Dwarven Rager

Borrobol's page

375 posts. Organized Play character for michaelane.


HP 44/44

About Borrobol

Male Dwarf Fighter (Foehammer) 4
CN Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +3
AC 23, touch 11, flat-footed 22 (+10 armor, +2 shield, +1 Dex)
hp 44 (4d10+16)
Fort +7, Ref +2, Will +1 (+1 vs. fear); +2 vs. poison, spells, and spell-like abilities
Defensive Abilities bravery +1, defensive training (+4 dodge bonus to AC vs. giants)
Speed 20 ft.
Melee dwarven longhammer +6 (2d6+12/×3) and
. . +1 armor spikes +9 (1d6+8) and
. . warhammer +6 (1d8+8/×3)
*Power Attacking built into all attacks
Special Attacks relentless, sledgehammer
Str 18, Dex 12, Con 16, Int 12, Wis 10, Cha 8
Base Atk +4; CMB +8 (+14 overrun (+16 if both on ground), +12 bull rush (+14 if both on ground), +10 sunder, +10 trip); CMD 19 (21 vs. overrun)
*Power Attack not built in
Feats Breaker of Barriers, Charge Through, Improved Overrun, Power Attack, Spiked Destroyer
Traits oregent timing, wrecking wrath
Skills Acrobatics -2, Craft (armor) +6, Knowledge (engineering) +5, Knowledge (history) +2 (+4 on checks that pertain to dwarves or their enemies), Knowledge (religion) +2, Perception +3, Survival +0 (+2 to track vs. humanoids of the Giant subtype); Racial Modifiers lorekeeper
Languages Common, Dwarven, Undercommon
SQ giant hunter, rock stepper
Other Gear +1 spikes +1 full plate, heavy wooden shield, dwarven longhammer, warhammer, wand of cure light wounds (43/50), artisan's tools (craft: armor), antitoxin, antiplague, potions of cure light wounds (0/6)
Special Abilities
Bravery +1 (Ex) +1 to Will save vs. Fear
Breaker of Barriers You gain a +2 bonus on Strength checks to break down doors, walls, dams, and other barriers and on combat maneuver checks to bull rush and overrun opponents. You ignore the first 5 points of hardness when you deal damage to doors, walls, dams, and other barriers.
Charge Through When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully overrun that creature, you can complete the charge. If the overrun is unsuccessful, the charge ends in the space directly in front of that creature.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Improved Overrun You don't provoke attacks of opportunity when overrunning, and foe can't choose to avoid you.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Oregent Timing (1/day) 1/day, +3 trait bonus when take readied action triggered by an ally.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Relentless +2 Gain CMB bonus to bull rush/overrun while both self and foe stand on ground.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Sledgehammer +2 bonus on combat maneuver checks to bull rush, overrun, sunder, or trip.
Spiked Destroyer You can attack with your armor spikes while using bull rush or overrun. 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.
Wrecking Wrath (1/day) Add Strength modifier to damage a second time, with 25% chance of weapon breaking.
Level 1
[GM Credit - 1 XP] The Beggar's Pearl
[GM Credit - 1 XP] Mists of Mwangi
[GM Credit - 1 XP] First Steps Part II: To Delve the Dungeon Deep
Level 2
[GM Credit - 1 XP] The Merchant's Wake
[Player - 1 XP] Silent Tide
[Player - 1 XP] The Many Fortunes of Grandmaster Torch
Level 3
[Player - 1 XP] The Segang Expedition
[Player - 1 XP] The Devil We Know - Part 1: Shipyard Rats
[Player - 1 XP] The Devil We Know - Part 2: Cassomir's Locker
Level 4
[Player - 1 XP] The Devil We Know - Part 3: Crypt of Fools
[Player - 1 XP] The Devil We Know - Part 4: The Rules of the Swift
[Player - 1 XP] The Penumbral Accords
Level 5
Hero of the Five Kings (The Beggar's Pearl): For helping Torvic (and thus dwarves everywhere) find the Gallery of Wonders, you have gained a small amount of fame with the dwarves of the Five Kings Mountains. When dealing with any dwarf from that region from now on, you gain a +2 circumstance bonus on all Charisma-based checks.
Debt of the Kirin (First Steps Part II: To Delve the Dungeon Deep): You possess a series of letters of credit and a trade agreement between any holder of that agreement and a group called the Way of the Kirin.
Kelishite Patron (The Merchant's Wake, Qadira/The Exchange Faction): Trade Prince Aaqir al’Hakam recognizes in you the same ambition and skill that earned him the title of trade prince, and he both endorses you for promotion and contributes gold to help you start your own business. You treat the Trade Prince vanity (Pathfinder Campaign Setting: Pathfinder Society Field Guide 19) as though it had no Fame requirement. In addition, you treat the Prestige Point cost of business vanities (Pathfinder Society Field Guide 60, Pathfinder Player Companion: Pathfinder Society Primer 29) as though they were 1 less (minimum cost 2).
Favor to Grandmaster Torch (The Many Fortunes of Grandmaster Torch): You owe Grandmaster Torch a favor—one he plans to redeem in the future. When he calls in this favor, you are obligated to fulfill his request so long as it doesn’t violate any morale restrictions of your race, class, or alignment.
Ragdya’s Blessing (The Segang Expedition): Due to the respect you showed to the Vudran god Ragdya’s sacred animal, you have received that deity’s blessing. You may cross this boon of your Chronicle sheet to gain a climb speed of 20 feet for 1d4 rounds. For 1 round ater this boon expires, if you would fall due to failing a Climb check, you fall slowly as if afected by feather fall (CL 1st) so long as you remain adjacent to a wall or other solid surface.
Gold Tracker
Starting Gold: 150 gp
The Beggar's Pearl: 509 gp
Mists of Mwangi: 509 gp
First Steps Part II: To Delve the Dungeon Deep: 419 gp
The Merchant's Wake: 514 gp
Purchase: Masterwork Full Plate Armor with Masterwork Armor Spikes: 2000 gp
Purchase: Dwarven Longhammer: 70 gp
Purchase: Warhammer: 12 gp
Purchase: Heavy Wooden Shield: 7 gp
Purchase: Artisan's Tools (Craft: Armor): 5 gp
Silent Tide: 463 gp
The Many Fortunes of Grandmaster Torch: 451 gp
Purchase: Antitoxin: 50 gp
Purchase: Antiplague: 50 gp
The Segang Expedition: 1181 gp
Purchase: +1 enhancement to armor spikes: 2000 gp
The Devil We Know - Part 1: Shipyard Rats: 1329 gp
Purchase: +1 enhancement to armor: 1000 gp
The Devil We Know - Part 2: Cassomir's Locker: 1341 gp
The Devil We Know - Part 3: Crypt of Fools: 1329 gp
Purchase: 4 potions of cure light wounds: 200 gp
Purchase: 2 potions of cure light wounds: 100 gp
The Devil We Know - Part 4: The Rules of the Swift: 1270 gp
The Penumbral Accords: 1870 gp
Total Gold: 5841 gp
Wand Tracker Tracker
Cure Light Wounds
4 charges used after Organ fight in Silent Tide.
3 charges used after Earth Elemental fight in The Devil We Know - Part 4: Rules of the Swift
2 charges used after battle with 3 fetchlings in The Penumbral Accords
Prestige/Fame Tracker
Initial: 0 Prestige; 0 Fame
The Beggar's Pearl: +2
Mists of Mwangi: +2
First Steps Part II: To Delve the Dungeon Deep: +2
The Merchant's Wake: +2
Prestige: 8; Fame: 8
Purchase: Wand of cure light wounds for 2pp
Prestige: 6; Fame: 8
Silent Tide: +2
Prestige: 8; Fame 10
The Many Fortunes of Grandmaster Torch: +2
Prestige: 10; Fame 12
The Segang Expedition: +2
Prestige: 12; Fame 14
The Devil We Know - Part 1: Shipyard Rats: +2
Prestige: 14; Fame 16
The Devil We Know - Part 2: Cassomir's Locker: +2
Prestige: 16; Fame 18
The Devil We Know - Part 3: Crypt of Fools: +2
Prestige: 18; Fame 20
The Devil We Know - Part 4: The Rules of the Swift: +2
Prestige: 20; Fame 22
The Penumbral Accords
Prestige: 22; Fame 24 (Qualifies for 8,000 gp purchases)
Faction Journal Card
[X] [X] [ ] Visit a city other than Absalom with a population of 5,000 residents of more. While in the city, purchase or sell an item worth at least 100 gp per character level.
1: Visited Niswan (capital of Jalmeray) and purchased enchantment for armor spikes.
2: Visited Cassomir and purchased enchantment for armor.
[ ] [ ] Recruit a named NPC merchant, trader, smuggler, or similar figure to cooperate with the Exchange. Doing so requires a successful Diplomacy or Profession (merchant) check with a DC equal to 15 plus your character level.
[X] [ ] Earn at least 50 gp as the result of a Day Job check.
1. 75 gp crafting armor after The Devil You Know Part 2: Cassomir's Locker.
[ ] Earn at least 100 gp as the result of a Day Job check.
[ ] Visit one of the following centers of trade during the course of an adventure: Goka, Katapesh, Katheer, or Kerse.
[ ] Resolve a combat encounter nonviolently through diplomacy, trickery, bribery, or a similar tactic.
[ ] Acquire a merchant’s license in a city other than Absalom with a population of 5,000 or more. Doing so requires spending 25 gp per character level and succeeding on an Appraise or Profession (merchant) check with a DC equal to 15 plus your character level. If you exceed the DC of the check by 10 or more, you instead receive the license for free. Whenever you are in that city, you may purchase all mundane items at a 10% discount.
[ ] [ ] [ ] [ ] [ ] Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.
Wish List
Gauntlet of the Skill Maneuver (Overrun): 4,000 gp (Requires 18 Fame)
Ioun Stone (silver thorny): 8,000 gp (Requires 22 Fame)
Boots of the Mastodon: 10,500 gp (Requires 27 Fame)
Belt of Thunderous Charging: 10,000 gp (Requires 27 Fame)
Demonspike Pauldrons 14,350 gp
Pauldrons of the Bull: 10,000 gp