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About Helferick DarkhelmStatistics:
STR: 18 = Base: 15; Enhancement: (+1) Physical Enhancement; Misc: (+1) Permanent Ability Bonus, (+1) Ability Modifier (Level 4)
DEX: 13 = Base: 13 CON: 16 = Base: 14; Racial: (+2) Dwarf INT: 18 = Base: 18 WIS: 15 = Base: 13; Racial: (+2) Dwarf CHA: 8 = Base: 10; Racial: (-2) Dwarf Fort: 7 = Base: +3; CON: +3; Resistance: (+1) Cloak of Resistance +1
AC: 14 = Base: (+10); Dexterity: (+1); Armor: (+1) Armored Kilt; Deflection: (+1) Ring of Protection +1; Dodge: (+1) Dodge
BAB: 2
[spoiler=Attacks]Melee
Rage Melee
Enlarge Melee
Rage + Enlarge Melee
Skills:
Acrobatics: 5 = +1 rank; +1 DEX; Misc: (+3) Class Skill
Appraise: 4 = +4 INT Bluff: -1 = -1 CHA Climb: 8 = +1 rank; +4 STR; Misc: (+3) Class Skill Diplomacy: -1 = -1 CHA Disguise: -1 = -1 CHA Escape Artist: 1 = +1 DEX Fly: 1 = +1 DEX Heal: 2 = +2 WIS Intimidate: -1 = -1 CHA Knowledge (arcana): 11 = +4 ranks; +4 INT; Misc: (+3) Class Skill Knowledge (dungeoneering): 8 = +1 rank; +4 INT; Misc: (+3) Class Skill Knowledge (engineering): 8 = +1 rank; +4 INT; Misc: (+3) Class Skill Knowledge (geography): 8 = +1 rank; +4 INT; Misc: (+3) Class Skill Knowledge (history): 9 = +2 ranks; +4 INT; Misc: (+3) Class Skill Knowledge (local): 8 = +1 rank; +4 INT; Misc: (+3) Class Skill Knowledge (nature): 8 = +1 rank; +4 INT; Misc: (+3) Class Skill Knowledge (nobility): 8 = +1 rank; +4 INT; Misc: (+3) Class Skill Knowledge (planes): 11 = +4 ranks; +4 INT; Misc: (+3) Class Skill Knowledge (religion): 8 = +1 rank; +4 INT; Misc: (+3) Class Skill Perception: 6 = +1 rank; +2 WIS; Misc: (+3) Class Skill Ride: 1 = +1 DEX Sense Motive: 2 = +2 WIS Spellcraft: 11 = +4 ranks; +4 INT; Misc: (+3) Class Skill Stealth: 2 = +1 rank; +1 DEX Survival: 6 = +1 rank; +2 WIS; Misc: (+3) Class Skill Swim: 4 = +4 STR Race Features:
Slow and Steady (Core 21): You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.*
Defensive Training (Core 21): Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype. Greed (Core 21): Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Hatred (Core 21): 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. Hardy (Core 21): You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability (Core 21): Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stonecunning (Core 21): Dwarves receive a +2 bonus on Perception checks to potentially 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. Weapon Familiarity (Core 21): You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.* Darkvision (Core 21): You can see in the dark up to 60ft Class Features:
Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (excluding tower shields.) *
Weapon Proficiency: You are proficient with all Simple and Martial Weapons. Fast Movement (Core 31): Your land speed is faster than the normal by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.* Rage (Ex) (Core 32) (7 rounds/day): You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for a total of 7 rounds per day. You can enter a rage as a free action. While raging, you gain a +4 morale bonus to Strength, a +4 bonus to Constitution and a +2 bonus to Will saves, but take a -2 penalty to AC and cannot use skills or abilities requiring patience or concentration. You can end a rage as a free action - when you do you are fatigued for twice the time you were raging. You cannot enter a rage while fatigued or exhausted. Arcane Bond (Ex/Sp) (Core 78): You have chosen your arcane bond: a Bonded object (Weapon) Arcane School (Core 79): You are a specialist in arcane spells of the Enhancement spell school. Your prohibited schools are: Enchantment Illusion
Traits:
Magical Knack (APG 329): Your Wizard caster level gains a +2 trait bonus as long as this bonus doesn't increase your caster level higher than your current Hit Dice.
Issian (APKM 10): Your agile mind grants you a +1 trait bonus on all Will saves made to resist mind-affecting effects. Anatomist (APG 327): You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits. Feats:
Power Attack (Core 131): 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 to +3 with two-handed weapons, a one handed weapon using two hands, or a primary natural weapon that deals 1.5 strength damage. This bonus to damage is decreased to +1 if you are making an attack with an off-hand weapon or secondary natural weapon. These effects last until your next turn.
Combat Reflexes (Core 119): You can make 1 additional attack of opportunity per round. You can make attacks of opportunity while flat-footed. Dodge (Core 122): You gain a +1 dodge bonus to your AC.* Scribe Scroll (Core 132): You can create a scroll of any spell you know. Equipment:
Weapons: +1 Dwarven Waraxe (Arcane Bond), Masterwork Longbow, Warhammer, 20 arrows
Armor: Armored Kilt Other: Backpack, Bedroll, Belt Pouch, Flint and Steel, Spell Component Pouch, Waterskin, 5 Trail Rations, Mess Kit, Inkpen + ink, Scroll Case, Cloak of Resistance (+1), Pearl of Power (1st Level), 200gp worth scrollmaking components, Overkill Achievement Book (Dodge, +1 STR) Cash: 40gp 1sp Spellbook:
1st: Shield, Mage Armor, Detect Secret Doors, Enlarge Person, Magic Missile, True Strike, Expeditious Retreat, Feather Fall, Burning Hands 2nd: Bull's Strength, False Life. Prepared Spells:
0th: Detect Magic, Disrupt Undead, Touch of Fatigue, Acid Splash 1st: 2nd: Bull's Strength x2, False Life Buffed Headers:
None: AC: 14 Touch: 13 FF: 12 | CMB: 6 CMD: 19 | Fort: 7 Ref: 3 Will: 6 | Init: 1 | Darkvision 60ft Per: +6 SM: +2 Mage Armor: AC: 17 Touch: 13 FF: 15 | CMB: 6 CMD: 19 | Fort: 7 Ref: 3 Will: 6 | Init: 1 | Darkvision 60ft Per: +6 SM: +2 Mage Armor, Shield: AC: 21 Touch: 13 FF: 19 | CMB: 6 CMD: 19 | Fort: 7 Ref: 3 Will: 6 | Init: 1 | Darkvision 60ft Per: +6 SM: +2 Mage Armor, Rage: AC: 15 Touch: 11 FF: 13 | CMB: 8 CMD: 19 | Fort: 9 Ref: 3 Will: 8 | Init: 1 | Darkvision 60ft Per: +6 SM: +2 Mage Armor, Shield, Rage: AC: 19 Touch: 11 FF: 17 | CMB: 8 CMD: 19 | Fort: 9 Ref: 3 Will: 8 | Init: 1 | Darkvision 60ft Per: +6 SM: +2 Mage Armor, Enlarge Person: AC: 15 Touch: 11 FF: 14 | CMB: 8 CMD: 20 | Fort: 7 Ref: 2 Will: 6 | Init: 0 | Darkvision 60ft Per: +6 SM: +2 Mage Armor, Rage, Enlarge Person: AC: 13 Touch: 9 FF: 12 | CMB: 10 CMD: 20 | Fort: 9 Ref: 2 Will: 8 | Init: 0 | Darkvision 60ft Per: +6 SM: +2 Rage, Enlarge Person: AC: 10 Touch: 9 FF: 9 | CMB: 10 CMD: 20 | Fort: 9 Ref: 2 Will: 8 | Init: 0 | Darkvision 60ft Per: +6 SM: +2 |