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About Hovok ThunderforgeHovok Thunderforge
Stats/AC:
Strength 19 (+4)
Dexterity 12 (+1) Constitution 16 (+3) Intelligence 12 (+1) Wisdom 10 (+0) Charisma 5 (-3) Size: Medium Height: 4' 4" Weight: 220 lb Eyes: Dark Brown Hair: Dark Brown Wavy; Thick Beard Skin: Brown Total Hit Points: 32 Speed: 20 feet Armor Class: 20 = 10 + 1 [Dex] + 7 [Banded] + 2 [heavy steel] Touch AC: 10
Languages: Common Dwarven Giant Weapons:
Cold Iron War Hammer [1d8, crit x3., 5 lb., one-handed, bludgeoning] MW Adamantine Dwarven Longhammer [2d6, crit x3, 20 lb., two-handed, bludgeoning, reach] Full Plate Mail [heavy; + 9 AC; max dex + 1; check penalty -6 50 lb.] Heavy Steel Shield [ + 2 AC; check penalty -2; hardness 10; hp 20; 15 lb.]
Feats/Skills:
Feats: Power Attack: Take penalty on attack for larger bonus on damage Cleave: One attack, AC-2, make additional attack if first one hits Improved Sunder: +2 bonus on sunder no AoO Improved Bull Rush: You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you. Dwarven Hatred Style: Apply hatred bonus to rolls and damage and bonuses increase to +2 Whistleblower +1 to Sense Motive and Sense Motive is class skill
Acrobatics Dex* -7 = +1 -6 [armor] -2 [shield]
Favored class points: Hit points +1; Skill points +0 Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.
Race/Class:
Dwarf + 2 constitution, +2 wisdom, -2 charisma (already included) Can move 20 feet even if in heavy armor Darkvision (see 60 feet in pitch-dark) Stonecunning ( + 2 on perception checks regarding stonework; automatic check if passing in ten feet) All dwarves are proficient with battleaxes, heavy picks, and warhammers. +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground + 2 racial bonus on saves vs. poison + 2 racial bonus on saves vs. spells / spell-like abilities + 1 racial bonus to hit orcs and goblinoids + 4 dodge bonus on AC against giants +2 racial bonus on all Craft or Profession checks related to metal or stone Fighter (Foehammer)
Sledgehammer (Ex): At 3rd level, a foehammer wielding a hammer gains a +2 circumstance bonus on combat maneuver checks made to bull rush, overrun, sunder, or trip. Bravery -- +1 on saves vs fear (level 2), increases by one at level 6, 10, 14, 18 Weapon Training (Ex): At 5th level, a foehammer must select hammers and does not gain weapon training with other groups, though his weapon training bonus improves by +1 every four levels after 5th. Hammer to the Ground (Ex): At 7th level, when a foehammer succeeds at a bull rush combat maneuver, he can make a trip combat maneuver at the end of the bull rush. If he does not move with the target, the force of his blow may still trip his foe, but he takes a –5 penalty on the combat maneuver check to trip. At 15th level, any creature a foehammer successfully bull rushes is automatically knocked prone at the end of the bull rush. Rhythmic Blows (Ex): At 9th level, each time that a foehammer hits a target, he gains a +1 bonus on attack rolls against that target. This bonus stacks with each hit against that target, but lasts only until the end of the foehammer's turn. Piledriver (Ex): At 11th level, as a standard action, a foehammer may make a single melee attack with a weapon from the hammer weapon training group. If the attack hits, he may make a bull rush or trip combat maneuver against the target of his attack as a free action that does not provoke an attack of opportunity. Ground Breaker (Ex): At 13th level, as a full-round action, a foehammer may strike the ground with his hammer. If the attack deals more damage than the floor's hardness, the space he occupies and all adjacent squares become difficult terrain. Creatures in those squares, except for the foehammer, are knocked prone (DC 15 Reflex negates). Hammer Master (Ex): At 17th level, any combat feats a foehammer has learned with any weapon from the hammer weapon training group (e.g., Improved Critical, Weapon Focus) apply to all weapons from that group. Devastating Blow (Ex): At 19th level, as a standard action, a foehammer may make a single melee attack with a weapon from the hammer weapon training group at a –5 penalty. If the attack hits, it is treated as a critical threat. Weapon special abilities that only activate on a critical hit do not activate if this critical hit is confirmed. Weapon Mastery (level 20) -- choose one weapon for which all critical threats confirmed and damage multiplier increased by 1; cannot be disarmed when using it A foehammer must choose a weapon from the hammer group Equipment/Encumbrance:
Hung's Equipment: _____ MW Backpack
3789.95 gps
111 lb Weapons / Armor / Shield (from above)
Total = 135 lbs. Light load: 100(116) lb. or less
More about Hung: Goblin Bane = +2 to intimidate checks against humanoids with goblin subtype |