Fighter- 2 | AC:18 T:13 FF:15 | HP 24/24 | F+5, R+3, W+1 | CMB=5 CMD=18 | Init +5 | Perc +2, +4 to notice unusual stonework.
Gender
Male
Size
Medium- 4'3" /192 lbs.- 20' Move
Age
60
Special Abilities
Darkvision (60'). +2 vs poison, spells & spell like abilities. +4 dodge to AC vs. humanoids of the giant subtype. +1 attack against orc and goblinoid subtypes. +4 to CMD vs bullrush or trip when standing ground, Bravery, Darkvision, Defensive Trainin
Alignment
Neutral Good
Deity
Torag
Languages
Common, Dwarven, Orc
Occupation
Security Consultant
Homepage URL
PFS # 174784-6
Strength
16
Dexterity
16
Constitution
14
Intelligence
10
Wisdom
13
Charisma
8
About Dunbar Brasstwister
Dunbar Brasstwister is an impressive sight, despite the shortened stature of his dwarven race. From his antler topped battle helm, to his brass ringed braided beard, through his Regimental Masterwork Scale mail, down to his iron caped boots, Dunbar exudes the bearing of a professional soldier. Whether he is armed with his masterwork, cold-iron dwarven great axe or his masterwork heavy crossbow, first opinions would unanimously be he knows how to employ these weapons, and employ them well.
A spoiled child of aristocratic parents who exported his rearing to nannies and servants, Dunbar was a difficult youth, to say the least. His extreme misbehavior forced his parents to send him away to military school where he would hopefully develop the discipline and self control they were unable to impart to him. Through brute force, repeated brutal beatings and punishments, and endless hours of martial training, Dunbar developed into a premier warrior. After serving in the Dwarf & Giant war where he earned several commendations and a battlefield commission, Dunbar left the service to to find his fortunes as a Pathfinder.
Traits, Feats, Specials:
TRAITS
Reactionary
[Paizo Inc. - Advanced Player's Guide, p.328]
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Fast-Talker
You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
SPECIAL QUALITIES
Bonus Feats
[Paizo Inc. - Core Rulebook]
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Darkvision (Ex)
[Paizo Inc. - Bestiary]
Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Defensive Training (Ex)
[Paizo Inc. - Core Rulebook, p.21]
Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.
Greed (Ex)
[Paizo Inc. - Core Rulebook, p.21]
Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.
Hardy (Ex)
[Paizo Inc. - Core Rulebook, p.21]
Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Hatred (Ex)
[Paizo Inc. - Core Rulebook, p.21]
Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Stability (Ex)
[Paizo Inc. - Core Rulebook, p.21]
Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Steady (Ex)
[Paizo Inc. - Core Rulebook, p.21]
Dwarves never have their speed reduced by armor or encumbrance.
Stonecunning (Ex)
[Paizo Inc. - Core Rulebook, p.21]
Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.
Weapon Familiarity (Ex)
[Paizo Inc. - Core Rulebook, p.21]
Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
FEATS
Weapon Focus (Greataxe)
[Paizo Inc. - Core Rulebook, p.136]
You are especially good at using your chosen weapon.
Power Attack
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Benefit: You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Source: Paizo Inc. - Core Rulebook, p.131
Cleave (Combat)
You can strike two adjacent foes with a single swing.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Attacks:
BASE ATTACK BONUS
+2
MELEE ATTACK BONUS
+5 =+2(bab) +3(Str bonus)
RANGED ATTACK BONUS
+3 =+1(bab) +2(Dex bonus)
POWER ATTACK BONUS
+2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon
Mstrwk Great Axe - crit 20/x3 Weapon Focus +1 Atk w/ Great Axe
[dice=Mstrwk Great Axe melee vs ??]1d20+1+3+1+1[/dice]
[dice=Damage?]1d12+4[/dice]
Heavy Crossbow, crit 19-20/x2 Point Blank Shot +1 Atk/Dmg within 30'.
[dice=Ranged Hvy Xbow Atk vs. ?]1d20+2+1[/dice]
[dice=Damage?]1d10+1[/dice]
Neutral Good Medium humanoid (dwarf)
Init +4; Senses Darkvision (60 ft.), Perception +2,
DEFENSE
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex, )
hp 12 (1d10)+2
Fort +4, Ref +2, Will +1, +2 vs. poison, spells, and spell-like abilities
Str 16, Dex 16, Con 14, Int 10, Wis 13, Cha 8
Base Atk +2; CMB +5; CMD 18 (22 vs. bull rush) (22 vs. trip)
Feats Cleave, Power Attack, Weapon Focus (Greataxe)
Skills
Acrobatics (Jump) -4,
Appraise (Precious metals and gemstones) +2,
Bluff -1,
Climb +4,
Diplomacy -1,
Disguise -1,
Heal +1,
Intimidate +3,
Knowledge (Local) +1,
Perception +2,
Perception (Notice unusual stonework) +4,
Perform (Untrained) -1,
Sense Motive +1,
Stealth +1,
Survival +1,
CONDITIONAL SKILL MODIFIERS
Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors.
Backpack [ Bedroll; Waterskin (Filled); Grappling Hook; Rope (Hemp/50 ft.); Flint and Steel; Alchemist's Fire (Flask); Acid (Flask); Lamp;]
Crossbow (Heavy) ;
TOTAL WEIGHT CARRIED/VALUE
(Med) 90 lbs. / 1081.6gp
WEIGHT ALLOWANCE
Light 76
Medium 153
Heavy 230
Lift over head 230
Lift off ground 460
Push/Drag 1150
MONEY
583 gp
4 sp
0 cp
SPECIAL ABILITIES
Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.
Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.
Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin,Orc, Terran, and Undercommon. Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.
Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.
Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Experience:
Level - 2
Experience Points - 3
Prestige Points - 3
Adventures Completed:
First Steps, Part 1: In Service to Lore
Wounded Wisp - GM Credit
The Glass River Rescue