Shieldbreaker

Borrum Orcbane's page

542 posts. Alias of Grumdar.


Full Name

Borrum Orcbane

Race

Dwarf, Hill

Classes/Levels

Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Gender

Male

Size

Medium (4' 3", 148lbs)

Age

68

Alignment

LN

Deity

Hextor

Languages

Use Norwegian for dwarven

Occupation

Fighter / Mercenary

Strength 20
Dexterity 13
Constitution 18
Intelligence 10
Wisdom 8
Charisma 8

About Borrum Orcbane

Description:

Standing before you is a Hill Dwarf at just under 4' tall. His shaved head shows tattoos that look like dwarven runes, your not sure of their significance. His blonde beard is kept short and well groomed.
He wears an ornate suit of black full plate, with sparse red enameled highlights, and a similar heavy steel shield is strapped over his shoulder.
In his right hand he carries a Dwarven Waraxe, wielding with the such ease you would think it was an extension of this very arm.
A hand axe gently rides at this right hip, ready to be pulled at the first sign of danger.
Along the sides of this back, you see the handles of 6 throwing axes, 3 with blood red handles and 3 with black handles.
His cloak is fastened to his pauldron with an iron gauntlet fist on the right and an steel gauntlet grasping 6 arrows on the left.

Borrum Orcbane
Male Dwarf, Hill Fighter 6
LN Medium Humanoid(dwarf)
Init +1; Senses Darkvision 60 ft, Listen -1, Spot -1, Sense Motive -1

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Defence
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AC 22, Touch 11, Flat-footed 21, Flat-footed Touch 10 (+9 armor, +2 shield, +1 dex)
HP 66/66 (1d12+5d10+24)
Fort +9 (+11 vs poison), Ref +3, Will +1; (+2 racial vs spells and spell-like effects)

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Offence
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Speed 20ft
Melee MW Dwarven Waraxe +13/+8 (1d10+7 20/x3) or
MW Dwarven Waraxe (2-handed) +13/+8 (1d10+9 20/x3) or
Handaxe +12/+7 (1d6+5 20/x3) or
+1 Short Sword +12/+7 (1d6+6 19-20/x2)

Ranged Axe, Throwing +8/+3 (1d6+5 20/x2)(10') or
MW Composite Longbow (Str +2) +8/+3 (1d8+2 20/x3)(110')

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Statistics
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Str 20, Dex 13, Con 18, Int 10, Wis 8, Cha 6
BAB +6 Grp +11
Feats Combat Reflexes (PH 92), Heavy Armor Optimization (RoS 141), Improved Sunder (PH 96), Intimidation Strike (PH2 79), Power Attack (PH 98), Weapon Focus[Axe Focus] (RoS), Weapon Specialization[Dwarven Waraxe] (PH 102)
Skills 8 first level , 2 per remaining levels
Appraise +0/+2 (+2 for metal and stone items)
Balance -3 (-4 Armor, +1 Dex)
Climb +6 (3 Ranks, +2 Kit, -4 Armor, +5 Str)
Craft, Weaponsmith +5 (3 Rank, +2 MW Tools)
Diplomacy -2 (-2 Cha)
Escape Artist -3 (-4 Armor, +1 Dex)
Forgery 0 (+0 Int)
Heal -1 (-1 Wis)
Hide -3 (-4 Armor, +1 Dex)
Intimidate +6 (9 Ranks, -2 Cha)
Jump -5 (-10 Armor, +5 Str)
Know, Dungeoneering +3 (Rank 3, +0 Int)
Listen -1 (-1 Wis)
Move Silently -3 (-4 Armor, +1 Dex)
Ride +1 (+1 Dex)
Search 0 (+0 Int)
Sense Motive -1 (-1 Wis)
Spot -1 (-1 Wis)
Survival -1 (-1 Wis)
Swim -2 (1 Rank, -8 Armor, +5 Str)
Use Rope +1 (+1 Dex)

Languages Common, Dwarven

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Equipment
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Combat Gear MW Dwarven Waraxe, MW Full Plate, Heavy Steel Shield, Hand Axe, Throwing Axe (6), Gauntlets of Ogre Power, MW Composite Longbow (Str +2), +1 Short Sword
Non-Combat Gear Backpack [Climber's Kit, Crowbar, Rope(Silk, 50')(2), Bedroll, Canvas (6 sq yd [2x3]), Everburning Torch, Trail Rations (5 days), Grappling Hook, MWT (Crafting Weaponsmithing), Pitons (10)], Belt Pouch [Flint and Steel, Chalk(10), 3104.71gp], Ring of Sustenance, 2 quiver of arrows (36 arrows)

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Tracked Resources
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Mundane 10 Sticks of Chalk, 5 days rations, 100' silk rope, 6 Throwing Axes, 10 Pitons, 40 arrows

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Special Abilities
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Darkvision 60 feet
Stonecunning +2 racial bonus on checks to notice unusual stonework.
Can find such by passing within 10 feet, and can find stonework traps as a rogue can. Can intuit depth.
Stability Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground.
* +2 racial bonus on saving throws against spells and spell-like effects
* +1 racial bonus on attack rolls against orcs and goblinoids
* +4 dodge bonus against creatures of the giant type.
* +2 racial bonus on Appraise and Craft checks that deal with stone or metal.
* +2 racial bonus on Fortitude saves against poison.
Weapon Familiarity You treat all Dwarven weapons as martial weapon, rather than exotic weapons

Variant Build Dwarven Fighter Substitution Level 1

Combat Reflexes Additional attacks of opportunities.
Power Attack Trade attack bonus for damage (up to base attack bonus)
Improved Sunder +4 bonus on sunder attempts; no attack of opportunity
Axe Focus Considered to have Weapon Focus with Battleaxe, Dwarven Buckler-axe, Dwarven Urgrosh, Dwarven Waraxe, Dwarven Warpike, Greataxe, Handaxe, Throwing Axe; +1 bonus on attack rolls with selected weapon
Weapon Specialization (Waraxe, Dwarven) +2 bonus on damage rolls with selected weapon
Heavy Armor Optimization Reduce armor check penalty by 1 and increase armor bonus by 1

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Carrying Capacity
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Light: 133lbs
Medium: 266lbs
Heavy/Over Head: 400lbs
Off Ground: 800lbs
Push/Drag: 2,000lbs

Normal Load: 155.3lbs
Combat Load: 101.5lbs

Normal Weight: 303.3lbs
Combat Weight: 249.5lbs

Sunder Rules, d20srd.org:
Step 1
Attack of Opportunity. You provoke an attack of opportunity from the target whose weapon or shield you are trying to sunder. (If you have the Improved Sunder feat, you don’t incur an attack of opportunity for making the attempt.)

Step 2
Opposed Rolls. You and the defender make opposed attack rolls with your respective weapons. The wielder of a two-handed weapon on a sunder attempt gets a +4 bonus on this roll, and the wielder of a light weapon takes a -4 penalty. If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category.

Step 3
Consequences. If you beat the defender, roll damage and deal it to the weapon or shield. See Table: Common Armor, Weapon, and Shield Hardness and Hit Points to determine how much damage you must deal to destroy the weapon or shield.

If you fail the sunder attempt, you don’t deal any damage.

Sundering a Carried or Worn Object
You don’t use an opposed attack roll to damage a carried or worn object. Instead, just make an attack roll against the object’s AC. A carried or worn object’s AC is equal to 10 + its size modifier + the Dexterity modifier of the carrying or wearing character. Attacking a carried or worn object provokes an attack of opportunity just as attacking a held object does. To attempt to snatch away an item worn by a defender rather than damage it, see Disarm. You can’t sunder armor worn by another character.

[dice=Waraxe, Imp.Sunder, 2-handed, PA2]1d20+13+4+4-2[/dice]
[dice=Damage, Waraxe, PA?]1d10+9+4[/dice] Avg=18.5

[dice=Waraxe, imp.Sunder, 1-handed, PA3]1d20+13+4+0-3[/dice]
[dice=Damage, Waraxe, PA3]1d10+7+3[/dice] Avg=15.5

Important Things Learned:

Green Dragons do not breath Fire, they use clouds of acid.

Drellin's Ferry map legend

Attack Block:

[dice=Waraxe, PA?, IS?, 1st]1d20+13-?-?[/dice]
[dice=Damage, Waraxe, PA?]1d10+7+?[/dice]
[dice=Intimidate, IS?]1d20+6+?[/dice]
Intimidate Strike DC = 1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear; failure means target is demoralized/shaken (-2 penalty on attack rolls, ability checks, and saving throws) for remainder of encounter.

[dice=Waraxe, PA?, IS?, 2nd]1d20+8-?-?[/dice]
[dice=Damage, Waraxe, PA?]1d10+7+?[/dice]
[dice=Intimidate, IS?]1d20+6+?[/dice]
Intimidate Strike DC = 1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear; failure means target is demoralized/shaken (-2 penalty on attack rolls, ability checks, and saving throws) for remainder of encounter.[/ooc

[dice=Waraxe(2-handed), PA?, IS?, 1st]1d20+13-?-?[/dice]
[dice=Damage, Waraxe, PA?]1d10+9+?[/dice]
[dice=Intimidate, IS?]1d20+6+?[/dice]
[ooc]Intimidate Strike DC = 1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear; failure means target is demoralized/shaken (-2 penalty on attack rolls, ability checks, and saving throws) for remainder of encounter.

[dice=Waraxe(2-handed), PA?, IS?, 2nd]1d20+8-?-?[/dice]
[dice=Damage, Waraxe, PA?]1d10+9+?[/dice]
[dice=Intimidate, IS?]1d20+6+?[/dice]
Intimidate Strike DC = 1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear; failure means target is demoralized/shaken (-2 penalty on attack rolls, ability checks, and saving throws) for remainder of encounter.

Effects Block:

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Current On-Going Effects: Barkskin +2, 30min; Charge (+2 attack, -2 AC); Lesser Vigor, 10 rds;

Level 6 Adjustments:

Class: Fighter +1
HP: +6 (1/2 HD+1)
BAB: +1 (fighter)[+6/+1
- Adj all attacks +1 to hit and add intertive attacks
- Adj grapple +1
Saves: Fort +1, Ref +1, Will +1
Skills: Intimidate +1, Swim +1
Feats: Improved Sunder (Player Handbook), Heavy Armor Optimization (Races of Stone)
- +4 bonus on sunder attempts; no attack of opportunity
- Reduce ACP by 1, increase Armor bonus by 1