Harsk

Gilgrim Flintmaul's page

83 posts. Organized Play character for Blaydsong.


Full Name

Gilgrim Flintmaul

Race

| HP 77/77 | AC 27 T 14 FF 24 | CMB +13 (+20 BR, +15 OR, +15 sun., +15 trip), CMD 28 (34 vs. BR, 32 vs. trip) | F: +9, R: +6, W: +5(+2 v. fear); +2 v. poison & magic | Init: +3 | Perc: +8, SM: +1; Darkvision 60 ft.

Classes/Levels

| Speed 20ft | Defensive Stance: 5/5 rds | Active conditions: None.

Gender

Male CG Dwarf Fighter (Foehammer) 7 / Stalwart Defender 1

Size

Medium

Age

56

Alignment

Chaotic Good

Languages

Common, Dwarven

Strength 20
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 12
Charisma 9

About Gilgrim Flintmaul

Gilgrim Flintmaul
Male dwarf fighter (foehammer) 7/stalwart defender 1
CG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +8 (+10 to notice unusual stonework)
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Defense
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AC 27, touch 14, flat-footed 24 (+10 armor, +1 Dex, +2 dodge, +1 insight, +3 shield)
hp 77 (8 HD; 7d10+1d12+24)
Fort +9, Ref +6, Will +5 (+2 vs. fear); +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee +1 impact adamantine warhammer +16/+11 (2d6+9/×3) or
. . light hammer +14/+9 (1d4+6)
Special Attacks hammer to the ground, hatred, sledgehammer
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Statistics
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Str 20, Dex 14, Con 14, Int 10, Wis 12, Cha 9
Base Atk +8; CMB +13 (+20 bull rush, +15 overrun, +15 sunder, +15 trip); CMD 28 (34 vs. bull rush, 32 vs. trip)
Feats Dodge, Endurance, Greater Bull Rush, Improved Bull Rush, Power Attack, Toughness, Weapon Focus (warhammer), Weapon Specialization (warhammer)
Traits grounded, tactician
Skills Acrobatics +3 (-1 to jump, +5 on balance-related checks), Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +6, Knowledge (engineering) +7, Perception +8 (+10 to notice unusual stonework), Survival +7 (+9 to avoid becoming lost), Swim +6; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ defensive stance
Combat Gear potion of bull's strength, potion of cure light wounds (3), potion of cure moderate wounds (4), potion of cure serious wounds, wand of cure light wounds (17 charges), acid (5), alchemist's fire (3); Other Gear linnormhide armor (fire), +1 heavy steel shield, +1 impact adamantine warhammer, light hammer (4), belt of physical might +2 (Str, Con), cloak of resistance +1, dusty rose prism ioun stone, wayfinder[ISWG], backpack, bedroll, belt pouch, cold weather outfit, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 6,954 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Stance (5 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, +2 to AC when defending, but may not move.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Greater Bull Rush When bull rushing, foe's movement provokes AoO from your allies.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hammer to the Ground (Ex) Make a trip check vs. foe after successful bull rush.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Sledgehammer (Ex) +2 bonus on combat maneuver checks made to bull rush, overrun, sunder, or trip
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.