Full Name |
Elliot Feardwarf |
Race |
Dwarf |
Classes/Levels |
Fighter (Two-Weapon Warrior) 7/Rogue 1 HP 75/75; AC 23; TCH 14; FF 19; F +9; R +8; W +4; CMB+10; CMD 24; Speed 20FT; Init +3; Perception +8; |
Gender |
Male |
Age |
62 |
Alignment |
Chaotic Neutral |
Languages |
Common, Dwarven |
Strength |
16 |
Dexterity |
17 |
Constitution |
16 |
Intelligence |
12 |
Wisdom |
13 |
Charisma |
8 |
About Elliot Feardwarf
Elliot Feardwarf
Male dwarf fighter (two-weapon fighter) 7/rogue 1 (Pathfinder RPG Advanced Player's Guide 109)
CN Medium humanoid (dwarf)
Init +3; Senses darkvision 120 ft.; Perception +8 (+10 to notice unusual stonework)
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Defense
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AC 23, touch 14, flat-footed 19 (+7 armor, +3 Dex, +1 dodge, +2 natural)
hp 75 (8 HD; 1d8+7d10+24)
Fort +9, Ref +8, Will +4 (+2 vs. fear); +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive flurry, defensive training; Resist fire 2
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Offense
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Speed 20 ft.
Melee +1 adamantine dwarven waraxe +12/+7 (1d10+4/×3) or
. . +1 silver dwarven waraxe +12/+7 (1d10+3/×3)
Ranged light crossbow +10 (1d8/19-20) or
. . sling +10 (1d4+3)
Special Attacks hatred, sneak attack +1d6, twin blades
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Statistics
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Str 16, Dex 17, Con 16, Int 12, Wis 13, Cha 8
Base Atk +7; CMB +10; CMD 24 (28 vs. bull rush, 28 vs. trip)
Feats Blind-fight, Combat Reflexes, Deepsight[APG], Dodge, Ironhide[APG], Power Attack, Two-weapon Fighting, Weapon Focus (dwarven waraxe)
Traits dirty fighter, sacred touch
Skills Acrobatics +4 (+0 to jump), Appraise +5 (+7 to assess nonmagical metals or gemstones), Climb +8, Craft (blacksmith) +10, Disable Device +10, Handle Animal +3, Intimidate +4, Knowledge (dungeoneering) +6, Knowledge (engineering) +5, Knowledge (geography) +2, Knowledge (history) +2, Knowledge (local) +5, Knowledge (nature) +2, Knowledge (planes) +2, Knowledge (religion) +2, Linguistics +6, Perception +8 (+10 to notice unusual stonework), Ride +4, Sleight of Hand +4, Stealth +4, Survival +6 (+8 to avoid becoming lost), Swim +4, Use Magic Device +3; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Azlanti, Common, Dwarven, Gnome, Tien
SQ fire-forged steel, trapfinding +1
Combat Gear oil of bless weapon (2), oil of magic weapon (2), potion of cure moderate wounds (3), potion of cure serious wounds, potion of mage armor (2), wand of cure light wounds, alchemist's fire (7), holy water (4), liquid ice[APG] (2), oil, smokestick, tanglefoot bag (5); Other Gear +1 fire-forged steel agile breastplate[APG], heavy steel shield, +1 adamantine dwarven waraxe, +1 silver dwarven waraxe, crossbow bolts (20), light crossbow, sling, sling bullets (10), amulet of natural armor +1, bag of holding i, belt of incredible dexterity +2, cloak of resistance +1, pathfinder pouch, wayfinder[ISWG], crowbar, everburning torch, masterwork thieves' tools, masterwork tool, shovel, silk rope (50 ft.), waterskin, 13,256 gp, 3 sp
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Special Abilities
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Blind-Fight Re-roll misses because of concealment, other benefits.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (120 feet) You can see in the dark (black and white only).
Defensive Flurry +2 (Ex) +2 AC vs. melee when making a full-attack with both weapons.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Energy Resistance, Fire (2) You have the specified Energy Resistance against Fire attacks.
Fire-Forged Steel Dwarves stumbled across the secret of crafting fire-forged steel in an effort to make forge-friendly tools. It didn’t take them long to adapt its unique properties to arms and armor. Fire-forged steel channels heat in one direction to protect its w
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.
Ironhide Your skin is thicker and more resilient than that of most of your people.
Prerequisites: Con 13; dwarf, half-orc, or orc.
Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Twin Blades +1 (Ex) +1 to hit and damage when making a full attack with both weapons.
Updated:
+1 Fire Forged Steel Agile Breastplate (3500GP)
+1 Dwarven Waraxe Alchemical Silver (2390GP)
+1 Dwarven Waraxe Adamantine (5000GP)
Changed alignment from CG to CN, because of a stone.