About Gunther Tark
Male NG Dwarf Fighter (Unbreakable)
Abilities and Stats:
STR: 18 (14+4)
CON: 24 (20+4)
WIS: 18 (16+2)
Move Rate: 20 ft
AC: 31 (+13 Armor, +5 Shield, +2 Dex, +1 Natural); Touch: 11; Flat Footed: 17)
CMD: 28 (+4 vs bull rush and trip while on ground)
Fort Save: +18 (Base +9, Con +7, Resistance +4)
Reflex Save: +12 (Base +4, Dex +2, Feat +2, Resistance +4)
Will Save: +14 (Base +4, Wis +4, Feat +2, Resistance +4)
Conditional Modifiers: +5 vs spells & spell-like abilities (+4 racial, +1 trait), +4 vs mind affecting effects (class), +4 vs poison (racial), +2 vs death effects (trait), +4 vs fear (morale)
Senses: +4 to notice unusual stonework, darkvision 60 ft, tremor sense 20 ft
+2 Maulaxe (Adamantine/Ghost Touch) +22/17/12; 1d6+10; 19-20 x3; B or S
+1 Waraxe +19/14/9; 1d10+5; x3; S
Climb: +12 (+8 ranks, +3 class, +4 Str, -3 ACP)
Knowledge (Dungeoneering): +9 (+5 ranks, +3 class, +1 Int)
Knowledge (Engineering): +9 (+5 ranks, +3 class, +1 Int)
Perception: +12 (+8 ranks, +4 Wis)
Survival: +15 (+8 ranks, +3 Class, +4 Wis)
Swim: +12 (+8 ranks, +3 class, +4 Str, -3 ACP)
Languages: Common, Dwarf, Orc
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception 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, whether or not they are actively looking.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Glory of Old: +1 trait bonus vs spells and spell-like abilities
Inured to Death: +2 vs Death Effects
Unbreakable Fighter Abilities:
Unflinching (+4): At 2nd level, an unbreakable gains a +1 bonus on Will saves against mind-affecting effects. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level).
Armor Training (-2/+2): A fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. At 7th level, these bonuses increase by +1. In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Heroic Recovery (3/day) : At 5th level, an unbreakable gains the Heroic Recovery feat as a bonus feat, if he does not have it already. If he already has this feat, the unbreakable can choose any combat feat instead. In addition, he may use this feat one additional time per day for every four levels after 5th (to a maximum of 4 times per day at 17th level).
Heroic Defiance (2/day): At 9th level, an unbreakable gains the Heroic Defiance feat as a bonus feat, if he does not have it already. If he already has this feat, the unbreakable can choose any combat feat instead. In addition, he may use this feat one additional time per day for every four levels after 9th (to a maximum of 3 times per day at 19th level).
Quick Recovery: At 11th level, an unbreakable needs only 15 minutes of rest or to be subject to a healing spell or effect to recover from the fatigued condition.
Stalwart: At 13th level, when an unbreakable succeeds on a Fortitude or Will save against a spell or spell-like ability that has a partial effect even on a successful save, he is completely unaffected by it.
Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Diehard: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
Steel Soul: Increase Hardy bonus by +2
Weapon Focus/Greater Weapon Focus (Battleaxe): +2 to attack rolls with selected weapon
Iron Will: +2 to Will saves
Weapon Specialization/Greater Weapon Specialization (Battleaxe): +4 to damage with selected weapon
Lightning Reflexes: +2 to Reflex saves
Heroic Recovery: Once per day as a standard action you may attempt a new saving throw against a harmful condition or affliction requiring a Fortitude save that is affecting you. If this save against the affliction fails, there is no additional effect, but a successful save counts toward curing an affliction such as poison or disease. You cannot use this feat to recover from instantaneous effects, effects that do not allow a saving throw, or effects that do not require a Fortitude save.
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn.
Strong Comeback: Whenever you are allowed to reroll an ability check, a skill check, or a saving throw, you gain a +2 circumstance bonus on the reroll
Improved Critical: When using the weapon you selected, your threat range is doubled
Toughness (+14hp): You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Heroic Defiance: Once per day as an immediate action you can delay the onset of one harmful condition or affliction (such as panicked, paralyzed, stunned, and so on), including permanent and instantaneous conditions. Activating this feat delays the onset of the condition until the end of your next turn, after which time the condition takes its normal effect. This feat has no effect on hit point damage or ability damage.
Improved Stonecunning: You receive a +4 bonus on Perception checks to notice unusual stonework. This bonus replaces the stonecunning ability’s normal bonus on Perception checks.
Ironhide: You gain a +1 natural armor bonus due to your unusually tough hide.
Improved Critical (Battleaxe): When using the weapon you selected, your threat range is doubled.
Penetrating Strike:Your attacks made with weapons selected with Weapon Focus ignore up to 5 points of damage reduction. This feat does not apply to damage reduction without a type (such as DR 10/—).
Gear and Property:
+4 Full Plate (Determination) 47,500gp
Swarmbane Clasp 3000gp
Cloak of Resistance +4 16,000gp
Belt of Physical Might +4 (Str, Con) 40,000gp
Headband of Unshakeable Resolve 5,600gp
Ring of Sustenance 2,500gp
Ring of Foe Focus 10,000gp
Tremor Boots 10,000gp
+3 Heavy Shield (Mithril/Rallying) 15,020 gp
+2 Dwarven Maulaxe (Adamantine/Ghost Touch) 21,025gp
+1 Dwarven Waraxe 2030gp
+1 Compound Longbow (+4 Str rating) 2500gp
Arrows: 40 common, 40 blunt 6gp
Rope of Climbing 3000gp
Handy Haversack 3000gp
Cure Serious x2 1500gp
Cure Moderate x2 600gp
Cure Light x10 500gp
Resist Energy 1 each 1,200gp
Fighter's Kit 9gp
Gunther is, at least for a dwarf, rather light hearted and jovial. He enjoys a good adventure, and often embarks on an exploration of ruins and dungeons purely for the challenge (and of course, the treasure). Gunther loves a good ale and a bad pun almost as much as removing the heads of orcs and goblins. Recently he heard stories of the Mud Sorcerors, and has been itching to delve into their secrets and riches.