Dwarf Fighter

Grom Stoneforge's page

31 posts. Alias of Nasserath.


Full Name

Grom Stoneforge

Race

Dwarf

Classes/Levels

Ranger 2

Gender

Male

Size

Medium

Age

45

Alignment

NG

Location

Bolts Remaining: 14

Languages

Dwarf, Common

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

About Grom Stoneforge

HP: 18
AC: 17
Fort: 3
Reflex: 3
Will: 0

Touch: 13
Flat Foot: 14
Initiative: 5
Movement: 20ft

BAB: 2
Grapple: 3
Range: 5

Race

Spoiler:

+2 on saving throws against poison
+2 on saving throws against spells and spell-like effects
+1 on attack rolls against orcs and goblinoids
+4 dodge bonus to Armor Class against monsters of the giant type
+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.
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.

Stability: 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)


Class
Spoiler:

Favored Enemy: Goblinoid: +2 Damage, Bluff, Listen, Sense Motive, Spot and Survival checks

Track:To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions

Wild Empathy: Improve the attitude of an animal. functions just like a Diplomacy check to improve the attitude of a person. Roll 1d20 and add ranger level and Charisma modifier to determine the result. To use wild empathy, the ranger and the animal must be able to study each other, must be within 30 feet of one another under normal visibility conditions. Influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Wild Empathy: 1d20+6 (snergy handle animal)

Combat Style:Archery: Treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.

Feats

Spoiler:

Totem Spirit:Shriikirri-Quah (Hawk Clan): You gain a +2 bonus on Initiative checks and a +2 bonus on Ride checks

Rapid Reload:The time required for you to reload your chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity

Rapid Shot:You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.

Skills

Spoiler:

Appraise: 0 (Add 2 for stone and metals)
Balance: 1
Bluff: 0
Climb: 1
Concentration: 1
Craft: 0
Decipher Script: 0
Diplomacy: 0
Disable Device: 0
Disguise: 0
Escape Artist: 1
Forgery: 0
Gather Information: 0
Handle Animal: 3
Heal: 2
Hide: 2
Intimidate: 0
Jump: 1
Knowledge (dungeoneering): 2
Knowledge: 0
Listen: 3
Move Silently: 4
Open Lock: 3
Perform: 0
Profession: 1
Ride: 5
Search: 5
Sense Motive: 1
Sleight Of Hand: -1
Spellcraft: 0
Spot: 3
Survival: 6 (add 2 to find tracks)
Swim: 1
Tumble: -1
Use Magic Device: 0
Use Rope: 3

Basic Attack

Spoiler:

Dwarven Waraxe: +3
Damage: 1d10+1 Crit: x3

Light Crossbow: +5
Damage: 1d8 Crit: 19-20/x3

Equipment

Spoiler:

Chain Shirt- 25lbs
Light Crossbow- 4lbs
Dwarven Waraxe- 8 lbs
Dagger- 1lbs
Bolt Case- 1lbs
Bolt Case- 1lbs
Bolt Case- 1lbs

Gear:
Backpack- 2lbs
Bedroll- 5lbs
Flint & Steel
Grappling Hook- 4lbs
Hemp Rope- 10lbs
Rations x5- 5lbs
Waterskin- 4lbs

Belt Pouch- .5lb
Cure Light Wounds Pots x 2

Currency
Copper-
Silver- 4
Gold- 19
Plat-