Male Dwarf Fighter 2
LG Medium Humanoid (Dwarf)
Init +1;
Senses Darkvision 60ft. Perception +0
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DEFENSE
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AC 18, touch 11, flat-footed 17 (+5 armor, +1 dex, +2 shield)
hp 22
Fort +6,
Ref +1,
Will +0; Hardy, Bravery +1, Focused Discipline, Courageous, Alive Again
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OFFENSE
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Speed 20 ft.
Melee Mwk Dwarven Waraxe +6 (1d10+3(20/3))
… and Bardiche +5 (1d10+4(19-20/2))
... and Fire-Forged Steel Greataxe +5 (1d12+4))
Ranged
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STATISTICS
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Str 16,
Dex 12,
Con 17,
Int 12,
Wis 10,
Cha 12
Base Atk +2;
CMB +5;
CMD 16; 20 vs. Trip/BullRush
Traits Petitioner, Courageous
Drawbacks N/A
Feats Endurance, Improved Initiative, Focused Discipline, Combat Expertise, Improved Unarmed Strike
Skills (5 points; 2 class, 1 INT, 2 favored class)
ACP -4 (6 with shield)
*ACP applies to these skills
Climb* +7
Craft (Armor) +7
Diplomacy +5
Handle Animal +5
Intimidate +5
K.Dungeoneering +5
K.Engineering +5
K.History +2
K.Local +2
Ride* +5
Non-Standard Skill Bonuses Craftsman (applied), Stonecunning
Languages Common, Dwarf, Orc
SQ:
-
Quippoth Corruption: Spells and effects treat you as though you were Evil. You do not have an Aura of Evil, and you do not detect as evil to Detect Alignment, but effects like Smite Evil, Protection From Evil and Holy Word effect you as though you were. This is a Curse effect and can be removed by appropriate magic.
- Alive Again: You gain a +2 bonus vs. Death effects. In addition, you are considered to be wearing a Neck Guard from the thick, ropy scar around your neck.