Harsk

Bazhell Stonestepper's page

3 posts. Alias of Mokshai.


Full Name

Bahzell Stonestepper

Race

Dwarf

Classes/Levels

Ranger 1

Gender

Male

Size

Medium

Age

53

Special Abilities

Darkvision 60'

Alignment

LN

Deity

Torag

Languages

Dwarven, Common, Undercommon

Strength 15
Dexterity 15
Constitution 14
Intelligence 10
Wisdom 12
Charisma 10

About Bazhell Stonestepper

Basics:

Male Dwarf Ranger 1
Height 4’
Weight 171 Lbs
Blue Eyes
Blond Hair
Darkvision 60’

OFFENSE:

BAB 1 CMB 3 CMD 15
Space 5 Reach 5
Speed 20 ft

2 Handed Melee
Battleaxe +3 (1d8+3/x3),
Heavy Cold Iron Pick +3 (1d6+3/x4)
Warhammer +3 (1d8+3/x3)

1 Handed Melee
Battleaxe +3 (1d8+2/x3)
Heavy Cold Iron Pick +3 (1d6+2/x4)
Warhammer +3 (1d8+2/x3)
Dagger +3 (1d4+2/19-20/x2)

Ranged
Longbow +3 (1d8/20/x3)

DEFENSE:

AC 17, touch 12, flat-footed 15
hp 12
Fort 3 Reflex 4 Will 2

Racial Traits:

Slow and Steady: You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.

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: You 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: You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Campaign Traits:

Colonial (APSS 10): You gain a +1 trait bonus on Knowledge (local) checks relating to Sargavan settlements and politics and a +1 trait bonus on saving throws against disease.

Defensive Strategist (FoP 17): You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle.

Glory of Old (DoG 11): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Feats:

Steel Soul

Skills:

Acrobatics -2, Appraise 0, Bluff 0, Climb -2, Diplomacy 0, Disguise 0, Escape Artist -2, Fly -2, Handle Animal 4, Heal 6, Intimidate 0, Knowledge (dungeoneering) , Knowledge (geography) 0, Knowledge (nature) 4, Perception 6, Ride -2, Sense Motive 2, Spellcraft 4, Stealth -2, Survival 6, Swim -2, Use Magic Device 1

Languages:

Dwarven, Common, Undercommon

Gear:

Armour
Scale Mail

Weapons
Longbow, Battleaxe, Cold Iron Heavy Pick, Warhammer, Dagger, Arrows (30)

Adventuring Gear
Ranger's Kit, Dungeoneering Kit, Fishing Kit, Grappling Hook, Cooking Kit(AA), Gear Maintenance Kit, Grooming Kit

Money:

PP
GP 1
SP
CP
Gems
Jewels

Class Features:

Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (except Tower Shields).

Weapon Proficiency: You are proficient with all Simple and Martial Weapons.

Favored Enemy (Core 64): You gain a bonus on Bluff, Knowledge, Perception, Sense Motive, Survival checks and attack and damage rolls against the following types of creatures:
Monstrous humanoid: (+2)

Track (Core 64): You add +1 to Survival skill checks made to follow tracks.

Wild Empathy (Core 64): You can improve the initial attitude of an animal (like a Diplomacy check to improve the attitude of a person). Your Wild Empathy Check is 1d20 + 1