| Race |
Dwarf |
| Classes/Levels |
Fighter(2)/Expert(3) - AC 17/10/17 Save +6/+2/+5 Ini+6 Perc.+10 HP 43 |
| Gender |
Female |
About Jorfa
Jorfa
Female Dwarf fighter 2 / expert 3
LN Medium humanoid (dwarf)
Init +6, Senses darkvision (60 ft.); Perception +10
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DEFENSE
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AC 17, touch 10, flat-footed 17 (+7 armor, )
hp 43 ((2d10)+(3d8)+12)
Fort +6, Ref +2, Will +5, +1 Will vs. fear, +2 vs. poison, spells, and spell-like abilities
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OFFENSE
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Speed 20 ft.
Melee masterwork waraxe, dwarven +8 (1d10+3/x3)
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TACTICS
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STATISTICS
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Str 16, Dex 10, Con 14, Int 12, Wis 14, Cha 8,
Base Atk +4; CMB +7; CMD 17 (21 vs bullrush) (21 vs trip)
Feats Armor Proficiency, Light, Cleave, Furious Focus, Improved Initiative, Power Attack, Simple Weapon Proficiency, Skill Focus (Craft (Weapons))
Skills Acrobatics +2, Acrobatics (Jump) -2, Appraise +5, Appraise (Precious metals and gemstones) +7, Climb +3, Craft (Armor) +9, Craft (Weapons) +12, Diplomacy +3, Knowledge (Engineering) +5, Perception +10, Perception (Notice unusual stonework) +12, Sense Motive +10,
Traits Grounded, Reactionary,
Languages Common, Dwarven, Giant
SQ bonus feats, bravery, darkvision, defensive training, greed, hardy, hatred, stability, steady, stonecunning, weapon familiarity,
Combat Gear
Other Gear masterwork waraxe, dwarven, chainmail +1, 370.0 gp
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SPECIAL ABILITIES
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Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.
Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.
Grounded You are well balanced, both physically and mentally. You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.
Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.
Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill 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, regardless of whether or not they are actively looking.
Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.