Dwarf Fighter

Eldak Norrinson's page

39 posts. Alias of Zanroth.


Full Name

Eldak Norrinson

Race

Dwarf

Classes/Levels

Barbarian (Titan Mauler) 3

Gender

male

Size

medium

Age

43

Special Abilities

Big Game Hunter, Rage, Jotun Grip, Massive Weapons

Alignment

??

Deity

Dwarven pantheon

Location

Varisia

Languages

Dwarven, Shoanti, Varisian,

Occupation

Black smith

Strength 20
Dexterity 9
Constitution 22
Intelligence 10
Wisdom 14
Charisma 7

About Eldak Norrinson

Eldak Norrinson (Titan Maler Barbarian)

Male Dwarf Barbarian 4
?? Medium Humanoid (Dwarf)
Init +1 Senses Perception +9

DEFENSE

AC 17, Touch 8, Flat-Footed 15 (+7 armor, +1 deflection, -1 Dex, -2 rage, +2 shield)
hp 62 (4d12+28)
Fort 11, Ref 1, Will 6; +2 vs. poison, spells, and spell-like abilities; +2 vs. fear effects; +2 vs. emotion spells and effects
Defensive Abilities Defensive Training (+4 Dodge bonus to AC vs. giants), Big Game Hunter

OFFENSE

Speed 20 ft.
Melee+1 bastard sword +9 (1d10+6/19-20) or mwk ranseur +9 (2d4+5/x3) or dwarven waraxe +9 (1d10+5/x3) or spiked gauntlet +9 (1d4+5/x2)
Ranged light hammer +3 (1d4+5/x2) or short spear +3 (1d6+5/x2)
Space 5 ft.; Reach 5 ft. (10 ft. ranseur)
Special Attacks +1 on attack rolls against humanoids with the giant subtype, Big Game Hunter, Rage (14 rounds/day), rage powers (knockback, strength surge)

TACTICS

Base Statistics
When not raging Eldak's statistics are AC 19; hp 54; Fort 9; Will 4; Melee +1 bastard sword +7 (1d10+4/19-20) mwk ranseur +7 (2d4+3/x3) or dwarven waraxe +7 (1d10+3/x3) or spiked gauntlet +7 (1d4+3/x2); Ranged light hammer +3 (1d4+3/x2) or short spear +3 (1d6+3/x2); Str 16; Con 18; CMB 6, CMD 16; Skills Climb +7.

STATISTICS

Str 20, Dex 9, Con 22, Int 10, Wis 14, Cha 7
Base Atk +3; CMB +8; CMD 16
Feats Endurance, War Smith
Skills Climb +9, Craft-Armor +10, Craft-Weapons +10, Perception +9, Profession-Blacksmith +4, Sense Motive +4, Survival +8
Languages Dwarven, Shoanti, Varisian
Combat Gear blood block(2), net, troll oil; Other Gear +1 breastplate, heavy steel shield,+1 bastard sword, mwk ranseur, dwarven waraxe, short spear, light hammer, dagger, spiked gauntlets(2), ring of protection +1, Backpack, Throus' journal on giant slaying, "trinkets", Clans holy text, clan Signet ring (fathers), fur cloak, mess kit, cooking kit, water skin, drinking horn, travelers outfit, everburning torch, shield sconce, whetstone, artisans outfit, artisans tools (weapons), portable ram (reinforced prow of a Linnorm long ship), iron holy symbol of Torag

DWARF RACIAL ABILITIES (mountain dwarf)

Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Defensive Training:Dwarve's gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Mountaineer: Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces. This racial trait replaces stability.
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
Surface Survivalist: Some dwarves have dwelt so long above ground they have lost their ability to see at night. However, their adaptation to extreme environments allows them to treat wind conditions (when determining whether or not they are checked or blown away) and either hot or cold climates (cold) as one step less severe. This racial trait replaces darkvision.
Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.

CLASS SPECIAL ABILITIES

Big Game Hunter (Ex):A titan mauler gains a +1 bonus on attack rolls and a +1 dodge bonus to AC in melee with creatures larger than themselves. This ability replaces fast movement.
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Rage Powers (Ex):As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.
- knockback (Ex) Benefit: Once per round, the barbarian can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.
- strength surge (Ex) Benefit: The barbarian adds her barbarian level on one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This power is used as an immediate action.

Special: This power can only be used once per rage.
Jotungrip (Ex): At 2nd level, a titan mauler may at the beginning of their turn, as a free action choose to increase their effective size category by one step to determine the ease with which they wield a melee or thrown weapon that would normally be at least a two-handed weapon for a creature of their size, by accepting a -2 size penalty on attack rolls. This ability replaces uncanny dodge.
Massive Weapons (Ex): At 3rd level, a titan mauler becomes skilled in the use of massive weapons looted from her titanic foes. The attack roll penalty for using weapons too large for her size is reduced by 1, and this reduction increases by 1 for every three levels beyond 3rd (to a minimum of 0). This ability replaces trap sense.