check if Subdual)
CMB: +20
+6 if using Meteor Hammer for Dirty Trick, Trip, or Re-position
+8 if using the Meteor Hammer to Disarm
+9 if using Unarmed Strike for Dirty Trick, Trip, Re-Position, or Disarm
+4 if Dirty Trick or Trip (Cumulative)
+2 if Grappling (Cumulative)
Special Attacks:
- Stunning Fist 14/day, Save DC 23 vs Fort or be Stunned for 1 round, Fatigued, Sickened for 1 Minute, or Staggered for 1d6+1 Rounds.
- Touch of Serenity 13/day, Save DC 23 vs Will or can't attack and can't cast spells next turn.
- Enforcer At-Will, Babkas may demoralize a foe as a free action when he inflicts subdual damage. The shaken condition lasts for an umber of rounds equal to the damage dealt.
Note: May perform a Flurry of Maneuvers to add 3 Maneuvers at -2/-5/-12 to a full-attack action. May perform two different Maneuvers as a standard action, and/or hit the same person with two different maneuvers.
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Statistics
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Str
18 (22), Dex 14 (16), Con 15 (17), Int 12, Wis 18 (24), Cha 9
Ki Pool 14
Base Atk +9; CMB +20; CMD 40

Traits Sacred Fist of the Society, Heirloom Weapon [Meteor Hammer]
Feats 1. Improved Unarmed Strike, Stunning Fist, Improved Trip, Combat Reflexes, 2. Improved Dirty Trick, 3. Snake Style, 5. Improved Grapple, 6. Greater Dirty Trick, 7. Ki Throw, 9. Snake Sidewind, 10. Greater Trip, 11. Touch of Serenity, 13. Snake Fang

Skills Acrobatics +19 (+44 when jumping), Appraise +3, Bluff +2, Climb +7, Craft +1, Diplomacy +2, Disable Device +3, Disguise +2, Escape Artist +3, Fly +3, Handle animal -1, Heal +7, Intimidate +20, Knowledge +1, Linguistics +1, Perception +28, Perform +2, Profession +7, Ride +3, Sense Motive +25, Sleight of Hand +3, Spellcraft +1, Stealth +23, Survival +23, Swim +7, Use Magic Device -1

Class Abilities:

Flurry of Maneuvers (Ex), Unarmed Strike (2d8), AC bonus (+4+Wis Mod), Evasion, Fast Movement +40ft, Maneuver Training, Maneuver Defense, Ki Pool (Magic and Lawful, 14 Points), Reliable Maneuver, High Jump, Meditative Maneuver, Barkskin (Sp, costs 1 Ki), Improved Evasion, Sweeping Maneuver, Abundant Step, Diamond Soul

Race Features:

Slow and Steady, Darkvision (60ft), Ancient Enmity, Greedy, Deep Warrior, Stonecunning, Hardy, Stability, Dwarven Weapon Familiarity

Possessions:

Money: 650 in Gold
Weapon: +2 Dueling Adamantium Meteor Hammer (21k)
Armor:
Belt: Belt of Physical Perfection +2 (16k)
Body: Monk's Robes (13k)
Chest:
Eyes: Eyes of the Eagle (2.5k)
Feet: Trackless Boots (4.5k)
Hands:
Head: Greater Hat of Disguise (12k)
Headband: Headband of Inspired Wisdom +6 (36k)
Neck: Amulet of Mighty Fists [Dueling] (5k),
Ring 1: Ring of Protection +1 (2k)
Ring 2:
Back:
Shoulders: Cloak of Resistance +3 (9k)
Wrist: Braclet of Charms Best Unspoken (+5 Intimidate, 2.5k)
Slotless: Ioun Stone [Pale Green Prism] (+1 Atk, 4k), Ioun Stone [Pale Green Prism] (+1 Saves, 4k), Ioun Stone [Dusty Rose Prism] (5k)
Note: All Ioun Stones are embedded into an ornate tattoo on Babkas' back that displays his heritage. Most of his Intimidation training comes from convincing people that a bedazzled tattoo is still manly.

Consumables: Feather Token [Tree] x3 (400*3=1.2k), Wand of Enlarge Person (10 Charges, 150gp)

Appearance:

With Greater Hat of Disguise
Without

The weapon, in both cases, should be a Meteor Hammer instead. Credit goes to the artists, who isn't me.

And no, Babkas is not sensitive about being bald. Not at all. So stop mentioning it.

Heirloom Weapon Fluff:

Babkas actually comes from a long line of Clerics (and Bards, be we don't talk about that side of the family) that used to worship Dwarven Gods before Razmire took over. Needless to say, Babkas doesn't have much extended family older than himself left. Indeed, one of the reasons he may be so passionately pursuing his kids is because he felt helpless the last time family members started dissappearing.

Although never taught to be a cleric, Babkas was given two heirlooms from that long forgotten (or else) religion: two adamantium inlaid with gold engravings with a small handle on top of each. The engravings explain the virtues and basic tenants of the faith, and originally were a part of a ceremony involving using them as weights to test young Dwarf's mettle.

When he was given these two stones, Babkas was told that "they would be a shield against his enemy's hands and a hammer to their faces." He didn't understand then, so he had an adamantium chain forged to link the two and used it as a Meteor Hammer. He isn't sure that's what his parents meant, but he is sure his enemies understand--and in the end, that's all that matters, right?

Background:

It was how blase they were about the whole situation, really. That was why he turned in his resignation after almost fourty years of devout service to Razmire. After all, is note the cruelty to the peasants reason enough to retire? That's what Babkas would convince himself.
You see, Babkas wasn't a priest or an arcanist or even a warrior per-say, but Babkas' ability to drink a small town under the table while making sure even the staunchest stick in the mud had fun kept him employed. His ability to pick out important information hidden in drunken slurs and dark alleys kept him employed by God.

To hear him tell it, Babkas had been putting down rebellions that'd be the true end to the empire-in-making nearly since its inception! The one time he needed help, however, they deemed him "disposable." You see, Babkas was a family man. He had a wife, some daughters, and thirteen sons--many of them adventurers or warriors or craftsmen in their own right. Over all, Babkas was happy with this life.

That all changed when fate decided to turn on its head in Babkas' life. Over the course of the year he lost all of his land to blight and all thirteen of his sons (not to mention a few of the daughters!) were either killed, MIA, or captured. He turned to Razmire for help, and his priests turned him down--were probably happy about it!

So Babkas issued his resignation letter (by mail), move what was left of his family out, and took to adventuring. He constantly sends money back home to his wife and daughters, all the while looking for his sons so he can find, save, and/or bury them.