Dwarf Fighter

Kerdin's page

161 posts. Alias of Azharten.

Full Name



[HP:25, Atk:+6, AC:16/12/14 Fort+6 Ref+2 Will+1; Per+6; Init+3]




4 ft



Special Abilities

Rage, Fast Movement


Chaotic Good






Common, Dwarven, Giant

Strength 16
Dexterity 12
Constitution 16
Intelligence 12
Wisdom 12
Charisma 8

About Kerdin


Kerdin Dwarf Barbarian (Superstitious) / Level 2
Humanoid / Medium / Dwarf / Chaotic Good
Initiative +3; Perception +6 ( darkvision 60 feet)
Rage per day: 9/9

XP: 200xp
Gold: 270 gp current


16 12 16 12 12 8

BAB: +2 AB: +5
Waraxe, Dwarven +6 1d10+5 20/3x
CMB: +5 CMD: 16 ( 20 vs. bullrush & trip)

HP: 25
AC: 16
Saves: Fort: +6 Refl:+2 Will:+1


20 10 20 10 12 8

BAB: +2 AB: +7
Waraxe, Dwarven +8 1d10+8 20/3x
CMB: +7 CMD: 16 ( 20 vs. bullrush & trip)

HP: 29
AC: 14
Saves: Fort: +8 Refl:+2 Will:+3


Barbarian Traits:

# Fast Movement +10
# Rage (+4 str & +4 con)
# Rage Power ( Superstition)
# Uncanny

Racial traits:

# Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

# Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.

# Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

# Darkvision: Dwarves can see in the dark up to 60 feet. (see darkvision).

# Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

# Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

# Giant Hunter Some dwarves train from a young age in the best tactics to fight against giants. As a result, giant hunter dwarves gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.^

# Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

# Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

# Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially 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.

# 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.

# 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.


Exile: +2 to initiative
Deft Dodger: +1 Reflex saves


Weapon Focus: +1 to attack (Waraxe, Dwarven)
Rage Power: Superstition (+2 morale bonus saving throws (resist spells, supernatural abilities, and spell-like abilities)


[8 + 2 int + 2 favored] | ACP -4

Acrobatics (Dex) +2,
Climb (Str) +4,
Craft (Int),
Handle Animal (Cha),
Intimidate (Cha),
Knowledge (nature) (Int) +6,
Perception (Wis) +6,
Ride (Dex),
Survival (Wis) +6,
Swim (Str) +4.


Scale Mail --
Waraxe Dwarven --