Member of the Ninth Battalion

Jaegr "Knock Knock"'s page

678 posts. Alias of David James Olsen.

Full Name

Jaegr "Knock Knock" Gnaugh


Male Mountain Dwarf Fighter/5


HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)








Dwarven, Common, Undercommon



Strength 18
Dexterity 16
Constitution 18
Intelligence 10
Wisdom 14
Charisma 10

About Jaegr "Knock Knock"

Initiative 3 [+5 Underground]
HP 52 (32+20Con) Current HP 52/52
AC 27 (+12 Armor, +3 Dex, +2 Dodge) FF 22 T 15
Speed 20
Fort 8 Ref 7 Will 4 Intuit 4; +2 to Spells, and Spell-like Abilities;+2 to any Fire spell or effect
CMB +9 [+11 Disarm or Sunder] CMD 24 [26 vs Disarm or Sunder]
Defenses Fire Resist 8; DR 3/-; Evasion

Melee PA +1 Keen Heavy Pick Axe +10 (1d8+16/19-20 x4 + Crushing Blow) [+4 to Confirm Critical Hits]

Ranged mw Comp Longbow (+4 Str) +9 (1d8+6/20x3)

Languages Common, Dwarven, Undercommon

Hero Points 2


Class Skills: Athletics, Bluff, Craft (all), Diplomacy, Endurance, Handle Animal, Heal, Knowledge (Linguistics), Knowledge (Warfare), Perception, Profession (all), Survival.

2 Skill Points/Level +1 Non Combat (15 Total) + Free Ranks in Endurance, Knowledge (Warfare), and Survival

Acrobatics 8 (5+3Dex) [+10 Underground]
Athletics 9 (2+3CS+4Str) [+11 Underground]
Endurance 12 (5+3CS+4Con)
Heal 10 (5+3CS+2Wis)
Knowledge (Lore) 2 (0+0CS+0Int+2Feat) [+3 oozes and Constructs]
Perception 2 (0+2Wis) [+4 Underground]
Profession (Mining) 8 (3+2Wis+3CS) [+10 Underground]
Survival 10 (5+2Wis+3CS) [+12 Underground]
Knowledge (Warfare) 8 (5+3CS)



Dwarf Exotic Weapon (Heavy Pick Axe)
Favored Terran (Underground)
Dwarf Giant Slayer (+5 dodge vs Giants, +2 dodge vs Huge and up, +2 to hit and damage vs large and up)
Dwarf Skill Synergy (Artisan - All Craft and Knowledge [Lore])
Dwarf Arcane Defense (Fire Spells and abilities - +2 to fire spells and effects and Fire Resist 5)
Fighter Combat Expertise (-2 to hit for +2 dodge to AC or +4 dodge using Total Defense)
Fighter Dodge (Gave up Exotic Shield/Weapon - +2 Dodge Bonus to AC)
Level 1 Power Attack (-2 to hit, +6 to Damage)
Fighter Talent 1 Personal Weapon (Pick Axe) [+2 Bonus added to weapon - 13,000 Numen]
Combat Feat 2 Power Attack, Furious Focus (Ignore attack penalty for 1st attack)
Level 3 Fast Recovery (20 HPs for Breather or x2 from Heal skill, cure spells empowered, Attribute recover 5/day)
Fighter Talent 3 Armor Training (+2 to AC, +2 Max Dex, -2 ACP, DR 2/-)
Combat Feat 4 Stone Power (1d6 Temp hp per -1 to attack, up to -2)
Fighter Talent Evasion (Reflex Save made - no Damage)
Level 5 Crushing Blow (1/2 Damage when missing within armor+shield bonus)
Favored Class Critical Focus (+4 bonus on confirm critical rolls, add 1 strike feat to crits)


Magic Items
"The Finisher" +1 Keen Heavy Pick Axe - (Personal Weapon) -

The Forge - Plate Mail +1, Endure Elements, Resist Fire 8 - (Ceramic Plates from the forge infused with the plane of fire)

Amulet vs Evil (Protection from evil)

Normal Items
Mw Comp Longbow (+4)
40 Arrows
Healer's Kit
Flint and Steel
Flask of Oil (4)
Hemp Rope 50'
Miner's Pick
Sack (2)

Class/Racial Abilities:

Weapon and Armor Proficiency: Jaegr has Martial proficiency with all weapons, and is proficient with all armor. Jaegr also chose Exotic Weapon (Pickaxe).

Dwarven Craftsmanship (Ex): Mountain dwarves receive Skill Synergy (artisan) as a bonus feat, providing a bonus to Craft and Knowledge (lore) checks.

Slow and Steady (Ex): Dwarves have a base land speed of 20 ft. per round, but their speed is never modified by armor (ignore armor check penalties to Endurance) or encumbrance.

Defensive Training: Jaegr received Giant-Slayer as a bonus feat. This gives him a +5 dodge bonus to his Armor Class against giants, or a +2 dodge bonus against any non-giant creature two or more size categories larger than him. This benefit does not apply if he loses his Dex bonus to AC or wears heavy armor(does not apply until ACP goes to 0). Also, Jaegr receives a +2 to hit and +2 to damage against any creature at least one size category larger than him.

Favored Class Bonus +3 to Confirm Critical Hits (+4 total=Critical Focus Feat)

Favored Enemy (constructs and oozes +1): Jaegr gains an insight bonus on Bluff, Knowledge, Perception, and Survival checks when using these skills against the listed creatures. Likewise, he gets a specialization bonus on attack rolls and damage against such creatures. He may make Knowledge or related skill checks untrained when attempting to identify these creatures and their weaknesses.

Jaegr can score critical hits and precision damage against oozes. Constructs are no longer immune to any feats, fighter talents, or ki powers he possesses that normally allow a Fortitude save. In addition, constructs damaged to less than half their full hp total by your attacks take penalties as if fatigued; those to below one-fourth as if exhausted.

As a standard action, Jaegr can automatically determine the presence or absence of favored enemies in a cone (5ft Oozes and constructs). By concentrating a second round, he learns the number of such creatures present and their specific type(s). A third round tells him the location and status (exhausted, fatigued, unhurt, etc.) of each favored enemy in that area.

Favored Terrain (Ex): Jagr has favored terrain (underground), with a +2 bonus. The darkvision normally provided by this favored terrain starts at 60 ft. range, rather than 20 ft. (+2 bonus on initiative checks and Athletics, Perception, Profession (mining), Stealth, and Survival skill checks). He can always take 10 on applicable skills while in a favored terrain, even if conditions would normally prevent him from doing so; if not threatened or distracted, he can take 20, even if there is a penalty for failure. He can use the Stealth skill in his favored terrain even if the terrain doesn’t grant cover or concealment. While in his favored terrain, he can also use the Stealth skill while being observed.

While Underground, Jaegr gains the ability to move at full speed through certain features that normally impede or stop movement, or that make movement more hazardous (rubble, dense rubble, stairs, narrow spaces/squeezing). Features that are magically manipulated to impede motion still affect him. While traveling through his favored terrain he normally leaves little trace; add his Survival skill bonus +9 to the DC of attempts to track him through a favored terrain (though he can leave a normal, more obvious trail if he desires).

Tunnel Runner (Ex): You ignore difficult terrain due to rubble, dense rubble, and stairs. You can move through narrow spaces at your normal speed, and squeeze without penalties.

Tunnel Fighting (Ex): You ignore the melee penalties for fighting in low or narrow spaces. In addition, you cannot be detected by tremorsense.

Arcane Resistance (Ex): You receive a +2 racial bonus on saving throws against spells and spell-like abilities.

Azer Blood (Ex): You receive the Arcane Defense feat, which applies to spells and abilities with the [fire] descriptor. In addition, you have fire resistance 5; this stacks with any existing resistance to fire.

Agorophobia (weakness): Each time you venture outdoors (above ground) during the day, you must succeed at a DC 15 Will save or be shaken until you can go indoors again.

Light Sensitivity (weakness): You are dazzled in full daylight or when within the radius of a daylight spell. 20% miss chance

Bravery (Ex): When Jaegr is subjected to a fear effect, the impact is lessened by one category. Effects that normally apply the panicked condition make Jaegr frightened instead; conditions that normally apply the frightened condition leave you shaken instead; and you can shrug off effects that would normally leave another person shaken.

Weapon Training (Ex): Jaegr is an expert with all weapons. For purposes of meeting the prerequisites of other feats, Jaegr is always treated as having the Weapon Focus and Weapon Specialization feats. When attacking with a manufactured or natural weapon or unarmed attack, he gains a competence bonus on damage equal to half his class level. (+2)

Jaegr gains a +1 competence bonus to your CMD against weapon maneuvers (disarm, sunder, etc.) and saving throws against spells targeting any weapon he is wielding (e.g., grease, heat metal, shatter, warp wood). This bonus increases by an additional +1 per 4 levels after the 2nd (maximum +5 at 18th level). At 20th level, he cannot be disarmed.

Weapon Aptitude (Ex): Each morning, Jaegr can choose to spend 1 hour in weapon practice to change the designated weapon for any feat he has that applies to a specific weapon or weapons group. He must have the newly-designated weapon available during your practice session in order to make this change. He must have the newly-designated weapon available during his practice session in order to make this change. He can adjust any number of your feats or talents in this way, and heneed not adjust them all in the same way.

Versatile Weapon Use (Ex): All manufactured and natural weapons Jaegr wields are treated as if they dealt bludgeoning, piercing, and slashing damage.

Grit (Ex): Jaegr's toughness and resolve to defeat his enemies allows him to perform heroic deeds. He gains 1 daily use of this “grit” per 4 class levels you possess. Spending one point of “grit” allows you to do any of the following:

Activate the effects of one [Strike] feat or ability on any hit, even if the activating conditions are not met;

Gain the effects of one Hero Point (see Chapter 1) without actually using one of your own hero points;

Gain the use of one combat feat whose prerequisites you meet for 1 round (if you have more than one round of use available, you can spend them simultaneously so as to gain the use of more than one feat that round);

Instantly stabilize and remain conscious when reduced to 0 hp or below, but not slain (you are staggered, but do not fall unconscious and begin dying if you take a standard action).

Grit is restored at the beginning of each day. You cannot “save up” grit from previous days; any uses not spent are lost when your full number of uses is restored. You can regain spent uses (up to your daily maximum) before the next day in the following ways:

Each time you confirm a critical hit in the heat of combat, you regain 1 grit. Confirming a critical hit on a helpless or unaware creature, or on a creature that has fewer Hit Dice than half your character level does not restore grit.

When you use grit as part of an attack that reduces a creature to 0 or fewer hit points in the heat of combat, you regain 1 grit use.


Jaegr Gnaugh (Sounds like Knock) was the son of cleric. It was assumed since birth that Jaegr would follow in his father's footsteps. Jaegr, however, knew early on he was not cut out for being in the faith. However in Dverge society he didn't have much choice.

As he neared coming of age Jaegr volunteered for a stint working in one of the mining companies out on the edge of Dverge controlled territory. While it was only for a few years, it gave Jaegr some time to think of a way out. While this wasn't an uncommon request for any dwarf, and any number of the faith had done the same before him, his father was unhappy but unable to stop him.

While working on the fringe, he received not only training in mining, but also was taught how to fight as the miners are always in danger. He was a natural at fighting, even more than mining.

He made a name for himself during a Duergar raid. A group of Duergar had snuck into their compound (more a defensive position with temporary walls and doors). Jaegr and a couple of the crew had returned early and when they found themselves shut out, Jaegr brought out his Pick Axe and destroyed the door while chanting his family name. Jaegr and the crew killed the Duergar before they could do too much damage. Jaegr earned the nickname "Knock Knock" for breaking through the door.

As he neared the end of his term of service, Jaegr still had no plan to escape the life of a priest. He was given word his father had fallen ill and needed to return home. He made it home right before his father died. His father told Jaegr their faith was already an old obscure faith and he was concerned on it disappearing altogether. On his deathbed, in front of other witnesses, his father dying request was for him to immediately apply for training for priesthood in his faith. Feeling he had no chance, Jaegr agreed he would do so.

After his father passed, and as he prepared to make the journey to apply for priesthood, he heard news of a pair Dverge who had left to the surface. The story was on every Dverge's lips as this barely ever happens. Jaegr also learned one of those Dverge was from his father's religion. Jaegr had his out.

Before leaving he claimed his great grandfather's pick axe. Jaegr headed out for the surface instead of joining the priests. This Rim was a priest and Jaegr could petition him, thus fulfilling his father's wishes. The surface was a huge area, who knows how long it could take to him to find Rim, could be years or decades. Maybe by then he could figure something else out or convince him that he was unsuitable for service.


[dice=Jaegr Initiative]1d20+3[/dice]

[dice=Power Attack with Scything Blow]1d20+10[/dice] [ooc]Ignore 2 Points of opponent's Armor+Shield Bonus[ooc][b]

[dice=Power Attack with Scything Blow in Stone Stance]1d20+10-2[/dice] [ooc][b]Ignore 2 Points of opponent's Armor+Shield Bonus[ooc][b]
[dice=Temporary Hit Points]2d6[/dice]


[b]Saves [+2 vs spell and spell-like; +2 vs Fire spells and effects]
[dice=Fortitude Save]1d20+8[/dice]
[dice=Reflex Save]1d20+7[/dice]
[dice=Will Save]1d20+4[/dice]

[dice=Acrobatics]1d20+5[/dice] +2 More Underground
[dice=Athletics]1d20+5[/dice] +2 More Underground
[dice=Perception]1d20+2[/dice] +2 More Underground
[dice=Survival]1d20+9[/dice] +2 More Underground
[dice=Profession (mining)]1d20+7[/dice] +2 More Underground
[dice=Knowledge (warfare)]1d20+7[/dice]
[dice=Knowledge (lore)]1d20+2[/dice] +1 oozes and Constructs


Finisher: With a +1 Keen Pick Axe, 2,000 for bundled +1 enhancement, and 11,250 for keen making it 13,250-13,000=250 Numen.

The Forge: No charge for mundane armor. Add +1 enhancement = 1,000 numen. -3 ACP = 3^2*100 = 900, minus the 100 already paid as part of the 1,000-numen bundle for +1 = +800. Continuous endure elements = spell level 1st x CL 1 x 1000 x 1 (hours/level duration) = 1,000. Add Dr 1/- for 500 Numen; Add Fire Resist 3 for 3,000 Numen. Subtotal: 1,000 + 800 + 1,000 + 500 + 3,000= 6,300 numen.

MW Bow: 400 Numen

Amulet vs Evil (Protection from evil) = 2,000 Numen

Total Numen: 8,950 out of 9,000