Bard

.Duric.'s page

12 posts. Alias of Hayato Ken.


About .Duric.

He is the older brother of Thrais. In addition to being strong, fast, and tough, he was pretty studious as a child - though a bit bookish and naive (low Wis for a dwarf). He was fascinated with the legends of the Knights of the Diamond Wall, the order of warriors that had served as the Hammerfist Hold's strongest defenders. It was gently explained to him that Torag chose the champions and taught them the ways of the Defensive Stance through divine inspiration, but Duric didn't listen. He found records of at least one non-paladin who had joined the Diamond Wall, so he trained his body for years. Finally, after many battles and much exploration, he learned the ways of the Diamond Wall. (A fighter would have to be 8th level to take the PrC, or in E6 be Epic to gain the abilities through a Signature feat, but stonelord paladins get Defensive Stance at Level 4.) Duric was far tougher and more skilled than the other members, so when the old leader stepped down he handed the mantle to Duric.

The siblings are equally strong, although Duric is faster and has focused his skills more on ranged combat. He is perfectly capable in melee, though.

As a general rule, the Knights of the Diamond Wall are stoic and take their role as defender quite seriously. It is a sacred calling. They know they may be called to give their lives for their people, but have great faith in each other and in their comrades. They know that while any one of them may fall, the Wall WILL hold. This reliance on their allies is exemplified in the Diamond Wall's use of Teamwork feats.

Because of his Ricochet Toss feat, Duric can establish a Defensive Stance and stay in one place hurling his hammer and having it bounce back to him. If he has to move, his sister's Lay on Hands mercy can end the fatigue, but her use of that is limited.

Duric of the Diamond Wall:

Duric
Male dwarf fighter (drill sergeant) 6 (Pathfinder Player Companion: Melee Tactics Toolbox 11)
LG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework)
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Defense
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AC 29, touch 15, flat-footed 25 (+11 armor, +1 deflection, +3 Dex, +1 dodge, +3 shield)
hp 96 (6d10+36)
Fort +10, Ref +6, Will +4; +2 vs. poison, spells, and spell-like abilities, +1 trait bonus vs. spells, spell-like abilities, and poison
Defensive Abilities defensive training; DR 4/—
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Offense
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Speed 20 ft.
Melee +2 adamantine dwarven ram hammer +13/+8 (1d8+7/×3) or
. . dagger +10/+5 (1d4+4/19-20) or
. . mwk dwarven giant-sticker +11/+6 (2d6+6/×3) or
. . mwk dwarven waraxe +11/+6 (1d10+4/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork dwarven giant-sticker)
Special Attacks hatred, tactician 2/day (Shield Wall, 6 rds), weapon training (hammers +1)
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Statistics
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Str 18, Dex 16, Con 18, Int 13, Wis 12, Cha 10
Base Atk +6; CMB +10; CMD 25 (29 vs. bull rush, 29 vs. trip)
Feats - Custom Feat -, Advanced Armor Training, Dodge, Endurance, Point-Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Ricochet Toss, Shield Wall[APG], Toughness
Traits defensive strategist, glory of old
Skills Acrobatics +8 (+4 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +8, Handle Animal +4, Intimidate +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (history) +2, Knowledge (local) +2, Knowledge (religion) +2, Linguistics +2, Perception +7 (+9 to notice unusual stonework), Ride +7, Sense Motive +5, Stealth +4, Survival +5, Swim +8; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant, Goblin
SQ armor training 2
Combat Gear potion of enlarge person (2), holy water (4); Other Gear +2 comfort restful adamantine full plate, +2 adamantine buckler, +2 adamantine dwarven ram hammer, dagger, mwk dwarven giant-sticker, mwk dwarven waraxe, belt of mighty hurling, lesser[UE], cloak of resistance +1, ring of protection +1, sash of the war champion[APG], traveler's any-tool[UE]
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Special Abilities
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Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Armored Juggernaut 4 (Ex) Gain DR based on armor worn, stacks with adamantine armor.
Damage Reduction (4/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ricochet Toss Throwing weapon returns immediately after attack is resolved.
Shield Wall +2 to shield bonus if adj ally with same feat has a tower/heavy shield or +1 for smaller shields.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Tactician (Shield Wall, 6 rds, 2/day) (Ex) Grant the use of one of your teamwork bonus feats to all allies within 30 ft.
Weapon Training (Hammers) +1 (Ex) +1 Attack, Damage, CMB, CMD with Hammers
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Hammer Throw
Improved Hammer Throw
Master Hammer Throw
Steel Soul

Greater Armor Training

Armor Training Class Feature, 6th-level Fighter

Reduce skill check penalties while wearing armor.
Your maneuverability while wearing armor improves.
Benefit: Your armor check penalty decreases by 2 (instead of 1) to a minimum of 0, and your maximum Dexterity bonus allowed by armor is 2 (instead of 1). You may move at normal speed while wearing either medium or heavy armor.

Defensive Stance 8 rds/day +2 Dodge bonus to AC, +4 morale bonus to Str/Con, +2 morale bonus on Will saves
Tactician Duric’s teamwork feat is Shield Wall. He can share it 2/day as a standard action and all allies within 30’ can use that feat for 6 rounds.