Dwarf Fighter

Girther StoneStriker's page

99 posts. Alias of ManPig.


Full Name

Girster StoneStriker

Race

Dwarf

Classes/Levels

Fighter 2

Gender

Male

Size

Medium

Age

Middle

Special Abilities

Racial

Alignment

LG

Deity

Torgan

Location

Falcon's Hallow

Languages

Common, Dwarf

Occupation

Miner

Strength 16
Dexterity 10
Constitution 19
Intelligence 10
Wisdom 11
Charisma 8

About Girther StoneStriker

About Girther StoneStriker

Girther is 4’ 4” tall and weighs 158 pounds, which makes him a quite a bit taller and somewhat heavier than the average male dwarf. He wears well cared for scalemail armor and carries a sturdy large wooden shield. Any observer can see he is armed with a dwarven waraxe, dwarven urgrosh, earthbreaker and javelin. His backpack and adventuring gear hang easily from his broad, strong body. He looks every bit the seasoned dwarf warrior of legend. His dark brown hair and beard have premature streaks of gray in them. His eyes are black as coal. Those, along with his crooked teeth and his permanent glower, make his otherwise ruggedly plain demeanor take on a more ominous aspect.

Male dwarf fighter 2
LG Medium humanoid
Init +0; Spot +1, Listen +0, Darkvision 60’
Language Common, Dwarf
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AC 16, touch 10, flat-footed 16 (+4 dodge bonus vs. giant types for AC 20/14/20)
hp 30
Fort +8 Ref +0 Will +0 (+2 vs. poison, +2 vs. spells and spell like effects)
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Spd 20 feet
Melee waraxe, dwarven +6 (1d10+3/x3) or earthbreaker +5 (2d6+4/x3) or dagger +5 (1d4+3/19-20) or urgrosh, dwarven +5 (1d8+3/1d6+3/x3)
Ranged dagger +2, (1d4+3/19-20) or javelin +2 (1d6+3/x2) or sling bullet +2 (1d4+3/x2)
Space 5 ft. Reach 5 ft.
Base Atk +2; Grp +5
Atk Option: Power Attack (Feat: -1 attack, +1 damage or +2 damage for two handed), +2 damage to large creatures (Feat; Big Game Hunter), +1 attack vs. orcs and goblins (Dwarf Racial Ability), Set vs. Charge (Urgrosh, Dwaven)
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Abilities: Str 16, Dex 10, Con 19, Int 10, Wis 11, Cha 8

Feats: Big Game Hunter (Bonus Regional), Power Attack (Character Level 1), Weapon Focus: Waraxe, Dwarven (Bonus Fighter Level 1), Stonecunning (Dwarf), Stability (Dwarf), Cleave (Bonus Fighter Level 2)

Skills: (8 pts) Craft (Stonemasonry) +4, Profession (Miner) +2, Spot +1


    SKILLS:.....................Skill Modifier (Ability Modifier/ Ranks/ Miscellaneous/Note Modifier/Notes)
    Appraise:.........................0=======(0/0/2/stone or metal items)
    Balance:.........................-6=======(0/0/-6/scale mail, heavy wooden shield)
    Bluff:...............................-1=======(-1/0/0/none)
    Climb:.............................-5=======(3/0/-6/scale mail, heavy wooden shield)
    Concentration:................5=======(5/0/0/none)
    Craft (Stonemasonry):....4=======(0/4/2/when using stone or metal)
    Decipher Script:...............x=======(1/0/0/no training)
    Diplomacy:.......................-1=======(-1/0/0/none)
    Disguise:.........................-1=======(-1/0/0/none)
    Escape Artist:.................-6=======(0/0-6/scale mail, heavy wooden shield)
    Forgery:...........................0=======(0/0/0/none)
    Gather Information:.........-1=======(-1/0/0/none)
    Heal:................................0=======(0/0/0/none)
    Hide:...............................-6=======(0/0/-6/scale mail, heavy wooden shield)
    Intimidate:.......................-1=======(-1/0/0/none)
    Jump:..............................-9=======(3/0/-12/scale mail, heavy wooden shield, speed 20')
    Knowledge (Arcana):.......x=======(0/0/0/untrained)
    Knowledge (History):.......x=======(0/0/0/ untrained)
    Knowledge (Religion):......x=======(0/0/0/ untrained)
    Knowledge (the Planes)...x=======(0/0/0/ untrained)
    Listen:..............................0=======(0/0/0/none)
    Move Silently:..................-6=======(0/0/-6/scale mail, heavy wooden shield)
    Profession (Miner):……….…2=======(0/2/0/none)
    Ride:.................................0=======(0/0/0/none)
    Search:.............................0=======(0/0/2/dwarf stonecunning for unusual stonework)
    Sense Motive:...................0 =======(0/0/0/none)
    Spellcraft:..........................x=======(0/0/0/untrained)
    Spot..................................1=======(0/1/0/none)
    Survival:............................0=======(0//0/0/none)
    Swim:...............................-7=======(3/0/-10/scale mail, heavy wooden shield)

Possessions:

    Scalemail (50 gp, 30 lbs) Shield, Heavy Wooden (7 gp, 10 lbs.) Waraxe, Dwarven (30 gp, 8 lbs.) Earthbreaker (40 gp, 14 lbs.) Urgrosh, Dwarven (50 gp, 12 lbs.) Dagger (2 gp, 1 lb.) Javelin (3) (1 gp, 2 lbs. each) Sling Bullet (10) (1 sp, 5 lbs.) Sling (nil, nil) Peasant Outfit (1 sp, 2 lbs.) Backpack (2 gp, 2 lbs) Bedroll (1 sp, 5 lbs.) Caltrop (2) (1 gp, 2 lbs. each) Crowbar (2 gp, 5 lbs) Waterskin (1 gp, 4 lbs.) Alchemist Fire (20 gp, 1 lb.) Oil, 1 pint flack (5) (1 sp, 1 lb. each) Holy Water (25 gp, 1 lb.) Pouch, belt (2) (1 gp, .5 lbs each) Rations, trail (5 days) (5 sp, 1 lb. each)

Encumbrance: 121 lbs.

Carrying Capacity: Light <76, Medium 77-153, Heavy 154-230, Lift Over Head 230, Lift off ground 460, Push 1,150. Run = x4.

Wealth: 0 pp, 0 gp, 4 sp, 0 cp.

Weapon and Armor Stats:


    Earthbreaker 2d6/x3/14 lbs./bludgeoning. Two handed.
    Waraxe, Dwarven 1d10/x3/8 lbs./slashing. One handed.
    Urgrosh, Dwarven 1d8/1d6/x3/12lbs./slashing or piercing. One or two handed.
    Dagger 1d4/19-10x2/1lb./piercing or slahing. One handed.
    Javelin 1d6/x2/30’/2 lb./piercing. Ranged.
    Bullet, Sling 1d4/x2/50’/.5lbs./bludgeoning. Ranged.
    Scalemail +4/+3/-4/25%/20’/15’/30lbs.
    Shield, Heavy Wooden +2/0/-2/15%/nil/ni/10lbs.

Girther is not your typical dwarven warrior. For most of his life he was the typical dwarven miner. He wasn't the best miner on his crew, nor was he the worst. The job appealed to Girther’s sense of community and gave him a sense of fulfillment. He enjoyed the camaraderie of his friends and was a respectable member of his community. Because middle age was a respectable time for a dwarf to marry he had even started to consider settling down and raising a family. He worked hard, played hard, and prayed hard. He did his part when it came time to train with the militia but never felt like a warrior. He always felt like a miner playing warrior. But he knew if called on he would fight bravely and well. All that changed a little less than a year ago. That’s when the bastards ate his little brother.
Girther’s not sure who the bastards are. All he knows is that his little brother, Wilsturm StoneStriker, left one day with a caravan and did not live to return. The StoneStriker family has a long and distinguished history of producing miners. And although Wilsturm was a good miner he never felt comfortable dedicating his young life to it. Girther used to tease him and tell him it was just his youthful immaturity that kept him from accepting the rewards of the mining life. Wilsturm was headstrong; he never gave in to the pressure to conform. Instead he started hanging out with the militia more and more. One day, out of the blue, he announced that he was accepting the position of caravan guard and would be leaving the next day. Girther watched him leave. Girther hoped that the outside world would over awe him and change his perspective on mining. Instead, only a few days after departure, word spread that the caravan had been attacked and destroyed. The goods were gone. The people were dead or missing. Evidence at the scene of the attack showed that the attackers had butchered and feasted on the dead. What might have happened to the missing was too horrible to think about. Girther learned that Wilsturm’s body had been spitted and cooked over a very large open pit. Most of him was missing.
That day Girther joined the militia. His normal demeanor was replaced by surliness and a grim sense of determination. He pledged to Torag that he would spend the rest of his life putting to death those creatures that would kill and eat the innocent men, women, and children of this world. He has trained hard (this is where he learned the age old dwarven fighting skills and also picked up the feat “Big Game Hunter”) and is now ready to begin his one-man crusade.

Dwarf:
+2 Constitution, –2 Charisma.
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+1 racial bonus on attack rolls against orcs and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Favored Class: Fighter. A multiclass dwarf ’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing

Urgrosh, Dwarven: A dwarven urgrosh is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. The urgrosh’s axe head is a slashing weapon that deals 1d8 points of damage. Its spear head is a piercing weapon that deals 1d6 points of damage. You can use either head as the primary weapon. The other is the off-hand weapon. A creature wielding a dwarven urgrosh in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
If you use a ready action to set an urgrosh against a charge, you deal double damage if you score a hit against a charging character. If you use an urgrosh against a charging character, the spear head is the part of the weapon that deals damage.
Dwarves treat dwarven urgroshes as martial weapons.

Waraxe, Dwarven: A dwarven waraxe is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium character can use a dwarven waraxe two-handed as a martial weapon, or a Large creature can use it one-handed in the same way. A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand.

Alchemist’s Fire: You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.

Holy Water: Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon.
Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.
A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.
Temples to good deities sell holy water at cost (making no profit).

Caltrops: A caltrop is a four-pronged iron spike crafted so that one prong faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2- pound bag of caltrops covers an area 5 feet square.
Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it might step on one. The caltrops make an attack roll (base attack bonus +0) against the creature. For this attack, the creature’s shield, armor, and deflection bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the caltrops succeed on the attack, the creature has stepped on one. The caltrop deals 1 point of damage, and the creature’s speed is reduced by one-half because its foot is wounded. This movement penalty lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical curing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.
Caltrops may not be effective against unusual opponents.

Oil: A pint of oil burns for 6 hours in a lantern. You can use a flask of oil as a splash weapon. Use the rules for alchemist’s fire, except that it takes a full round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully.
You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.