About Ingvar Stonecast
Ingvar Stonecast
Male Dwarf Fighter (Two-Handed Fighter) 7
NG Medium Humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 22, touch 12, flat-footed 21 (+10 armor, +1 Dex, +1 deflection)
hp 76 (7d10+28)
Fort +11, Ref +5, Will +7; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, fortification 25%
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Offense
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Speed 20 ft.
Melee +1 Lucerne hammer +13/+8 (1d12+17/x2) and
. . Masterwork Heavy pick +11/+6 (1d6+9/x4)
Ranged Masterwork Light crossbow +9/+4 (1d8/19-20/x2)
Special Attacks backswing, hatred, overhand chop, shattering strike +2, weapon training abilities (pole arms +1)
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Statistics
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Str 21, Dex 13, Con 19, Int 10, Wis 16, Cha 10
Base Atk +7; CMB +12 (+18 Sundering); CMD 24 (24 vs. Bull Rush, 28 vs. Sunder, 24 vs. Trip)
Feats Coordinated Maneuvers, Furious Focus, Greater Sunder, Improved Sunder, Power Attack -2/+4, Vital Strike, Weapon Focus (Lucerne hammer), Weapon Specialization (Lucerne hammer)
Traits Reactionary, Tunnel Fighter
Skills Acrobatics -4 (-8 jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Climb +7, Diplomacy +1, Escape Artist -4, Fly -4, Knowledge (dungeoneering) +4, Knowledge (engineering) +6, Perception +5 (+7 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Profession (soldier) +7, Ride +0, Stealth -4, Survival +10, Swim +7
Languages Common, Amerysi
SQ fortification (light), greed, hardy, slow and steady, stability, stonecunning +2
Combat Gear Potion of Cure Moderate Wounds (x3), Potion of enlarge person, Potion of shield of faith +2; Other Gear +1 Fortification (light) Full plate, +1 Lucerne hammer, Masterwork Heavy pick, Masterwork Light crossbow, Belt of giant strength +2, Cloak of resistance +2, Ring of protection +1, Backpack (empty), Blanket, winter, Dwarven stout (per mug) (3), Rope, Trail rations (4), 1036 GP, 4 SP, 4 CP
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Special Abilities
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Backswing (Ex) Attacks after the first in a full attack receive 2x STR bonus.
Coordinated Maneuvers +2 CMB if you are adjacent to an ally with this feat.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Fortification (light) 25% chance to ignore critical hit/sneak attack.
Fortification 25% You have a chance to negate critical hits on attacks.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Greater Sunder When destroying an item, extra damage is transferred to the wielder.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Overhand Chop (Ex) Single attacks with two-handed weapons receive double STR bonus.
Potion of Cure Moderate Wounds (x3) Add this item to create a potion of a chosen spell.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Shattering Strike +2 (Ex) +2 Sunder and damage vs. objects.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Tunnel Fighter +2 Initiative and +1 critical damage while underground.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training (Pole Arms) +1 (Ex) +1 Attack, Damage, CMB, CMD with Pole Arms