Member of the Ninth Battalion

Dain Ironfoot's page

79 posts. Organized Play character for Qstor.


Full Name

Dain Ironfoot

Race

dwarf Cav 6 HP 38 | AC 22; Touch 12; FF 20 | F +8; R +4; W +5 | CMB +10; CMD 22 | Speed 20 ft | Init +1 | Perc +8 | Stealth: -5

Classes/Levels

Cavalier 6

Gender

male

Size

Med

Special Abilities

darkvision

Alignment

LG

Languages

Common, dwarven, Giant

Strength 18
Dexterity 12
Constitution 14
Intelligence 11
Wisdom 12
Charisma 10

About Dain Ironfoot

Dain Ironfoot
Male dwarf cavalier (beast rider) 6 (Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Ultimate Combat 36)
LG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +8 (+10 to notice unusual stonework)
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Defense
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AC 22, touch 12, flat-footed 21 (+6 armor, +1 deflection, +1 Dex, +1 natural, +3 shield)
hp 54 (6d10+14)
Fort +8, Ref +4, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee +1 adamantine warhammer +12/+7 (1d8+5/×3) or
dagger +10/+5 (1d4+4/19-20)
Ranged heavy crossbow +7 (1d10/19-20)
Special Attacks banner +2, cavalier's charge, challenge 2/day (+6 damage, allies gain +2 to hit), hatred, tactician 2/day (Choir of Blades, 6 rds)
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Statistics
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Str 18, Dex 12, Con 14, Int 11, Wis 12, Cha 10
Base Atk +6; CMB +10; CMD 22 (26 vs. bull rush, 26 vs. trip)
Feats Choir Of Blades, Mounted Combat, Power Attack, Skill Focus (Handle Animal), Undersized Mount[ACG], Weapon Focus (warhammer)
Traits axe to grind, indomitable faith
Skills Acrobatics -3 (-7 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Craft (weapons) +4, Diplomacy +5, Handle Animal +8, Intimidate +6, Linguistics +2, Perception +8 (+10 to notice unusual stonework), Ride +5, Sense Motive +8, Survival +8 (+11 to provide food and water for allies or to protect allies from harsh weather), Swim +4; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant, Orc
SQ aid allies, exotic mount (boar named Animal Companion), order of the dragon
Other Gear +1 scale mail, +1 heavy wooden shield, +1 adamantine warhammer, dagger, heavy crossbow, amulet of natural armor +1, cloak of resistance +1, ring of protection +1, backpack, bedroll, belt pouch, bit and bridle, feed (per day) (5), flint and steel, hemp rope (50 ft.), mess kit[UE], pot, riding saddle, saddlebags, soap, torch (10), trail rations (5), waterskin, weaponsmithing tools, 1,924 gp
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Special Abilities
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Aid Allies +3 (Ex) Aid Another grants +3 bonus.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Banner +2/+1 (60 ft.) (Ex) Allies within 60 ft. who can see your banner gain +2 save vs. fear & +1 to hit while charging.
Cavalier's Charge (Ex) Mounted charge grants +2 to hit and -0 AC rather than +2/-2.
Choir of Blades Gain racial weapon proficiencies and attack bonuses of adjacent allies.
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.
Dragon's Challenge +6 (2/day) (Ex) +6 to damage target, -2 AC vs. others when used, allies gain +2 to hit the target of your challenge.
Exotic Mount (Ex) gain access to new companion races and can increase their size.
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.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
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.
Tactician (Choir of Blades, 6 rds, 2/day) (Ex) Grant the use of one of your teamwork bonus feats to all allies within 30 ft.
Undersized Mount You can ride creatures of your size category.

Boar
N Medium animal
Init +1; Senses low-light vision, scent; Perception +8
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Defense
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AC 27, touch 11, flat-footed 26 (+4 armor, +1 Dex, +12 natural)
hp 51 (6d8+24)
Fort +8, Ref +6, Will +3 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion, ferocity
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Offense
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Speed 40 ft.
Melee gore +9 (1d8+7)
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Statistics
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Str 20, Dex 12, Con 17, Int 2, Wis 13, Cha 4
Base Atk +4; CMB +9; CMD 20 (24 vs. trip)
Feats Endurance, Improved Natural Armor, Improved Natural Armor, Toughness
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Fetch, Guard, Heel
Skills Acrobatics -1 (+3 to jump), Perception +8, Survival +2, Swim +7
SQ attack any target, combat riding, devotion, fetch
Other Gear chain shirt
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Fetch [Trick] The animal will get a specific object.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.