About Bain StonehelmBain Stonehelm:
Name: Bain Stonehelm
Race: Dwarf Class: Fighter Lv: 2 Favorite Class: Fighter 2 skill point Alignment: LG STR: 17 +3
Dwarven Waraxe: +6 1d10+3 x3
CMB:5
Skills
Feats
Weapon Focus: Dwarven Waraxe (Combat)
Shield Focus (Combat)
Prerequisites: Shield Proficiency, base attack bonus +1. Benefit: Increase the AC bonus granted by any shield you are using by 1. Features
Physical Description: Dwarves are a short and stocky race, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Male and female dwarves pride themselves on the length of their hair, and men often decorate their beards with a variety of clasps and intricate braids. A clean-shaven male dwarf is a sure sign of madness, or worse—no one familiar with their race trusts a beardless dwarf. Society: The great distances between their mountain citadels account for many of the cultural differences that exist within dwarven society. Despite these schisms, dwarves throughout the world are characterized by their love of stonework, their passion for stone- and metal-based craftsmanship and architecture, and a fierce hatred of giants, orcs, and goblinoids. Relations: Dwarves and orcs have long dwelt in proximity, theirs a history of violence as old as both their races. Dwarves generally distrust and shun half-orcs. They find halflings, elves, and gnomes to be too frail, flighty, or “pretty” to be worthy of proper respect. It is with humans that dwarves share the strongest link, for humans' industrious nature and hearty appetites come closest to matching those of the dwarven ideal. Alignment and Religion: Dwarves are driven by honor and tradition, and while they are often satirized as standoffish, they have a strong sense of friendship and justice, and those who win their trust understand that, while they work hard, they play even harder—especially when good ale is involved. Most dwarves are lawful good. Adventurers: Although dwarven adventurers are rare compared to humans, they can be found in most regions of the world. Dwarves often leave the confines of their redoubts to seek glory for their clans, to find wealth with which to enrich the fortress-homes of their birth, or to reclaim fallen dwarven citadels from racial enemies. Dwarven warfare is often characterized by tunnel fighting and melee combat, and as such most dwarves tend toward classes such as fighters and barbarians. Dwarf Racial Traits
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size. Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Darkvision: Dwarves can see in the dark up to 60 feet. Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype. Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Hatred: 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. Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially 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, whether or not they are actively looking. Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Fighter Class
Skill Ranks per Level: 2 + Int modifier.
Level Base Attack Bonus Fort Save Ref Save Will Save Special
2nd +2 +3 +0 +0 Bonus feat, bravery +1 3rd +3 +3 +1 +1 Armor training 1 4th +4 +4 +1 +1 Bonus feat 5th +5 +4 +1 +1 Weapon training 1 6th +6/+1 +5 +2 +2 Bonus feat, bravery +2 7th +7/+2 +5 +2 +2 Armor training 2 8th +8/+3 +6 +2 +2 Bonus feat 9th +9/+4 +6 +3 +3 Weapon training 2 10th +10/+5 +7 +3 +3 Bonus feat, bravery +3 11th +11/+6/+1 +7 +3 +3 Armor training 3 12th +12/+7/+2 +8 +4 +4 Bonus feat 13th +13/+8/+3 +8 +4 +4 Weapon training 3 14th +14/+9/+4 +9 +4 +4 Bonus feat, bravery +4 15th +15/+10/+5 +9 +5 +5 Armor training 4 16th +16/+11/+6/+1 +10 +5 +5 Bonus feat 17th +17/+12/+7/+2 +10 +5 +5 Weapon training 4 18th +18/+13/+8/+3 +11 +6 +6 Bonus feat, bravery +5 19th +19/+14/+9/+4 +11 +6 +6 Armor mastery 20th +20/+15/+10/+5 +12 +6 +6 Bonus feat, weapon mastery Class Features
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”
Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd. Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
Weapon Training (Ex): 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.
Armor Mastery (Ex): At 19th level, a fighter gains DR 5/— whenever he is wearing armor or using a shield. Weapon Mastery (Ex): 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.
Equipment:
Weapons Dwarven Waraxe: +6 1d10+3 x3 Light Crossbow: +2 1d8 60 ft 19-20/x2 20 bolts Armour Chainmail: +6 +2 Tower Shield: +4 +2 gear Backpack Bedroll Winter Blanket Flint and Steel Grappling Hook 50ft Hemp Rope Explorer’s Outfit 2 Waterskins 10 days Rations Money PP: GP: 40 SP: 4 CP |