Dwarven Rager

Helferick Darkhelm's page

62 posts. Alias of Rabscuttle.


Full Name

Helferick Darkhelm

Race

| HP 39/39 | AC: 17 Touch: 13 FF: 15 | CMB: 6 CMD: 19 | Fort: 7 Ref: 3 Will: 6 | Init: 1 | Darkvision 60ft Per: +6 SM: +2

Classes/Levels

| Speed 30ft | Rage 7/7 Augment 7/7 | Active Buffs: Mage Armor |

Skills:
Acr: +5, Cli: +8, Kn Arc/Pla: +11, Kn His: +9, Kn Dun/Eng/Geo/Loc/Nat/Nob/Rel: +8 Per: +6, SpC: +11, Stl: +2, Sur: +6

Gender

Male NG Dwarven Wizard 3 Barbarian 1

Size

Medium

Age

65

Alignment

Neutral Good

Deity

Nethys

Languages

Common, Dwarven, Draconic, Terran, Giant, Orc

Strength 18
Dexterity 13
Constitution 16
Intelligence 18
Wisdom 15
Charisma 8

About Helferick Darkhelm

Statistics:
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
Ref: 3 = Base: +1; DEX: +1; Resistance: (+1) Cloak of Resistance +1
Will: 6 = Base: +3; WIS: +2; 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
Touch: 13
FF: 12

BAB: 2
CMB: 6 = BAB: (+2); Strength: (+4)
CMD: 19 = Base: (+10); BAB: (+2); Strength: (+4); Dexterity: (+1); Deflection: (+1) Ring of Protection +1; Dodge: (+1) Dodge

[spoiler=Attacks]Melee
Power Attack +1 Dwarven Waraxe +6 (1d10+10, x3)
+1 Dwarven Waraxe +7 (1d10+7, x3)
Touch +6
Power Attack Warhammer +5 (1d8+10, x3)
Warhammer +6 (1d8+6, x3)
Ranged
Masterwork Longbow +4 (1d8, x3)
Ranged Touch +3

Rage Melee
Power Attack +1 Dwarven Waraxe +8 (1d10+13, x3)
+1 Dwarven Waraxe +9 (1d10+10, x3)
Touch +8
Power Attack Warhammer +7 (1d8+12, x3)
Warhammer +8 (1d8+9, x3)

Enlarge Melee
Power Attack +1 Dwarven Waraxe +6 (2d8+11, x3)
+1 Dwarven Waraxe +7 (2d8+8, x3)
Touch +6
Power Attack Warhammer +5 (2d6+10, x3)
Warhammer +6 (2d6+7, x3)

Rage + Enlarge Melee
Power Attack +1 Dwarven Waraxe +8 (2d8+14, x3)
+1 Dwarven Waraxe +9 (2d8+11, x3)
Touch +8
Power Attack Warhammer +7 (2d6+13, x3)
Warhammer +8 (2d6+10, x3)

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
  • Physical Enhancement (Su) (Core 82): You gain a +1 enhancement bonus to Strength. You can change this bonus to a new phsyical ability score when you prepare spells.
  • Augment (Sp) (APG 145) (7 /day): As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. This augmentation lasts 1 round. You can use this ability 7 times a day.

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: Mage Armor, Magic Missile, Shield, Enlarge Person
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