About Jolgren FlintbeardJolgren Flintbeard
Stats:
Attributes STR 11 (+0) (13 Str +1) to break doors/lift portcullises Carrying Cap Str:13 DEX 17 (+3) CON 18 (+4) INT 10 (+0) WIS 14 (+2) CHA 08 (-1) Offense
Light Crossbow (Range 80 _1 Penalty)
Rapid Shot: 1d20 +14/19/14 (+10 BAB + 0 Str + 3 Dex + 0 Magic +1 Weapon Focus +1 Weapon Training +1 Weapon Specialization) Point Blank Shot: 30 feet or less +1 attack and +1 damage Vital Strike:Damage: 2d6 +3 (+0 Magic +1 Weapon Training +0 Dex +2 Specialization) First attack ONLY
Studied Target: +1 attack and +1 damage (Move Action) Deadly Aim: -3 Attack +6 Damage Sneak attack: +1d6 (+3 if within 80 feet) Range: +13
Defense HP: 102 (10d10 + 4 Con +1 Favored Class)
Fort: +12 (+8 Base +4 Con)
Skills:
7 Fighter Per Level: 4 (2 Base +0 Int +2 Back Ground Skills): 28 3 Slayer Per Level: 8 (6 Base +0 Int +2 Back Ground Skills): 24 Total: 52 Skills List: Acrobatics: +4 (+0 Ranks +0 Class Skill +4 Dex) Appraise: +9 (+2 Ranks +3 Class Skill +2 Int +2 racial) BK Bluff: -1 (+0 Ranks +0 Class Skill -1 Cha) Climb: +2 (+0 Ranks +0 Class Skill +2 Str) Craft:Weapon Smith +9 (+4 Ranks +3 Class Skill +2 Int) Bonus Diplomacy: -1 (+0 Ranks +0 Class Skill -1 Cha) Disable Device: +4 (+0 Ranks +0 Class Skill +4 Dex) Disguise: -1 (+0 Ranks +0 Class Skill -1 Cha) Escape Artist: +4 (+0 Ranks +0 Class Skill +4 Dex) Fly: +4 (+0 Ranks +0 Class Skill +4 Dex) Handle Animal: -1 (+0 Ranks +0 Class Skill -1 Cha) Heal: +3 (+0 Ranks +0 Class Skill +3 Wis) Intimidate: +4 (+2 Ranks +3 Class Skill -1 Cha) Knowledge (arcana): +2 (+0 Ranks +0 Class Skill +2 Int) Knowledge (dungeoneering): +7 (+2 Ranks +3 Class Skill +2 Int) Knowledge (engineering): +7 (+2 Ranks +3 Class Skill +2 Int) Knowledge (geography): +2 (+0 Ranks +0 Class Skill +2 Int) Knowledge (history): +2 (+0 Ranks +0 Class Skill +2 Int) Knowledge (local): +2 (+0 Ranks +0 Class Skill +2 Int) Knowledge (nature): +2 (+0 Ranks +0 Class Skill +2 Int) Knowledge (nobility): +2 (+0 Ranks +0 Class Skill +2 Int) Knowledge (planes): +2 (+0 Ranks +0 Class Skill +2 Int) Knowledge (religion): +2 (+0 Ranks +0 Class Skill +2 Int) Linguistics: +2 (+0 Ranks +0 Class Skill +2 Int) Perception: +4 (+0 Ranks +0 Class Skill +4 Wis) +2 Stonecunning Perform (any): -1 (+0 Rank + Class Skill -1 Cha) Profession (Weapon Smith): +9 (+2 Rank +3 Class Skill +4 Wis) Ride: +4 (+0 Ranks +0 Class Skill +4 Dex) Sense Motive: +4 (+0 Ranks +0 Class Skill +4 Wis) Sleight of Hand: +4 (+0 Ranks +0 Class Skill +4 Dex) Spell craft: +2 (+0 Ranks +0 Class Skill +2 Int) Stealth: +4 (+0 Ranks +0 Class Skill +4 Dex) Survival: +4 (+0 Ranks +0 Class Skill +4 Wis) Swim: +2 (+0 Ranks +0 Class Skill +2 Str) Use Magic Device: -1 (+0 Rank +0 Class Skill -1 Cha) Traits:
Muscle of the Society: You gain a +2 trait bonus on Strength checks made to break doors and lift portcullises, and you treat your Strength score as 2 higher for the purpose of determining your carrying capacity. Ruthless: (Dwarf) You gain a +1 trait bonus on rolls to confirm critical hits. Feats:
C1 Rapid Shot C3 Precise Shot C5 Weapon Specialization C7 Vital Strike C9 Improved Critical F1 Weapon Focus: Light Crossbow F2 Point Blank Shot F4 Rapid Reload F6 Cluster Shot Racial Abilities:
Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma. Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size. Type: Dwarves are humanoids with the dwarf subtype. Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages. Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype. Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones. Stonecunning: Dwarves gain a +2 bonus on Perception checks to 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. Darkvision: Dwarves can see perfectly in the dark up to 60 feet. Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes. Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Class Abilities:
Fighter Bravery (Ex) +2 : Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd. Armor Training (Ex) -2 to armor checks +2 max dex Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor. Weapon Training (Ex) +1 Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th*, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group. Slayer Accuracy (Ex) At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow, crossbow, or firearm. Studied Target (Ex) +1 A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. At 7th level, a slayer can study an opponent as a move or swift action. Slayer Talent: Ranger Combat Style: Crossbow: Deadly Aim -3 Attack +6 Damage Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Deadly Range (Ex) At 2nd level, when the sniper makes an attack against a target who is within his weapon’s first range increment and completely unaware of his presence, that attack ignores the 30 foot range limit on ranged sneak attacks, and if it is a sneak attack, he adds his sniper level as a bonus on his sneak attack damage roll. After this first attack, the target is aware of the sniper’s presence. Sneak Attack: +1d6 At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment. [Spoiler=Magical Items]
Equipment:
Equipment:49/66 lbs. Dagger Leather Armor Blanket Water Skin Light Crossbow 50 Bolts, Light Masterwork Back Pack Back Ground:
Appearance: Height: 4'2" Weight: 202 Eye color: Black Hair color: Dark Brown Skin: Dark Tan Haircut: Long and scraggly Build: Wide, Large and Heavy Personality:Loud and Obnoxious..always smoking cigars. The tunnels were new to them all but they spoke to them with found memories of their ancestral past. Jolgren strolled down the tunnels towards the reclaimed caverns, it had been a long and hard fight to reclaim Mithril Hall. King Bruenor Battlehammer the new Eight King and his companions had led the way to reclaim this dwarven complex. The smoke from his every-smoking cigar left a trail of gray wispy clouds in his wake as he continued to his meeting.
I am here now, so what is this about. I hear you want me to leave to run an errand....Not too sure I like being your errand boy. Send the Halfling...he could use the journey to trim up that belly.
Breunor walks up beside him and looks down at the armor.
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