Delgras Hammerfall
Male Dwarf Fighter (Foehammer) 10
NG Medium Humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 28, touch 14, flat-footed 25 (+11 armor, +3 shield, +3 Dex, +1 deflection)
hp 100 (10d10+40)
Fort +13 (+2 trait bonus vs poison or drugs (+4 to avoid effects of alcohol)), Ref +9, Will +6 (+3 vs. fear); +2 vs. poison, spells, and spell-like abilities
Defensive Abilities bravery +3, defensive training
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Offense
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Speed 30 ft.
Melee +1 Light Shield Bash +13/+8 (1d8+3/x2) and
. . Knuckle Buster (+1 Warhammer) +16/+11 (1d8+9+2d6 vs. Evil Outsiders/x3) and
. . Light hammer +16/+11 (1d4+6/x2)
Special Attacks hammer to the ground, hatred, relentless +2, sledgehammer
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Statistics
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Str 18, Dex 17, Con 16, Int 13, Wis 10, Cha 10
Base Atk +10; CMB +14 (+16 Bull Rushing, +18 Disarming, +16 Overrunning, +16 Sundering, +16 Tripping); CMD 28 (28 vs. Bull Rush, 30 vs. Disarm, 28 vs. Grapple)
Feats Break Guard, Combat Expertise +/-3, Greater Disarm, Improved Disarm, Improved Shield Bash, Improved Two-weapon Fighting, Power Attack -3/+6, Shield Slam, Two-weapon Fighting, Weapon Focus (Warhammer), Weapon Specialization (Warhammer)
Traits Armor Expert, Iron Liver
Skills Acrobatics +1 (+6 to jump), Appraise +6 (+8 to determine the price of nonmagic items with precious metals or gemstones), Climb +10, Craft (blacksmith) +7, Escape Artist +1, Fly +1, Perception +10 (+12 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride +1, Stealth +1, Survival +8, Swim +2
Languages Common, Dwarven, Terran
SQ bane (evil outsiders), greed, hardy, rhythmic blows, slow and steady, stonecunning +2
Combat Gear Oil of bless weapon, Potion of barkskin +2 (2), Potion of bear's endurance (2), Potion of blur, Potion of cure light wounds (6), Potion of cure serious wounds (6), Potion of enlarge person, Potion of fly, Potion of haste, Potion of protection from fire, Potion of remove blindness/deafness; Other Gear +2 Mithral Full plate, +2 Bashing, Shield Spikes Mithral Light steel shie, Knuckle Buster (+1 Warhammer), Light hammer (2), Belt of physical might (Str & Dex +2), Boots of striding and springing, Cloak of resistance +3, Ring of protection +1, Fighter's kit, 244 GP, 3 SP
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Special Abilities
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Armor Expert -1 Armor check penalty.
Bane (Evil Outsiders) +2 & +2d6 damage vs chosen type
Bravery +3 (Ex) +3 to Will save vs. Fear
Break Guard May attack opponent you attempted to disarm with your second weapon
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Greater Disarm When disarming a foe, their weapon lands 15 ft away in a random direction.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hammer to the Ground (Ex) Make a trip check vs foe after successful bull rush.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Iron Liver +2 to Fort saves vs. poison and drugs, or +4 vs. alcohol.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Relentless +2 Gain CMB bonus to bull rush/overrun while both self and foe stand on ground.
Rhythmic Blows (Ex) +1 for each consecutive blow against a target.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Sledgehammer (Ex) +2 bonus on combat maneuver checks made to bull rush, overrun, sunder, or trip
Slow and Steady Your base speed is never modified by encumbrance.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Background:
Delgras has devoted his life to defending his people and clan from its enemies. Most of his life has been spent fighting goblins, orc's and giants, but a few years ago on an extended campaign his group ran in to a group of Vrock's looking for easy prey outside the World Wound. The Vrock's caught the group unaware and they learned the hard way the danger of the Vrock's Dance of Ruin. The lightning bolt having incapacitated several of the less experienced members of the party before they really knew what was happening. The continued on for what seemed like hours and before it was over several of Delgras's life long companions fell. Having survived the deadly encounter he turned his focus on fighting the demon's of the World Wound, a trait he has now passed on to his sister's son Berrag.
While home for a short rest a little over a year ago, he was witness to Berrag hitting bottom. Delgras determined he would help Berrag recover and take control of his life. Using many of the contacts he had acquired over the years and calling in a few favour's he helped Berrag get the training he needed to truly hunt the demons in their homeland.