Dwarf

Montis Ironhide's page

6 posts. Alias of Radidast.


About Montis Ironhide

Montis Ironhide
Male Dwarf Barbarian (Invulnerable Rager)/Druid 1
NG Medium Humanoid (Dwarf)
Init +2; Senses Perception +9 (Darkvision)
------------------------------
DEFENSE
------------------------------
AC 20 (18), touch 14, flat-footed 16 (+5 armor, +2 dex, +2 Dodge, +1 natural armor)
hp 17
Fort +6, Ref +2, Will +4 (+6)

(...) = Raging (12/day)
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee Greataxe +5 (+6) 1d12+6 (1d12+12)

(...) = Raging Power Attack (12/day)
------------------------------
STATISTICS
------------------------------
Str 18, Dex 15, Con 18, Int 13, Wis 15, Cha 13
Base Atk +1; CMB +5; CMD 17
Traits Berserker of the Society, Child of Nature
Feats Power Attack
Skills Adventure (5 points; 4 class, 1 Int), Background (2 points)
ACP -4

*ACP applies to these skills

Adventure Skills
(1)Knowledge (Dungeoneering) +5
(1)Knowledge (Nature) +7
(1)Perception +9
(1)Survival +14
(1)Spellcraft +5

Background Skills
(1)Knowledge (Geography) +5
(1)Profession: Cartgropher +6

Non-Standard Skill Bonuses
+2 Trait Bonus to Survival
3 extra rounds of rage per day

Languages Dwarven, Common, Druidic, Sylvan

------------------------------
SPECIAL ABILITIES
------------------------------

Racial Abilities:
Dwarven Racial traits
Defensive Training, Greater (4 RP)
-Members of this race gain a +2 dodge bonus to Armor Class.
Flexible (2 RP)
-Members of this race gain a +2 bonus to any two ability scores.
Slow (-1 RP)
-The race has a base speed of 20 feet. If the race is Medium, its members' speed is never modified by armor or encumbrance.
Natural Armor (2 RP)
-Members of this race gain a +1 natural armor bonus to their Armor Class.
Stability (1 RP)
-Members of this race receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Darkvision 60 ft. (2 RP)
Skill Bonus x2 (4 RP)
-Pick a single skill. Members of this race gain a +2 racial bonus on skill checks made with this skill. Alternatively, pick two related skills—each member of this race gains a +1 racial bonus on these skills during character creation. (Skills Chosen- Survival and Perception)

Barbarian Abilities:

Fast Movement
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 12/day
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.

Druid Abilities:

Nature Bond (Ex)
A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level.

If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Nature Sense (Ex)
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex)
A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

------------------------------
Spells
------------------------------

Spells:

0th (at will)
Detect Magic, Enhanced Diplomacy, Stabilize

1st (2/day)
Cheetah's sprint x 2

------------------------------
GEAR/POSSESSIONS
------------------------------

Gear/Possessions:
Carrying Capacity
Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
Current Load Carried 0 lb.

Equipment
Earthbreaker (14 lbs) (40 gp)
Lamellar, horn (30 lbs) (100 gp)
Wand of Cure Light Wounds 200/50 charges (1 lbs) (300 gp)
Backpack, common (2 lbs) (2 gp)
-Kit, Mapmaker (4.5 lbs) (40 gp)
This bundle contains a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord. The supplies usually suffice for chronicling a single expedition of not more than 2 months' duration.
-Outfit, Scholar's (6 lbs)
Outfit, Explorer's (8 lbs) (10 gp) (Worn)

Worn by Animal Companion
Chain Shirt

Money 8 GP 0 SP 0 CP

------------------------------
Animal Companion
------------------------------

Oscar the Bear:

Init +2; Senses Perception +1, Scent, Lowlight Vision
------------------------------
DEFENSE
------------------------------
AC 20, touch 12, flat-footed 18 (+4 armor, +2 dex, +4 natural armor)
hp 18
Fort +4, Ref +5, Will +1

------------------------------
OFFENSE
------------------------------
Speed 40 ft.

Melee +3(+5) Bite (1d4+2), +3(+5) Claws x2 (1d3+2)

(...) = Flanking
------------------------------
STATISTICS
------------------------------
Str 15, Dex 15, Con 13, Int 1, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15
Feats Light Armor Training
Skills (1 point)
ACP -2

Skills
Survival +5 (+13 with Scent)

Appearance and Personality:

Background: