Harsk

Barrin Ironhite's page

84 posts. Organized Play character for Christopher Rowe (Contributor).


Full Name

Barrin Ironhite

Race

Dwarf

Classes/Levels

Fighter/1 | HP: 12/13 | AC: 18/T: 10/FF: 18 | Perception: + 0 | F: +4 / R: +0/ W: +0 | CMB: +5 | CMD: 15 | Speed: 20 | Init. +0/+2 Underground

Gender

Male

Size

Medium

Age

56

Special Abilities

Darkvision • Defensive Training • Lorekeeper • Hatred • Hardy • Stability • Stonecunning • Weapon Familiarity • Bonus Feat

Alignment

Chaotic Good

Deity

Torag

Location

Varisia

Languages

Dwarven, Common, Undercommon

Occupation

Warrior

Strength 18
Dexterity 10
Constitution 14
Intelligence 13
Wisdom 10
Charisma 8

About Barrin Ironhite

PFS Number:
22386-4

Faction:
Andoran

Other numbers:
Height: 4'4" | Weight: 200 lbs. | Hair: brown | Eyes: blue

HP: 13

Speed: 20 ft. | 4 squares Speed with Armor: 20 ft. | 4 squares

Initiative: +0 (+2 when underground)

AC: 18 | Touch: 10 | Flat-Footed: 18 | Modifiers: +4 dodge bonus vs. giants

Fortitude: +4 | Reflex: +0 | Will: +0 | Modifiers: +2 vs. poison, spells, and spell-like abilities

Base Attack Bonus: 1 | Spell Resistance: 0

CMB: +5 | CMD: 15

Weapon Attacks:
Weapon: Masterwork Heavy Flail (wielded two-handed) | Attack Bonus: +6 | Critical: 19-20/x2 | Type: B | Range:| Ammunition:| Damage: 1d10+6

Weapon: Light Crossbow | Attack Bonus: +1 | Critical: 19-20/x2 | Type: P | Range: 80 ft. | Ammunition: 20 bolts | Damage: 1d8

Weapon: Dagger (melee/ranged) | Attack Bonus: +5/+1 | Critical: 19-20/x2 | Type: P or S | Range: 10 ft. | Ammunition:| Damage: 1d4+4/1d4+4

Skills:
Acrobatics: -7
Appraise: 1
Bluff: -1
Climb: 1
Diplomacy: -1
Disguise: -1
Escape Artist: -7
Fly: -7
Heal: 0
Intimidate: -1
Knowledge (Dungeoneering): 5
Perception: 0
Ride: -7
Sense Motive: 0
Stealth: -6
Survival: 0
Swim: 1

Conditional Modifiers: +2 to Knowledge (History) checks pertaining to dwarves or their enemies.

Languages:
Dwarven, Common, Undercommon

AC Items:
Item: Lamellar (Stone) | Bonus: +68| Type: Heavy | Check Penalty: -7 | Spell Failure: 40%* | Weight: 45 lbs. | Properties:

*Arcane spell failure is not applicable to this character.

Gear and Encumbrance:
Gear

Masterwork Heavy Flail | 10 lbs.
Light Crossbow | 4 lbs.
Bolts (20) | 2 lbs.
Lamellar (Stone) Armor (5) | 45 lbs.
Pathfinder’s Kit | 22 lbs.
Explorer’s Outfit | 8 lbs.
Wand of Cure Light Wounds (49 charges) |

Total Weight: 91 lbs.

Light Load: 100
Medium Load: 200
Heavy Load: 300
Lift Over Head: 300
Lift Off Ground: 600
Drag or Push: 1500

Money:
89 gp | 5 sp

Feats:
Combat Expertise
You can increase your defense at the expense of your accuracy.
Prerequisite: Int 13.
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. [1st level feat]

Improved Trip
You are skilled at sending your opponents to the ground.
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
Normal: You provoke an attack of opportunity when performing a trip combat maneuver. [1st level fighter bonus feat]

Traits:
Tunnel Fighter: Caves and tunnels are a second home to you. While underground, you receive a +2 trait bonus to initiative checks and a +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit). —Dwarves of Golarion, p. 10

Freedom Fighter: Your family has long waged war against tyranny, and you learned a great deal about guerilla warfare in your youth. You gain a +1 trait bonus on Stealth checks and a +1 trait bonus on attack rolls made during the surprise round. —Pathfinder Society Guide to Organized Play, p. 14

Special Abilities:
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.

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: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained.

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.

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.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Experience Points | Fame:
Experience Points: 2
Total Fame: 4
Current Prestige: 2