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About Crom Iron CudgelCrom Iron Cudgel
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Level 6 Stats:
Crom Iron Cudgel Dwarf fighter 6 LN Medium humanoid (dwarf) Init +3; Senses darkvision 60 ft.; Perception +3 (+5 to notice unusual stonework) -------------------- Defense -------------------- AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex) hp 90 (6d10+30) Fort +8, Ref +3, Will +3 (+2 vs. fear); +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training -------------------- Offense -------------------- Speed 20 ft. Melee +2 dwarven double waraxe +15/+10 (1d10+12/×3) or . . cold iron dagger +11/+6 (1d4+5/19-20) or . . dwarven longaxe +12/+7 (1d12+8/×3) or . . handaxe +12/+7 (1d6+6/×3) or . . handaxe +12/+7 (1d6+6/×3) or . . silver dagger +11/+6 (1d4+4/19-20) or . . warhammer +11/+6 (1d8+5/×3) Ranged throwing axe +8 (1d6+6) Space 5 ft.; Reach 5 ft. (10 ft. with dwarven longaxe) Special Attacks hatred, weapon training (axes +1) -------------------- Statistics -------------------- Str 20, Dex 12, Con 16, Int 10, Wis 10, Cha 10 Base Atk +6; CMB +11; CMD 22 (26 vs. bull rush, 26 vs. trip) Feats Cleave, Furious Focus[APG], Power Attack, Toughness, Vital Strike, Weapon Focus (dwarven double waraxe), Weapon Specialization (dwarven double waraxe) Traits indomitable faith, reactionary Skills Acrobatics -3 (-7 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +5, Intimidate +9, Perception +3 (+5 to notice unusual stonework), Survival +4, Swim +5; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework Languages Common, Dwarven SQ armor training 1 Combat Gear alchemist's fire (10), antitoxin; Other Gear +1 full plate, heavy steel shield, +2 dwarven double waraxe[ARG], cold iron dagger, dwarven longaxe[ARG], handaxe, handaxe, silver dagger, throwing axe (6), warhammer, belt of giant strength +2, backpack, bedroll, crowbar, hammer, hemp rope (50 ft.), manacles, piton (4), tindertwig (5), trail rations (7), waterskin, winter blanket, 515 gp, 5 sp -------------------- Special Abilities -------------------- Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX. Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC. Darkvision (60 feet) You can see in the dark (black and white only). Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype. Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn. Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones. Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet. Vital Strike Standard action: x2 weapon damage dice. Weapon Training (Axes) +1 (Ex) +1 Attack, Damage, CMB, CMD with Axes Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Background:
Crom joined the military early and would learn to love the marshall life. The military trained him in weapons and taught him how to fight. Crom lives outside of a keep on the Lastwall borderlands. He has traveled to the Belkzen border from his ancestral home in the hills near Hammer Rock. Crom comes from a long line of dwarven soldiers. He knows no other life than the martial life. Crom is a mercenary whom mostly works jobs for the highest bidder. He has served within the Lastwall military in his youth and often supplements his income by contracting with the military to serve as a guard at any of the various keeps that line the Lastwall border. Crom spends most of his free time drinking and whoring. The only thing that Crom cares about in life is finding gold to buy his next drink. Crom has had numerous encounters with orcs and goblins outside of the keep that has led to a burning hatred of all orc and goblin-kin. When bored, Crom often ventures into the nearby cave complexes within southern Belkzen. Crom enjoys refining his cleave technique against the chaotic humanoid denizens that reside in the caves. Against all odds, Crom has made an uneasy alliance with an orcen chieftan within the caves, whom Crom allied with to defeat a temple of evil chaotic priests. Crom's most recent mercenary job was assisting a blighted elven village. While seeking the elven princess Rahasia, within an ancient elven temple, Crom was abandoned by his fellow adventurers and forced to retreat from the dungeon complex. The experience has made Crom leery of elves and has made him paranoid of other mercenaries. Crom seeks to visit the village of Trenau, the jewel of southeast Belkzen. He wants to meet interesting, stimulating humanoids of a rich, ancient culture ... and kill them. He wants to be the first dwarf from his clan with a confirmed kill of a Belkzen giant.
Appearance:
Crom Axl Ironguard is a stout man with broad shoulders and a powerful build. His most striking trait is his white hair. Hair that has greyed decades before it should have. He wears it cut short in the style common amongst the military - shaved on the sides and flat on top. The clean cut lines of his hair contrasted sharply against his unruly and expansive beard. It was a beard that would intimidate a lesser man. A beard that implied a wildness and ferocity that would not hesitate to tear you apart, limb by limb. Crom has gray hair, black eyes and pale skin. He is tall for a dwarf, with a large, muscled frame. His forearms are heavily tattooed with the religious insignia of Gorum. His hair and beard are long and braided. Crom perpetually wears his armor and is always armed with his axes.
Personality:
Crom is a quiet, reserved and taciturn. Level Progression:
Level Progression:
script:
AC 25 vs giants. [dice=Attack]1d20+15[/dice]
[dice=Attack]1d20+16[/dice]
[dice=Attack]1d20+11-2[/dice]
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