Harsk

Dyrm's page

827 posts. Alias of Ridge.


Full Name

Dyrm Stonefist

Race

Dwarf (strong blooded)

Classes/Levels

Fighter 5; AC: 22, HP: 75/75; Saves F+11, Ref +9, Will +9 (2 Hero points)

Gender

Male

Deity

Folgritt and Bolka favored

Location

Highhelm

Languages

Taldan (Common), Dwarven, Orcish, Undercommon

Occupation

Fighting for LOVE! and lore

Strength 19
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 12
Charisma 10

About Dyrm

Class/Level: Fighter 5 Ancestry/Heritage: Dwarf (Strong blooded) Alignment & Deity: Lawful Good (Folgritt and Bolka esp) **
Background: Clan Associate

Perception: +10; (Greater) Darkvision Languages: Common, Dwarven, Orcish, Undercommon **
Skills: Acrobatics +8, Athletics +13**, Intimidation +8, Lore: Highhelm +7, Medicine +10*, Nature +5, Religion +5, Society +8, Stealth +1 (+5 without armor), Survival +7, Thievery +5 **
(Boosted Medicine at level 5)
Attributes:
Str 19(+4), Dex 12 (+1), Con 16 (+3), Int 10 (+0), Wis 12 (+1), Cha 10
(Includes +1 to Str at 5th level)

Items Chainmail, Great Axe (Now with Weapon Potency Rune*), backpack, bedroll, light crossbow, 10 bolts, Chalk (10), Flint & Steel, Rope, Rations (2), Torches (5), Waterskin, & Writing set

Speed 20 feet Melee Greataxe +12 (+2 Mastery) (Sweep), Damage 1d12+4 (S) Range: Crossbow +9 (Projectile), Damage 1d8(P) **

Defenses
AC 22, Fort +12, Ref +10, Will +10 HP 75;**

Ancestry Feats & Abilities:
Strong-Blooded Dwarf -Your blood runs hearty and strong, and you can shake off toxins. You gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison.

Unburdened Iron-You’ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor. Ignore the reduction to your Speed from any armor you wear.
In addition, any time you’re taking a penalty to your Speed from some other reason (such as from the encumbered condition or from a spell), deduct 5 feet from the penalty. For example, the encumbered condition normally gives a –10-foot penalty to Speed, but it gives you only a –5-foot penalty. If your Speed is taking multiple penalties, pick only one penalty to reduce.

BONUS: Avenge in Glory-Frequency once per day

Trigger An ally within 30 feet gains the dying condition.
You honor your ally’s life, gaining temporary Hit Points equal to your level for 1 minute. As long as you have these temporary Hit Points, you gain a +1 circumstance bonus to attack and damage rolls.
(3rd Level Ancestry Paragon Bonus) - Dwarven Doughtiness
You are either naturally calm and collected in the face of imminent danger, or you are very good at faking it. At the end of your turn, reduce your frightened condition by 2 instead of 1.
(Special Note, don't forget Fighter Bravery bonus on top of this)
(5th Level Ancestry Feat)- Defy the Darkness
Using ancient dwarven methods developed to fight enemies wielding magical darkness, you've honed your darkvision and sworn not to use such magic yourself. You gain greater darkvision, enabling you to see through magical darkness even if it normally hampers darkvision (such as the darkness created by a 4th-level darkness spell). You can't cast spells with the darkness trait, use item activations with the darkness trait, or use any other ability with the darkness trait.

Class Feats & Abilities: Attack of Opportunity -Trigger! A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

Power Attack -You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice.
Brutish Shove*-Throwing your weight behind your attack, you hit your opponent hard enough to make it stumble back. Make a Strike with a two-handed melee weapon. If you hit a target that is your size or smaller, that creature is flat-footed until the end of your current turn, and you can automatically Shove it, with the same benefits as the Shove action (including the critical success effect, if your Strike was a critical hit). If you move to follow the target, your movement doesn't trigger reactions.
This Strike has the following failure effect.
Failure The target becomes flat-footed until the end of your current turn.

Knockdown/Slam Down Feat- You make an attack to knock a foe off balance, then follow up immediately with a sweep to topple them. Make a melee Strike. If it hits and deals damage, you can attempt an Athletics check to Trip the creature you hit. If you’re wielding a two-handed melee weapon, you can ignore Trip’s requirement that you have a hand free. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.
(5th Level Boost) Fighter Weapon Mastery (Level 5)
Hours spent training with your preferred weapons, learning and developing new combat techniques, have made you particularly effective with your weapons of choice. Choose one weapon group. Your proficiency rank increases to master with the simple weapons, martial weapons, and unarmed attacks in that group, and to expert with the advanced weapons in that group. You gain access to the critical specialization effects of all weapons and unarmed attacks for which you have master proficiency.
Weapon Group Chosen- Axes. Critical Specialization Effect- Choose One Creature adjacent to initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that target equal to the result of the weapon damage die you rolled (including extra dmg for a potency rune if any). This amount isn’t doubled, and no bonuses or OTHER additional dice apply to this damage.

Free Feat: Shield Block
General
Trigger While you have your shield raised, you would take damage from a physical attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
3rd Level Advancement: Bravery
Will Save proficiency now Expert. When you roll a success against a fear effect it becomes a CRITICAL Success. Anytime you gained frightened condition, reduce its value by 1.
(3rd Level General Feat) Untrained Improvisation
You’ve learned how to handle situations when you’re out of your depth. Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead. This doesn’t allow you to use the skill’s trained actions.
Skill Feats:
Free Feat: Multilingual

Prerequisites trained in Society
You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.

Special You can select this feat multiple times. Each time, you learn additional languages.
Battle Medicine*
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.
(4th level skill feat) Intimidating Glare-
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

4th level version:

Class/Level: Fighter 4 Ancestry/Heritage: Dwarf (Strong blooded) Alignment & Deity: Lawful Good (Folgritt and Bolka esp) **
Background: Clan Associate

Perception: +9; Darkvision Languages: Common, Dwarven, Orcish, Undercommon **
Skills: Acrobatics +7, Athletics +12**, Intimidation +7, Lore: Highhelm +6, Medicine +7, Nature +4, Religion +4, Society +7, Stealth -0 (+4 without armor), Survival +6, Thievery +4 **

Attributes:
Str 18(+4), Dex 12 (+1), Con 16 (+3), Int 10 (+0), Wis 12 (+1), Cha 10

Items Chainmail, Great Axe (Now with Weapon Potency Rune*), backpack, bedroll, light crossbow, 10 bolts, Chalk (10), Flint & Steel, Rope, Rations (2), Torches (5), Waterskin, & Writing set

Speed 20 feet Melee Greataxe +11 (Sweep), Damage 1d12+4 (S) Range: Crossbow +8 (Projectile), Damage 1d8(P) **

Defenses
AC 21, Fort +11, Ref +9, Will +9 HP 62;**

Ancestry Feats & Abilities:
Strong-Blooded Dwarf -Your blood runs hearty and strong, and you can shake off toxins. You gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison.

Unburdened Iron-You’ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor. Ignore the reduction to your Speed from any armor you wear.
In addition, any time you’re taking a penalty to your Speed from some other reason (such as from the encumbered condition or from a spell), deduct 5 feet from the penalty. For example, the encumbered condition normally gives a –10-foot penalty to Speed, but it gives you only a –5-foot penalty. If your Speed is taking multiple penalties, pick only one penalty to reduce.

BONUS: Avenge in Glory-Frequency once per day

Trigger An ally within 30 feet gains the dying condition.
You honor your ally’s life, gaining temporary Hit Points equal to your level for 1 minute. As long as you have these temporary Hit Points, you gain a +1 circumstance bonus to attack and damage rolls.
(3rd Level Ancestry Paragon Bonus) - Dwarven Doughtiness
You are either naturally calm and collected in the face of imminent danger, or you are very good at faking it. At the end of your turn, reduce your frightened condition by 2 instead of 1.
(Special Note, don't forget Fighter Bravery bonus on top of this)
Class Feats & Abilities: Attack of Opportunity -Trigger! A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

Power Attack -You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice.
Brutish Shove*-Throwing your weight behind your attack, you hit your opponent hard enough to make it stumble back. Make a Strike with a two-handed melee weapon. If you hit a target that is your size or smaller, that creature is flat-footed until the end of your current turn, and you can automatically Shove it, with the same benefits as the Shove action (including the critical success effect, if your Strike was a critical hit). If you move to follow the target, your movement doesn't trigger reactions.
This Strike has the following failure effect.
Failure The target becomes flat-footed until the end of your current turn.

Knockdown/Slam Down Feat- You make an attack to knock a foe off balance, then follow up immediately with a sweep to topple them. Make a melee Strike. If it hits and deals damage, you can attempt an Athletics check to Trip the creature you hit. If you’re wielding a two-handed melee weapon, you can ignore Trip’s requirement that you have a hand free. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.
Free Feat: Shield Block
General
Trigger While you have your shield raised, you would take damage from a physical attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
3rd Level Advancement: Bravery
Will Save proficiency now Expert. When you roll a success against a fear effect it becomes a CRITICAL Success. Anytime you gained frightened condition, reduce its value by 1.
(3rd Level General Feat) Untrained Improvisation
You’ve learned how to handle situations when you’re out of your depth. Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead. This doesn’t allow you to use the skill’s trained actions.
Skill Feats:
Free Feat: Multilingual

Prerequisites trained in Society
You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.

Special You can select this feat multiple times. Each time, you learn additional languages.
Battle Medicine*
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.
(4th level skill feat) Intimidating Glare-
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.


---
3rd Level:

Class/Level: Fighter 3 Ancestry/Heritage: Dwarf (Strong blooded) Alignment & Deity: Lawful Good (Folgritt and Bolka esp) **
Background: Clan Associate

Perception: +8; Darkvision Languages: Common, Dwarven, Orcish, Undercommon **
Skills: Acrobatics +6, Athletics +11**, Intimidation +6, Lore: Highhelm +5, Medicine +6, Nature +3, Religion +3, Society +5, Stealth -1 (+3 without armor), Survival +6, Thievery +3 **
(Third level Skill increase to Athletics AND Untrained Improvisation feat)
Attributes:
Str 18(+4), Dex 12 (+1), Con 16 (+3), Int 10 (+0), Wis 12 (+1), Cha 10

Items Chainmail, Great Axe (Now with Weapon Potency Rune*), backpack, bedroll, light crossbow, 10 bolts, Chalk (10), Flint & Steel, Rope, Rations (2), Torches (5), Waterskin, & Writing set

Speed 20 feet Melee Greataxe +11 (Sweep), Damage 1d12+4 (S) Range: Crossbow +8 (Projectile), Damage 1d8(P) **

Defenses
AC 20, Fort +10, Ref +8, Will +8 HP 49;**

Ancestry Feats & Abilities:
Strong-Blooded Dwarf -Your blood runs hearty and strong, and you can shake off toxins. You gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison.

Unburdened Iron-You’ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor. Ignore the reduction to your Speed from any armor you wear.
In addition, any time you’re taking a penalty to your Speed from some other reason (such as from the encumbered condition or from a spell), deduct 5 feet from the penalty. For example, the encumbered condition normally gives a –10-foot penalty to Speed, but it gives you only a –5-foot penalty. If your Speed is taking multiple penalties, pick only one penalty to reduce.

BONUS: Avenge in Glory-Frequency once per day

Trigger An ally within 30 feet gains the dying condition.
You honor your ally’s life, gaining temporary Hit Points equal to your level for 1 minute. As long as you have these temporary Hit Points, you gain a +1 circumstance bonus to attack and damage rolls.
(3rd Level Ancestry Paragon Bonus) - Dwarven Doughtiness
You are either naturally calm and collected in the face of imminent danger, or you are very good at faking it. At the end of your turn, reduce your frightened condition by 2 instead of 1.
(Special Note, don't forget Fighter Bravery bonus on top of this)
Class Feats & Abilities: Attack of Opportunity -Trigger! A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

Power Attack -You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice.
Brutish Shove*-Throwing your weight behind your attack, you hit your opponent hard enough to make it stumble back. Make a Strike with a two-handed melee weapon. If you hit a target that is your size or smaller, that creature is flat-footed until the end of your current turn, and you can automatically Shove it, with the same benefits as the Shove action (including the critical success effect, if your Strike was a critical hit). If you move to follow the target, your movement doesn't trigger reactions.
This Strike has the following failure effect.
Failure The target becomes flat-footed until the end of your current turn.

Free Feat: Shield Block
General
Trigger While you have your shield raised, you would take damage from a physical attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
3rd Level Advancement: Bravery
Will Save proficiency now Expert. When you roll a success against a fear effect it becomes a CRITICAL Success. Anytime you gained frightened condition, reduce its value by 1.
(3rd Level General Feat) Untrained Improvisation
You’ve learned how to handle situations when you’re out of your depth. Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead. This doesn’t allow you to use the skill’s trained actions.
Skill Feats:
Free Feat: Multilingual

Prerequisites trained in Society
You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.

Special You can select this feat multiple times. Each time, you learn additional languages.
Battle Medicine*
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

Drym Level 2:
About Dyrm

Class/Level: Fighter 2 Ancestry/Heritage: Dwarf (Strong blooded) Alignment & Deity: Lawful Good (Folgritt and Bolka esp)
Background: Clan Associate

Perception: +7; Darkvision Languages: Common, Dwarven, Orcish, Undercommon
Skills: Acrobatics +5, Athletics +8, Intimidation +5, Lore: Highhelm +4, Medicine +5, Nature +2, Religion +2, Society +4, Stealth -0 (+2 without armor), Survival +5, Thievery +2

Attributes:
Str 18(+4), Dex 12 (+1), Con 16 (+3), Int 10 (+0), Wis 12 (+1), Cha 10

Items Chainmail, Great Axe, backpack, bedroll, light crossbow, 10 bolts, Chalk (10), Flint & Steel, Rope, Rations (2), Torches (5), Waterskin, & Writing set

Speed 20 feet Melee Greataxe +10 (Sweep), Damage 1d12+4 (S) Range: Crossbow +7 (Projectile), Damage 1d8(P)

Defenses
AC 19, Fort +9, Ref +7, Will +5 HP 36;

Ancestry Feats & Abilities:
Strong-Blooded Dwarf -Your blood runs hearty and strong, and you can shake off toxins. You gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison.

Unburdened Iron-You’ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor. Ignore the reduction to your Speed from any armor you wear.

In addition, any time you’re taking a penalty to your Speed from some other reason (such as from the encumbered condition or from a spell), deduct 5 feet from the penalty. For example, the encumbered condition normally gives a –10-foot penalty to Speed, but it gives you only a –5-foot penalty. If your Speed is taking multiple penalties, pick only one penalty to reduce.

BONUS: Avenge in Glory-Frequency once per day

Trigger An ally within 30 feet gains the dying condition.
You honor your ally’s life, gaining temporary Hit Points equal to your level for 1 minute. As long as you have these temporary Hit Points, you gain a +1 circumstance bonus to attack and damage rolls.

Class Feats & Abilities: Attack of Opportunity -Trigger! A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

Power Attack -You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice.
Brutish Shove*-Throwing your weight behind your attack, you hit your opponent hard enough to make it stumble back. Make a Strike with a two-handed melee weapon. If you hit a target that is your size or smaller, that creature is flat-footed until the end of your current turn, and you can automatically Shove it, with the same benefits as the Shove action (including the critical success effect, if your Strike was a critical hit). If you move to follow the target, your movement doesn't trigger reactions.
This Strike has the following failure effect.
Failure The target becomes flat-footed until the end of your current turn.

Free Feat: Shield Block
General
Trigger While you have your shield raised, you would take damage from a physical attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Skill Feats:
Free Feat: Multilingual

Prerequisites trained in Society
You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.

Special You can select this feat multiple times. Each time, you learn additional languages.
Battle Medicine*
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

Original 1st level stats:
Class/Level: Fighter 1 Ancestry/Heritage: Dwarf (Strong blooded) Alignment & Deity: Lawful Good (Folgritt and Bolka esp)
Background: Clan Associate

Perception: +6; Darkvision Languages: Common, Dwarven, Orcish, Undercommon
Skills: Acrobatics +4, Athletics +7, Intimidation +4, Lore: Highhelm +3, Medicine +4, Nature +1, Religion +1, Society +3, Stealth -1 (+1 without armor), Survival +4, Thievery +1

Attributes:
Str 18(+4), Dex 12 (+1), Con 16 (+3), Int 10 (+0), Wis 12 (+1), Cha 10

Items Chainmail, Great Axe, backpack, bedroll, light crossbow, 10 bolts, Chalk (10), Flint & Steel, Rope, Rations (2), Torches (5), Waterskin, & Writing set

Speed 20 feet Melee Greataxe +9 (Sweep), Damage 1d12+4 (S) Range: Crossbow +6 (Projectile), Damage 1d8(P)

Defenses
AC 18, Fort +8, Ref +6, Will +4 HP 23;

Ancestry Feats & Abilities:
Strong-Blooded Dwarf -Your blood runs hearty and strong, and you can shake off toxins. You gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison.

Unburdened Iron-You’ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor. Ignore the reduction to your Speed from any armor you wear.

In addition, any time you’re taking a penalty to your Speed from some other reason (such as from the encumbered condition or from a spell), deduct 5 feet from the penalty. For example, the encumbered condition normally gives a –10-foot penalty to Speed, but it gives you only a –5-foot penalty. If your Speed is taking multiple penalties, pick only one penalty to reduce.

BONUS: Avenge in Glory-Frequency once per day

Trigger An ally within 30 feet gains the dying condition.
You honor your ally’s life, gaining temporary Hit Points equal to your level for 1 minute. As long as you have these temporary Hit Points, you gain a +1 circumstance bonus to attack and damage rolls.

Class Feats & Abilities: Attack of Opportunity -Trigger! A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

Power Attack -You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice.

Free Feat: Shield Block
General
Trigger While you have your shield raised, you would take damage from a physical attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Skill Feats:
Free Feat: Multilingual

Prerequisites trained in Society
You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.

Special You can select this feat multiple times. Each time, you learn additional languages.

Backstory:
My dearest Ularrka,
You remain, as ever to me, the gem beyond price but of inestimable worth. No crown ever graced a king's brow with as much wonder and pride as I felt when you first put your hand in mine. How I won your affections is a mystery. Surely Bolka favors fools such as I that it came to pass. Yours is a proud and honorable clan. Clan Tolorr are the keepers and seekers of our People's history. So I was not surprised when you told me you hoped to gain your grandfather's blessing over our union to be. You jested, lightly, that I might be expected to slay a dragon or two in order to impress.

I told you then, and I tell you now, I pity the wyrm that comes between our joining. It would seem your grandfather has, indeed, found a test for this scion of Clan Stonefist who would be yours heart, body, and soul. I do not complain, for it is also rumored to be a great honor! I am not blind to the good word you have put in the ears of your clan mates. They look upon me more warmly than I expected, and I shall not fail them in this endeavor. Though I am a simple warrior; I shall most assuredly not fail you. You are the foundation of my mountain, the strength of the core of it.

With your love, I know I can lift the sky itself upon my shoulders, and carry every rainbow and shimmering bit of reflected sun and moonlight to you in tribute! I hope you will settle for success in whatever your clan has planned for me.

When I am returned, should you still want me, I hope to have glory enough to be worthy of you, and your grandfather's blessing. I am no writer, but as you seem to find pleasure in the power you have over my heart and hopes; It is my intent to journal my quest for our union. I shudder to think what a fool I will be seen as should others see it, so it is for our eyes only. Consider it a first clumsy betrothal gift.

Your most ardent betrothed, Dyrm Stonefist.