Initiate of Flame

Dwalindor the Pahmet's page

2,672 posts. Alias of GM Aarvid.


Full Name

Dwalindor the Pahmet

Race

Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23

Classes/Levels

Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3

raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Gender

Male

Size

Medium

Alignment

N

About Dwalindor the Pahmet

Dwalindor the Pahmet
Male dwarf barbarian (invulnerable rager) 14/ranger 2 (Pathfinder RPG Advanced Player's Guide 79)
N Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +23 (+25 to notice unusual stonework)
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Defense
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AC 25, touch 13, flat-footed 23 (+9 armor, +1 deflection, +2 Dex, +3 shield)
hp 214 (16 HD; 2d10+14d12+90)
Fort +22 (+2 circumstance bonus vs. hot weather), Ref +14, Will +13; +2 trait bonus vs. fear effects., +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training, freedom of movement (constant), indomitable will; DR 14/lethal, 7/—; Resist fire 3, negative energy 10, positive energy 10, extreme endurance
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Offense
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Speed 30 ft.
Melee +3 amanda fury +26/+16/+11/+6 (2d6+28/×3) or
. . cold iron dagger +18/+13/+8/+3 (1d4+17/19-20) or
. . cold iron dwarven waraxe +18/+13/+8/+3 (1d10+17/×3) or
. . dagger +18/+13/+8/+3 (1d4+17/19-20) or
. . mwk lucerne hammer +24/+14/+9/+4 (1d12+25) or
. . sap +18/+13/+8/+3 (1d6+17 nonlethal) or
. . silver light mace +18/+13/+8/+3 (1d6+17) or
. . spiked gauntlet +18/+13/+8/+3 (1d4+17) or
. . gore +18 (1d6+25)
Ranged +2 adaptive composite longbow +20/+15/+10/+5 (1d8+9/×3) or
. . sling +18 (1d4+7)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork lucerne hammer)
Special Attacks combat style (two-handed weapon[APG]), favored enemy (undead +2), greater rage (39 rounds/day), hatred, rage powers (auspicious mark[UC], beast totem[APG], greater beast totem[APG], lesser beast totem[APG], lesser celestial blood[ACG], clear mind, ghost rager[UC], knockdown[APG], scent)

[Dice=+3(+5) Adamantium Hammer, Rage, Furious, Vicious]1d20+26[/dice] for [Dice=dmg ]2d6+28[/dice]
[Dice=+3(+5) Adamantium Hammer, Rage, Furious, Vicious]1d20+16[/dice] for [Dice=dmg ]2d6+28[/dice]
[Dice=+3(+5) Adamantium Hammer, Rage, Furious, Vicious]1d20+11[/dice] for [Dice=dmg ]2d6+28[/dice]
[Dice=+3(+5) Adamantium Hammer, Rage, Furious, Vicious]1d20+6[/dice] for [Dice=dmg ]2d6+28[/dice]
[Dice=Mammoth Helm Gore, Rage]1d20+18[/dice] for [Dice=dmg ]1d6+25[/dice]

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Statistics
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Str 24, Dex 14, Con 20, Int 12, Wis 12, Cha 6
Base Atk +16; CMB +18; CMD 36 (40 vs. bull rush, 40 vs. trip)
Feats Cleave, Extra Rage Power[APG], Extra Rage Power[APG], Furious Focus[APG], Iron Will, Power Attack, Quick Draw, Raging Vitality[APG], Steel Soul[APG]
Traits indomitable faith, wati native
Skills Acrobatics +13, Appraise +5 (+7 to assess nonmagical metals or gemstones), Climb +15, Fly +1, Handle Animal +2 (+7 regarding elephant-like creatures), Heal +11, Intimidate +3, Knowledge (dungeoneering) +9, Knowledge (geography) +10, Knowledge (history) +5, Knowledge (local) +12, Knowledge (nature) +9, Perception +23 (+25 to notice unusual stonework), Profession (brewer) +5, Profession (miner) +9, Ride +4 (+9 regarding elephant-like creatures), Spellcraft +5, Stealth +4, Survival +16, Swim +11; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Goblin
SQ fast movement, track +1, wild empathy +0
Combat Gear oil of bless weapon, potion of cure light wounds (2), potion of fly, snapleaf[UE], wand of cure light wounds, acid, air crystal, alchemist's fire (2), antitoxin, weapon blanch (silver)[APG] (2); Other Gear +3 mt pattern armor[UC], +2 buckler, +2 adaptive composite longbow (+3 Str), +3 amanda fury[UE], cold iron dagger, cold iron dwarven waraxe, dagger (3), mwk lucerne hammer[APG], sap, silver light mace, sling, spiked gauntlet, belt of physical might +4 (Str, Con), cloak of resistance +5, eyes of the eagle, figurine (obsidian raven), handy haversack, helm of comprehend languages and read magic, helm of the mammoth lord[UE], instant fortress, necklace of adaptation, ring of freedom of movement, ring of protection +1, winged boots, barbarian's kit[UE], chalk, crowbar, flint and steel, grappling hook, hemp rope (50 ft.), hot weather outfit[APG], iron spike[APG] (3), sunrod, wrist sheath[UE], 1 gp, 8 sp, 4 cp

wand CLW : 15 charges remaining

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Special Abilities
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Auspicious Mark (1/rage) (Su) Use 2 rage as a swift action, gain +1d6 to a d20 roll.
Beast Totem +4 (Su) +4 to Natural Armor while raging.
Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Celestial Blood, Lesser (Su) When raging, your melee atks. are good-aligned and do +1d6 dmg vs. evil outsiders.
Clear Mind (1/rage) (Ex) Reroll a failed Will save while raging.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Damage Reduction (14/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (7/-) 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.
Energy Resistance, Fire (3) You have the specified Energy Resistance against Fire attacks.
Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs. undead foes.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Ghost Rager +5 (Su) Full damage to incorporeal creatures, morale bonus to touch AC when raging (max normal AC)
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.
Indomitable Will (Ex) +4 bonus to Will saves vs. enchantment spells.
Knockdown (1/rage) (Ex) 1/rage, make a Trip maneuver without AoO
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rage (39 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Scent (Ex) While raging, you gain the scent ability.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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From south-west Osirion are the Pahmet or sand dwarves, proud xenophobic warriors who believe that they once held safe the greatest secrets of the ancient pharaohs.

The Pahmet, also known as sand dwarves, are a dwarven culture native to Osirion. They are distinguished from other dwarves by their dark bronze skin.

The sand dwarves claim parts of Osirion's southwestern mountains as their sovereign territory and are hostile toward outsiders, allegedly on the orders of an ancient dwarven pharaoh. They were once connected to the pharaohs of ancient Osirion: according to their legends, they were messengers from the gods, but more likely they were servants or slaves. Rumor holds that the Pahmet guard the royal tomb of an entire Osirian dynasty.[1]