Dwarf

Balmir's page

710 posts. Alias of MindXing.


Full Name

Bamlir Ironshod

Race

Dwarf

Classes/Levels

Fighter/8 | HP: 60/73 | AC: 25 T: 12 FF: 23 (+4 vs. giants, +4 mobility) | CMB: +12 CMD: 24 | Fort: +10 Ref: +4 Will: +3 | Init: +3 Perc: +5

Gender

Male

About Balmir

Balmir Ironshod
Male dwarf fighter 8
CG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +5 (+7 to notice unusual stonework)
--------------------
Defense
--------------------
AC 25, touch 12, flat-footed 23 (+9 armor, +1 Dex, +1 dodge, +2 natural, +2 shield)
hp 73 (8d10+32)
Fort +10, Ref +4, Will +3 (+2 vs. fear); +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee agrimmosh +16/+11 (2d6+7/×3) or
. . dwarven waraxe +13/+8 (1d10+4/×3)
Special Attacks hatred, weapon training (hammers +1)
--------------------
Statistics
--------------------
Str 19, Dex 13, Con 16, Int 11, Wis 10, Cha 8
Base Atk +8; CMB +12 (+14 bull rush); CMD 24 (28 vs. bull rush, 28 vs. trip)
Feats Cleave, Dodge, Ironhide[APG], Mobility, Power Attack, Step Up, Vital Strike, Weapon Focus (dwarven waraxe), Weapon Focus (warhammer)
Traits orphaned by giants, reactionary
Skills Acrobatics -5 (-9 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +3, Intimidate +8, Knowledge (dungeoneering) +4, Perception +5 (+7 to notice unusual stonework), Survival +4, Swim +2; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ armor training 2
Combat Gear potion of aid, potion of cure light wounds (4), potion of cure moderate wounds (2), potion of cure serious wounds, potion of divine favor, potion of haste, potion of resist energy (electricity); Other Gear uskroth's armor, heavy wooden shield, agrimmosh, dwarven waraxe, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, scabbard of honing[UE], locksmithing tools, 58 gp
--------------------
Special Abilities
--------------------
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Ironhide Your skin is thicker and more resilient than that of most of your people.

Prerequisites: Con 13; dwarf, half-orc, or orc.

Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training (Hammers) +1 (Ex) +1 Attack, Damage, CMB, CMD with Hammers

--------- Tracking for me ---------

Uskroth's armor (1 per day): 0/1
Righteous Might (1 per day): 0/1
Potions:
4x CLW
1x Divine Favor
2x CMW
1x MSW
1x Resist Energy (electricity)
1x Aid
1x Haste

Stat lines for different conditions:
Fighter/8 | HP: 73/73 | AC: 25 T: 12 FF: 23 (+4 vs. giants, +4 mobility) | CMB: +12 CMD: 24 | Fort: +10 Ref: +4 Will: +3 | Init: +3 Perc: +5

[Enlarged] Fighter/8 | HP: 73/73 | AC: 23 T: 10 FF: 22 (+4 vs. giants) | CMB: +14 CMD: 25 | Fort: +10 Ref: +3 Will: +3 | Init: +2 Perc: +5
[Enlarged] Melee: Agrimmosh +16/+11 3d6+8