Bolkvar Stonebeam's page

562 posts. Alias of Grumbaki.


Wounds (1) HP (25) AC (17/12/15, +1 will rage) Saves (+6/+4/+2, +2 Fear/Emotion, +2 Hardy,) CMD (16, +1 v slow) Initiative (+2)


Rage (4/7) Sanity Threshhold (26/28) Edge (14)


Common, Dwarven

Strength 16
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 14
Charisma 6

About Bolkvar Stonebeam

To Hit: +2 (BaB) +3 (Str) +2 (Trait) = +7
Damage: 3d6 (Base) + 4 (Str) = 2d6+4



[dice=Improvised Flail]1d20+7[/dice]


To Hit: +2 (BaB) +4 (Str) +2 (Trait) = +8
Damage: 3d6 (Base) + 6 (Str) = 2d6+6



Race, Traits:

* Deep Tradition: While some dwarves focus their early years on training against one specific foe of the dwarven kingdoms, others know that there are many enemies who would destroy dwarvenkind if given the opportunity. A dwarf with this racial trait gains a +1 bonus on melee attack rolls and a +1 bonus to AC against attacks of opportunity made by drow, duergar, creatures of the aberration type, or creatures of the giant or orc subtype.
* Slow and Steady: 20ft move speed, never lowered due to encumbrance or armor
* Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
* Hardy: +2 saves vs Spells, SLAs and poison
* Iron Citizen: +2 Diplomacy, +2 Sense Motive, diplomacy as class skill
* Shadowhunter (2 RP): Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Dwarves can take this trait in place of weapon familiarity.
* 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.
* Craftsman

* Enuring Stoicism: You gain a +2 trait bonus on all saving throws against spells or effects with the fear or emotion descriptors. In addition, you gain a +1 trait bonus on Intimidate checks due to your intimidating presence, as people don’t know what to expect from you.
* Surprise Weapon: +2 Hit with improvised weapons
* Magical Clutz: You roll twice and take the lower result on Use Magic Device checks to activate items blindly and on Reflex saving throws against effects produced by magic items. (Will be putting some points into use magic device for this build…this makes those points even less likely to be used)

Feats, Skills, Equipment:

* Level 1: Catch off guard (You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon)
* Lvl 2: Improved Unarmed Strike, Shikigami Style
* Lvl 3: Shikigami Mimicry, Shikigami Manipulation (any-tool for +2 weapon)
* Level 5: Power Attack
* Level 7: Furious Focus
* Level 9: Vital Strike
* Level 11: Improved Vital Strike
* Level 13:
* Level 15:
* Level 17: Greater Vital Strike
* Level 19: Improvised Weapon Mastery (19-20 crit range)

* Knowledge Dungeoneering: 1 SP +3
* Diplomacy: 1SP +4
* Sense Motive: 1SP +8
* Intimidate: 1SP +3
* Perception: 2SP +7, +2 Stonecunning
* Profession Mason: 1SP +8

* Lamellar Leather with armored kilt
* Improvised Flail (1d6)
* Dream Journal
* Medical gown and slippers

Invulnerable Rager Dreadnaught Barbarian (1) Unarmed Fighter (1):

Dead Calm (Ex)
* A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
* A dreadnought can enter a dispassionate killing spree as a free action, granting her additional combat prowess. The dreadnought gains only half the usual bonuses from her rage but takes no penalty to her AC, can use all her normal skills and effects that require concentration, and is not fatigued when her rage ends. The dreadnought cannot enter a rage for 1 minute after she ends her rage, and she cannot charge or run while under the effects of her rage.

This ability alters rage.

Steady Gait (Ex)

A dreadnought advances steadily, shrugging off attempts to slow her advance. The dreadnought gains a +1 bonus on saving throws and to her CMD against effects that would slow or immobilize her. This bonus increases to +2 when she gains greater rage and +3 when she gains mighty rage.

This ability replaces fast movement.


Deep beneath Janderhoff, Bolkvar toiled away. A mason by trade, his skills were always of use in one form or another. The dwarf had thought that such would be his life forevermore. That was, until he was hired for a certain project. A vein of ore had been found and a mine was laid, far from the hold. The clan which owned the mine had put out a job to hire masons to seal it up, without explanation but with promise of good pay. Bolkvar was not the type of dwarf to ask questions. Perhaps it was to protect their claim against orcs? Or it was for security against a rival clan? Regardless, they paid him to work, not to ask questions.

The job was done, but for the life of him he could not remember it. He remembered going there, and coming back home, but not the job itself. At first he did not think of it, but as the days turned into the weeks the nightmares began. He would wake, not feeling rested and unable to remember his dreams. Just that they somehow involved the mines. And as the weeks turned into months, his mood began to sour. Inexplicably he began to feel a burning anger inside of him, which at first he blamed merely on the lack of sleep. But such an explanation did not mollify his friends, family and co-workers, who bit by bit began to avoid him. Recognizing the trouble he was in, he tried to change, but found that it was a losing battle. At length he decided that enough was enough. He needed help. Leaving hearth and home, he took what coin he had and ventured out, looking to find himself and to calm the fire that burnt within him.

Likes: Strong drink, good pay and solid craftsmanship. Anything that reminds him of home and what he has left behind.

Dislikes: Arcane magic. He doesn't trust it, at all. Divine magic comes from the gods. And the gods? You can talk to them, and they'll listen. But arcane magic? Who knew where that came from. And nearly every problem in the world could be traced back to a smartass wizard who thought too highly of himself.

Phobias: Voices in the dark from a source he cannot see. He does not know why, but it terrifies him.

Quirks: Bolkvar carries a journal with him, that he attempts to write in every morning. The journal is not of anything he has done during the day, but rather it carries whatever details of his dreams that he can catch. It is mostly empty.