Dragonslayer Dwarf

Dalgrym Oakenshield's page

112 posts. Alias of caps.


Gender

- INACTIVE -

About Dalgrym Oakenshield

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Dalgrym Oakenshield
Slayer 6
NG Medium humanoid (dwarf)
Init +2; Senses Perc +10, SM +5, darkvision 60ft.

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Defense
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AC 24, touch 13, flat-footed 18
HP 69/72 = (10 base + 6 + 6 + 9 + 8 + 9 + 24 = (6 * 3 Con + 1 Favored Class))
Fort +9, Ref +8, Will +4; +5 vs. spells and spell-like abilities, +3 vs. poisons

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Offense
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Speed 30 ft.

Stamina Pool: 9/9
During combat, you can spend stamina points from this pool to perform a combat trick, the specific effects of which are dictated by a combat feat you possess. Spending stamina points in this way is not an action, but you can't do so if you are unconscious, fatigued, or exhausted. You can use as many combat tricks on the same action or attack as you like (as long as you have the stamina points to spend), but you can't use the same combat trick twice within its scope. For instance, if you have a combat trick that affects a single attack, you can't use that combat trick more than once on the same attack.
Dropping to 0 stamina points causes you to become fatigued until you have 1 or more points in your stamina pool.
You regain stamina points by resting for short periods of time. You don't have to sleep while resting in this way, but you can't exert yourself. You stop regaining stamina points if you enter combat; take an action that requires a Strength-, Dexterity-, or Constitution-based skill check or an ability check tied to one of those ability scores; or take more than one move action or standard action in a round (you can still take free, immediate, and swift actions). This reduction in your number of actions per round also effectively halves your overland speed. For each uninterrupted minute you rest in this way, you regain 1 stamina point. If you are suffering from any of the following conditions, you can't regain stamina points: confused, cowering, dazed, dead, disabled, exhausted, fascinated, frightened, helpless, nauseated, panicked, paralyzed, petrified, shaken, sickened, staggered, or stunned.
Combat Stamina
After you make an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which you are proficient, but before the results are revealed, you can spend up to 5 stamina points. If you do, you gain a competence bonus on the attack roll equal to the number of stamina points you spent. If you miss with the attack, the stamina points you spent are still lost.
Combat Reflexes (Combat)When you miss with an attack of opportunity, you can spend 5 stamina points to make a second attack for the same provoking action. That second attack of opportunity takes a –5 penalty on the attack roll and costs one of your attacks of opportunity for the round.
Shield Master (Combat)Just before you roll a Fortitude or Reflex saving throw, you can spend 5 stamina points to add your shield's enhancement bonus as a bonus on the saving throw.
Two-Weapon Fighting (Combat)You can spend any number of stamina points to reduce the penalty from Two-Weapon Fighting on attacks made with a weapon in your primary hand by 1 for every 2 stamina points you spent. This benefit lasts until the start of your next turn. You can't reduce the penalty below 0.

Melee
[Dice=+1 cold iron short sword, attack, studied target, twf]1d20+12+2-2[/dice]
[Dice=cold iron, magic, slashing]1d6+6+2[/dice]

(ignores TWF penalties)
[Dice=+2 darkwood spiked shield, attack, studied target] 1d20+13+2[/dice]
[Dice=magic, piercing]1d6+7+2[/dice]

[Dice=silvered warhammer, attack, studied target, twf]1d20+11+2-2[/dice]
[Dice=bludgeoning, silver]1d8+5+2[/dice]

[Dice=silvered, cestus, attack, studied target, twf]1d20+11+2-2[/dice]
[Dice=bludgeoning, piercing, silver]1d4+5+2-1[/dice]

Ranged
[Dice=masterwork +5 Str-rated composite longbow, attack, studied target]1d20+8+2[/dice]
[Dice=piercing, cold iron]1d8+5+2[/dice]

Space 5 ft.; Reach 5 ft.
Special Attacks
Spell-Like Abilities

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Statistics
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Str (20)
Dex 14
Con 17
Int 10
Wis 12
Cha 8

Base Atk +6/+1; CMB +11; CMD 24, +4 vs. bull rush, trip, while standing on the ground

Feats
1: Steel Soul
Slayer Combat Style: Two Weapon Fighting
3: Combat Reflexes
Slayer Talent: Combat Trick: Combat Stamina feat
5: Improved Shield Bash
Slayer Combat Style: Shield Master

Traits
Glory of Old: increases Hardy bonuses by 1
Dangerously Curious: +1 to Use Magic Device and it becomes a class skill

Languages
Common, Dwarven

SQ
Barrow Scholar
Barrow Warden
Darkvision
Hardy
Slow and steady
Stability
Weapon familiarity
Studied Target (+2)
Slayer Talents (Ranger Combat Style I, II, Combat Trick)
Track
Sneak Attack (+2d6)

Skills
+10* acrobatics (5 ranks + 3 class + 2 Dex)
+9* climb (1 rank + 3 class + 5 Str)
+2 craft, metal or stone (2 race)
+5 heal (1 rank + 3 class + 1 Wis)
+3 intimidate (1 rank + 3 class - 1 Cha)
+4 knowledge, dungeoneering (1 rank + 3 class)
+4 knowledge, local (1 rank + 3 class)
+2 knowledge, religion, identify undead (2 Race)
+10 perception (6 ranks + 3 class + 1 Wis)
+2 profession, metal or stone (2 race)
+5 sense motive (1 rank + 3 class + 1 Wis)
+11* stealth (6 ranks + 3 class + 2 Dex)
+10 survival (6 ranks + 3 class + 1 Wis)
+ 9* swim (1 rank + 3 class + 5 Str)
+9 use magic device (6 ranks + 3 class - 1 Cha + 1 trait)
*-3 ACP

Combat Gear
43xxgp +1 cold iron shortsword
4267gp +2 heavy darkwood spiked shield
1350gp +1 breastplate
900gp MWK +5 str composite longbow
102gp silvered warhammer
25gp silvered cestus
(borrowed from Roylenna) +1 ring of protection

Magic Gear
4000gp +2 belt of strength
1000gp +1 cloak of resistance

Other Gear
belt pouch [ 1 ] (1gp/0.5lbs.)
earplugs [ 1 ] (0.3gp/0lbs.)
flint and steel [ 1 ] (1gp/0lbs.)
grappling arrow [ 1 ] (1gp/0.5lbs.)
scroll case [ 2 ] (2gp/1lbs.)
signal whistle [ 1 ] (0.8gp/0lbs.)
torches [ 1 ] (0.1gp/1lbs.)
trail rations [ 2 ] (1gp/2lbs.)
wandermeal [ 4 ] (0.04gp/2lbs.)
waterskin [ 1 ] (1gp/4lbs.)

17.06gp

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Special Abilities
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Bot Me!:
Dalgrym begins combat by moving into position and studying the most appropriate enemy with Studied Target.

He typically uses TWF to swing his sword and bash with his shield. However, he has backup weapons to address resistances, like his warhammer and cestus. He also has a longbow for when the enemy is out of reach.

Out of combat, Dalgrym is motivated by camaraderie, hot food, cool ale, and spiced wine.