Bard

Elwitta Bad-Axe's page

26 posts. Alias of wehrpig.


Full Name

Elwitta Bad-Axe

Race

Dwarf

Classes/Levels

Fighter 1; HP 17/17, AC 18, Fort +5, Ref +1, Will +0, War Axe +5 (1d10+4/x3), Perception +1

Gender

Female

Size

M

Age

54

Alignment

LN

Deity

Gorum

Location

Brevoy

Languages

Common, Dwarven

Occupation

Special Forces Officer

Homepage URL

Character Sheet

Strength 16
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 10
Charisma 11

About Elwitta Bad-Axe

Elwitta is a professional soldier. She serves in the Rostland military as a special forces operative. She specializes in counter-insurgency and intelligence operations. Elwitta spends most of his time in the Stolen Lands, tracking bandits and searching for signs of outsider, undead or other monstrous incursions. Elwitta has been trained in Rostland's elite military academy at Restov. After graduating the top of her class she was selected for further training within Rostland's elite Vanguard Unit. As part of her advanced training, Elwitta spent extensive time in the field training in irregular warfare. In additional to mastering all types of combat, Elwitta has been conditioned to spend extensive time operating in a small group behind enemy lines. She now works primarily outside of the Rostland's borders, gathering intelligence and disrupting threats to the Rostland Confederation. Regardless of her location, Elwitta fights tirelessly against the enemies of Rostland with mechanical precision and single minded dedication.

Elwitta has accepted the Swordlord's charter out of loyalty. She has spent her career to date combating banditry in the Stolen Lands, and she considers defense of the region's trade routes to be a natural extension of her mission. She is a bit unused to operating with mercenaries, but she does not question the Swordlord's motives. Elwitta suspects that she has been assigned to the group to quietly ensure that the group remains true to Rostland. Elwitta plans to fulfill her charter to the best of her abilities, or die trying.

Stat Block:

Elwitta Bad-Axe
Femail dwarf fighter 1

None Medium humanoid (dwarf)

Init +1; Senses darkvision 60 ft., Perception +1

DEFENSE

AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 17 (1d10+7)
Fort +5, Ref +1, Will +0, +2 vs. poison, spells, and spell-like abilities

OFFENSE
Speed 20 ft.
Melee axe (throwing) +4 (1d6+3)
Ranged axe (throwing/thrown) +2 (1d6+3)
Melee battleaxe +4 (1d8+1/x3)
Melee greataxe (two handed) +5 ((two handed) 1d12+4/x3)
Melee handaxe (alchemical silver) +4 (1d6+2/x3)
Melee handaxe (cold iron) +4 (1d6+3/x3)
Melee waraxe (dwarven) +4 (1d10+3/x3)
Melee shield, heavy wooden +0 (1d4+3)
Melee gauntlet +4 (1d3+3)
STATISTICS
Str 16, Dex 12, Con 16, Int 10, Wis 10, Cha 8
Base Atk +1; CMB +4; CMD 15 (19 vs. bull rush) (19 vs. trip)

Feats Toughness, Weapon Focus (Greataxe)

Skills Acrobatics -3, Acrobatics (Jump) -7, Appraise +0, Appraise (Precious metals and gemstones) +2, Bluff -1, Climb -1, Craft (Untrained) +0, Diplomacy -1, Disguise -1, Escape Artist -3, Fly -3, Heal +0, Intimidate -1, Perception +1, Perception (Notice unusual stonework) +3, Perform (Untrained) -1, Profession (Soldier) +4, Ride -3, Sense Motive +0, Stealth -3, Survival +0, Swim -1

Languages Common, Dwarven
SQ bonus feats, darkvision, defensive training, greed, hardy, hatred, stability, steady, stonecunning, weapon and armor proficiency, weapon familiarity,
Gear axe (throwing) (x2); battleaxe; scale mail; outfit (traveler's); greataxe; handaxe (alchemical silver); handaxe (cold iron); waraxe (dwarven); shield, heavy wooden; gauntlet;

SPECIAL ABILITIES

Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.

Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.

Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.

Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.

Weapon and Armor Proficiency A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Dwarven Weaponry Feat: +1 to hit with axes or hammers.

Background:

Elwitta was orphaned after her clan was slain by an Issian raid into the Icerime Peaks. She was later adopted by a kind Rostland captain whom rescued her from privation. Elwitta was raised by the Captain with the officer's other children. Elwitta would grow up in a martial, austere environment, learning the ways of the soldier. When she came of age, she would apply and would be accepted into Rostland's elite military academy. Today she is oblivious to the country's politics or her own racial heritage - she lives only to fulfill his duties to God and Empire.

Appearance:

Elwita has black hair, black eyes and pale skin. She is tall for a dwarf, with a large, muscled frame. Her forearms are heavily tattooed with the religious insignia of Gorum. Her hair is long and braided.

Personality:

Elwita is a quiet, reserved and taciturn.

Level Progression:

Level Progression:
1. Toughness, Weapon Focus (Great Axe)
2. Power Attack
3.
4. Weapon Specialization
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.