Dragonslayer Dwarf

Caith Skullcrusher's page

373 posts. Organized Play character for Revvy Bitterleaf.


Full Name

Caith Skullcrusher

Race

Dwarf

Classes/Levels

lvl F3/B2 Hps: 44/44 AC:14 FF14/touch10 Fort+7Ref+1 Will+1 Init+0 Perc+4 Sm+0

Gender

Male

Size

Medium

Age

34

Alignment

Neutral

Deity

Gorum

Strength 19
Dexterity 10
Constitution 12
Intelligence 8
Wisdom 10
Charisma 8

About Caith Skullcrusher

Bullrushing/brawling dwarf

PFS nr. 13475-14

Fighter (Brawler archtype) lvl 3, Barbarian 2

Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Dwarves begin play speaking Common and Dwarven.
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.
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.
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

Barbarian:
Fast Movement (Ex)

A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s land speed.

Rage (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.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

An invulnerable rager has the following class features.

Invulnerability (Ex)

At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage.

This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.

Extreme Endurance (Ex)

At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.

This ability replaces trap sense.

rage for 7 rounds (4+2+1con):
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Rage Powers; Knockback:
Knockback (Ex)
Benefit: Once per round, the barbarian can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.

Saves:+2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Fort: +7(base+3+3, +1 con)
Reflex: +1 (base +1+0)
Will: +1 (base +1+0)

CMD:19 (10+4 str +3 +2 base) +1 bonus to CMD when attacked with the bull rush, drag, and reposition maneuvers. Another +2 vs bullrush
HP:44 (10(first lvl + 6*2 (lvl 3) + 5*1 con + 3*1 favored class bonus) +7*2 (barbarian lvls)

Skills:
Climb +8 (1 rank +3 trained, +4 str) (still needs Armor Check penalty -3)
Swim +9 (2 ranks +3 trained, +4 str ) (still needs Armor Check penalty -3)
Perception +4 (1 rank, +3 trained, +0 wis)

Traits:

Feats:
-Power attack:
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

-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 bull rush;
You are skilled at pushing your foes around.

Prerequisite: Str 13, Power Attack, base attack bonus +1.

Benefit: You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.

Normal: You provoke an attack of opportunity when performing a bull rush combat maneuver.

lvl 5:

Next Feats: Great BullRush, Raging Throw

Close Control (Ex)

At 2nd level, a brawler becomes skilled at forcefully moving his opponent around the battlefield. The brawler gains a +1 bonus on bull rush, drag, and reposition combat maneuver checks. The brawler also gains a +1 bonus to CMD when attacked with the bull rush, drag, and reposition maneuvers. These bonuses increase by +1 for every four levels after 2nd (to a maximum of +5 at 18th level).

Close Combatant (Ex)

At 3rd level, a brawler gains a +1 bonus on attack rolls and a +3 bonus on damage rolls with weapons in the close weapon group. Both of these bonuses increase by +1 for every four levels beyond 3rd (to a maximum of +5 on attack rolls and +7 on damage rolls at 19th level).

This ability replaces weapon training 1 and 2.

Gear:
-Dwarven helmet +11 to hit, 1d4+7 damage (*2 crit range)
Benefit: This heavy, reinforced helmet can be used to make melee attacks. The wearer may use the helmet when attempting bull rush maneuvers, granting a +2 circumstance bonus on the check, but after completing the maneuver (whether successful or not), the wearer is staggered until the end of his next turn.

In addition, a dwarven boulder helmet grants a +2 circumstance bonus to the wearer's AC against critical hit confirmation rolls. A dwarven boulder helmet can be enchanted as a weapon (not as armor, despite providing some protection).

A dwarven boulder helmet adds 20% to the wearer's arcane spell failure chance. It occupies the head slot and is made of metal, not stone, meaning that it can be crafted from unusual materials as a metal weapon.

-Master work, cold iron Spiked hide armor (+11 to hit, 1d6+7 damage (*2 crit)) (+5 base, +4 str, +1 masterwork +1 arch type)

Combat - Bullrush +14 to hit (+2 from helmet if used) (+5 base, +2 racial trait, +4 strength, +2 feat, +1 arch type) if hit -> attack with spiked armor (+11 to hit, 1d6+7 damamge)

attack with boulder helmet (+11 to hit, 1d4+7 damage)

Knotted rope + grappling hook
Basic outfit
Bag with traveling gear
Wand of cure light wounds (bought with 2 pp) charges 45/50
Wand of endure element (bought with 2 pp) charges 44/50
Wand of infernal healing (bought with 2 pp) charges 50/50
Wayfinder
Alchemical fire
Acid
Holy water
Torch+flint and steel
Throwing axe
Throwing hammer
Adamantine Dwarven Boulder helmet

Scenario's played:

The Confirmation
First Steps; part 1
We Be Goblins (GM credit)
Scars of the Third Crusade
Feast of Ravenmore (module +3 exp)
The Sengag Expedition
Scions of the Sky Key, Part 1; On Sarrow's Smith's Trail
Scions of the Sky Key, Part 2; Kaava Quary
Scions of the Sky Key, Part 3; The Golden Guardian
Trouble in Tamran
By Way of Bloodcove

str 19
dex 10
con 12
int 8
wis 10
cha 8