Ecclesitheurge

Bhru Angraddson's page

199 posts. Alias of Polz.


Full Name

Bhru Anraddson

Race

Dwarf

Classes/Levels

Siegebreaker 2 / Slayer 1| HP: 0/33 | AC: 20/T10/FF16 | CMB: +7 CMD: 16 | F+6, R+2, W+0 | Perc -1 | Init +0 | Move: 20ft. |

Gender

Male

Size

Medium

Alignment

LN

Deity

Angradd

Languages

Dwarven, Common

Strength 18
Dexterity 10
Constitution 18
Intelligence 8
Wisdom 11
Charisma 8

About Bhru Angraddson

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Siegebreaker /
Male Dwarf Siegebreaker 1
LN Medium humanoid (Dwarf)
Init +0; Senses Perception -1
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Defense
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AC 20, touch 10, flat-footed 10 (+5 armor, +1 shield, +0 size)
hp 33 (1d10+3)
Fort +6, Ref +0, Will +0
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Offense
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Speed 20 ft.
BAB +3
Melee Warhammer (1d8+4 / x3) , Spiked Gauntlet (1d4+4 / x2)
BullrushDamage +4, Spiked Armor (1d6+4/ x2) and Boulder Helmet (1d4/+2 circum x2)
Dwarven War Shield 1d6 (medium) Critical ×2 Type piercing or slashing

Special Attacks
Spell-Like Abilities
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Statistics
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Str 18, Dex 10, Con 16+2, Int 8, Wis 9+2, Cha 10-2
Base Atk +1; CMB +5; CMD 15

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Feats
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Breaker Rush (Ex) First Level Feat- At 1st level, a siegebreaker can attempt bull rush or overrun combat maneuvers without provoking attacks of opportunity. When he performs either combat maneuver, he deals an amount of bludgeoning damage equal to his Strength bonus (minimum 1). If he has Improved Bull Rush or Improved Overrun, the damage dealt by the appropriate maneuver increases by 2 and he adds any enhancement bonus from his armor or shield (though such enhancement bonuses do not stack, if both armor and shield are magic).
Spiked Destroyer Benefit(s): When you succeed at a bull rush or overrun combat maneuver, you may automatically make an attack roll with your armor spikes against the target of the maneuver as a swift action, using your highest attack bonus.
Improved Shield BashBenefit: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.

OverrunWhen you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring an attack. If your target does not avoid you, make a combat maneuver check as normal. If your maneuver is successful, you move through the target’s space. If your attack exceeds your opponent’s CMD by 5 or more, you move through the target’s space and the target is knocked prone. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has

Slayer Talents
Studied Target
Track

Misc. Feats

Greed Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning Dwarves gain a +2 bonus on Perception checks to 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
Arena Blood
The blood of an arena champion flows in your veins, giving you a thirst for glory and a drive to succeed.

Benefit: You get a +2 bonus on Intimidate skill checks. In addition, whenever you successfully demoralize an opponent using the Intimidate skill during combat you are immediately healed of 1d4 points of nonlethal damage. You also gain a +2 morale bonus on grapple checks, sunder attempts, trip attempts, bull rush attempts, and disarm attempts if you are aware of any noncombatants observing a fight you are participating in.
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Traits
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• Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
• Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
• Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
• Stonecunning: Dwarves gain a +2 bonus on Perception checks to 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.
• Relentless: Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.
• Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
• Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
• 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.
• Add +1 to the fighter’s CMD when resisting a bull rush or trip.
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Skills
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Bluff 1, Climb 2(Str), Craft (Int), Handle Animal (Cha), Intimidate 1 (Cha), Knowledge 1(dungeoneering) (Int), 1 Knowledge Local, Knowledge (engineering) (Int), 1 Perception, Profession (Wis), Ride (Dex), Survival (Wis), and Swim 1 (Str).
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Languages
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Common, Dwarven

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Special Abilities
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PLACE HOLDER
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Equipment
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Other Gear
862gp. Full Plate, Dwarven War Shield, Armor Spikes, Warhammer, Dwarven Boulder Helmet, Warhammer, Buckler, Donkey, Backpack, Bedroll, 1-Pint Flask, 7day Trail Rations, 0 Pot of Cure Light Wounds, 1 Pot Barkskin

Spiked Armor:
Cost +50 gp Weight +10 lbs.
Damage 1d4 (small), 1d6 (medium) Critical x2 Type piercing
Category light Proficiency martial
Weapon Groups close
You can have spikes added to your armor, which allow you to deal extra piercing damage on a successful grapple attack. If you are not proficient with martial weapons, you take a –4 penalty on grapple checks when you try to use armor spikes.
You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case. You can’t also make an attack with armor spikes if you have already made an attack with another off-hand weapon, and vice versa.
An enhancement bonus to a suit of armor does not improve the spikes’ effectiveness, but the spikes can be made into magic weapons in their own right.

Bhru Description:
Presenting Bhru (bee-roo) Angraddson (self proclaimed). The Fighter (siegebreaker/brawler) eventual Bloodrager.
Spiked armor wearing, warhammer bearing, dwarven boulder helmet repin'.
The top of his head no longer bears hair, not for any actual hereditary baldness but because of his perpetual grinding and wearing of a helmet. His deep reddish brown beard protrudes often from the armor that he most always has on. His nose, no longer straight but rather blunted gives notion of a few breaks along his many years. That said if you asked how old he was, he couldn't tell you, he usually stands 4'2" if it weren't for his armor and pugilist stance that bears him down a few inches.
His armor, which barely resembles something you'd call safe is grimy, dirty, and in disrepair. It seems to have rust in some areas but you'd be hard pressed to identify it without a fist to the face. His armor spikes, if you could still call them that seem to be something out of a Dwarven blacksmith comedy. His poor attempt to keep them sharp evident in their no longer quite straight appearance.
The warhammer he carries with him, which once represented a beautiful ram head is nothing more than a disfigured mass of metal at the end of a grip that probably only the likes of his grip strength keeps it in his hands.
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Main motivation, put his head down and cause chaos. Worshiper of Angradd (demigod of seeking, and extinguishing threats). Practitioner of the Carnival of War (conceptual) but some form of War forum.. or mantra.. unsure.
He ain't to bright, don't notice too much, never the guy with the plan unless it involved running and smashing into something. He adheres to a Lawful Neutral disposition, if it's a threat.. by his perception though.. it should be eliminated.
Loyal to a fault, hopes that he has someone with a bit more insight to point him in the right direction because who know's what the real threat is anyway?