Classes/Levels |
Dwarf ftr 8th NG hp 100/100 Init +2; AC 26, touch 12, flat-footed 24, Fort +11, Ref +5, Will +5 (+2 vs. fear); +2 vs. poison, spells, like abilities, Spd 20 ft. Darkvision 60 ft.; Perception +1 (+3 stonework), SM +10 |
About Baltor
Male dwarf (Taldan) fighter 8
NG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +1 (+3 to notice unusual stonework)
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Defense
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AC 26, touch 12, flat-footed 24 (+10 armor, +2 Dex, +4 shield)
hp 100 (8d10+40)
Fort +11, Ref +5, Will +5 (+2 vs. fear); +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee +1 heavy shield bash +12/+7 (2d6+4) or
+2 dwarven waraxe +14/+9 (1d10+7/×3) or
longspear +11/+6 (1d8+4/×3) or
quarterstaff +11/+6 (1d6+4) or
spear +11/+6 (1d8+4/×3)
Ranged +1 composite longbow +11/+6 (1d8+4/×3) or
javelin +10/+5 (1d6+3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks hatred, weapon training (heavy blades +1)
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Statistics
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Str 16, Dex 14, Con 18, Int 13, Wis 12, Cha 10
Base Atk +8; CMB +11; CMD 23 (27 vs. bull rush, 27 vs. trip)
Feats Combat Expertise, Endurance, Improved Shield Bash, Power Attack, Quick Draw, Shield Focus, Vital Strike, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe)
Traits indomitable faith, suspicious
Skills Acrobatics +2 (-2 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +6, Intimidate +9, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Perception +1 (+3 to notice unusual stonework), Profession (miner) +5, Ride +5, Sense Motive +10, Survival +10, Swim +6; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Skald
SQ armor training 2
Other Gear +1 mithral full plate, +1 bashing shield spikes paueliel heavy wooden shield, +1 composite longbow (+3 Str) with 1 efficient quiver, +2 dwarven waraxe, arrows (60), javelin (18), longspear, quarterstaff, spear, cloak of resistance +1, efficient quiver, backpack, silk rope (50 ft.), trail rations (2), 7 gp
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Special Abilities
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Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
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.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
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.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades
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