Paladin

Hovok Thunderforge's page

252 posts. Organized Play character for bzl109.


Full Name

Hovok Thunderforge

Race

Dwarf Foehammer (4) | HP 40/40 | AC 20(22 w/shield) T 10 FF 17(19 w/shield) CMB +8 CMD +18 | F +7 R +2 W +1 | Init. 1 (+3 underground) | Active Conditions:

Gender

Male

Size

Medium

Age

52

Special Abilities

Goblin Bane

Alignment

Chaotic Good

Deity

Angradd

Languages

Common Dwarven Giant

Occupation

Smith

Strength 19
Dexterity 12
Constitution 16
Intelligence 12
Wisdom 10
Charisma 5

About Hovok Thunderforge

Hovok Thunderforge
Male Dwarf Fighter 4
Chaotic Good
Representing Michael

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
Flat-footed: 19
Initiative modifier: + 1 = + 1 [dexterity]
Fortitude save: + 7 = 4 [base] + 3 [constitution]
Reflex save: + 2 = 1 [base] + 1 [dexterity]
Will save: + 1 = 1 [base]
Attack (handheld): + 8 = 4 [base] + 4 [strength]
Attack (missile): + 5 = 4 [base] + 1 [dexterity]
Combat Maneuver Bonus: + 8 = 4 [base] + 4 [strength]
Combat Maneuver Defense: + 18 = 10 + 4 [base] + 4 [strength]

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
Dedicated Defender: You gain a +1 trait bonus on attack rolls and on checks made to overcome spell resistance while you are adjacent to a dying or disabled ally, animal companion, eidolon, familiar, or mount.
Tunnel Fighter: While underground, you receive a +2 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit).

Acrobatics Dex* -7 = +1 -6 [armor] -2 [shield]
Appraise Int 1 = +1
Bluff Cha -3 = -3
Climb Str* 0 = + 4 + 1 + 3 - 6 [armor] - 2 [shield] [c]
Craft_Weapon Smith Int 5 = + 1 + 1 + 3 [c]
Diplomacy Cha -3 = -3
Disguise Cha -3 = -3
Escape Artist Dex* -7 = +1 -6 [armor] -2 [shield]
Fly Dex* -7 = +1 -6 [armor] -2 [shield]
Heal Wis 0 = +0
Handle Animal Cha - 3 = - 3 [c]
Intimidate Cha + 2 = -3 + 2 + 3 [c]
Knowledge (engineering) Int 5 = +1 +2 +3 [c]
Knowledge (dungeoneering) Int 6 = + 2 + 2 + 3 [c]
Perception Wis 0 = +0
Profession Wis 5 = +0 +3 +3 [c]
Ride Dex* -7 = +1 -6 [armor] -2 [shield] [c]
Sense Motive Wis 5 = + 0 + 1 + 1 + 3 [c]
Stealth Dex* -7 = +1 -6 [armor] -2 [shield]
Survival Wis 4 = + 0 + 1 + 3 [c]
Swim Str** -4 = +4 -6 [armor] -2 [shield] [c]
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers


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)
Bonus Feats (already included)

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
Bandolier
Flasks x1
Flint and steel
Hammer
Pouch x1
Rations (1 day) x3
Soap
Waterskins x1
Whetstone
Wand CLW 20/20
Holy Water x2
Shard Gel
Acid
Alchemist's Fire Flask
Alkali Flask
Potion CLW x2

3789.95 gps
Total

111 lb Weapons / Armor / Shield (from above)
24 lb

Total = 135 lbs.

Light load: 100(116) lb. or less
Medium load: 101-200(117-233) lb.
Heavy load: 201-300(234-350) lb.
Lift over head: 300 lb.
Lift off ground: 600 lb.
Push or drag: 1500 lb.


More about Hung:
Goblin Bane = +2 to intimidate checks against humanoids with goblin subtype