Dwarf

Kjell Frostbeard's page

38 posts. Alias of William Senn.


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Male Human, Ulfen Summoner 12

"Oh, for the love of..." Kjell mutters to himself, then swiftly touches Val, Jon, and Cornelius and utters the by-now-familiar arcane words to one of his spells.

Dimension door us back out to the hallway. 2 3rd level spells remaining for today.


Male Human, Ulfen Summoner 12

Technically +6 at the moment since he's within 10 feet of Neifel, but I don't think that's going to be enough to matter.


Male Human, Ulfen Summoner 12

Damn, I forgot Kara stayed behind. This is an inconveniently sized party for teleportation.


Male Human, Ulfen Summoner 12

Kjell: 1d20 + 13 ⇒ (15) + 13 = 28
Neifel: 1d20 + 7 ⇒ (15) + 7 = 22

NOTE: Anyone within 10' of Neifelbjorn -- so Jon, Jon's Horse, and Dunleary at the minimum -- gets a +2 circumstance bonus on all saves thanks to his Shield Ally ability. Kjell gets +4 instead, which is already counted above.


Male Human, Ulfen Summoner 12
Valorius wrote:
So we're no longer in the sealed chamber, right?

We're in the 25x25 room past the sealed chamber.

"There's quite a lot of magic in this room. Try not to do anything to those depressions -- they've got enchantment magic all over 'em. No telling what they do. Dunleary, you wanna take a peek at them and see if they're some kinda trap?"


Male Human, Ulfen Summoner 12

In that case...

Kjell strides forward into the larger chamber in McGoon's wake (pun intended, sorry, Kjell made me do it) gives the room a brief look-about, then sends a mental communication to Neifelbjorn.


Male Human, Ulfen Summoner 12

And any other exits? We need a room bigger than 15x15 if we want to keep the party together. 25x25 will do, but it'll be cramped. Kjell will scan the place with detect magic and a Perception check:

1d20 - 1 ⇒ (15) - 1 = 14


Male Human, Ulfen Summoner 12

OK, it's been a couple days since I posted about trying dimension door again, including one whole weekday, so here goes...

"Alright, you all know the drill, link up hands and pray to go through the wall, not headfirst into it, haha!"

Kjell waits a moment for Val, Kara, and Whirlpool to link hands with each other and him, then chants the words to dimension door, aiming for the center of the room beyond the wall of stone.

3 3rd level spells remaining for today.


Male Human, Ulfen Summoner 12

"If I can get us in, I can get us out the same way. I've still got plenty of magical reserves for today. I'd also -- probably -- be able to get us back to town directly, if we needed it."


Male Human, Ulfen Summoner 12

Kjell gestures and Valorius's crowbar begins to glow with a pearlescent light. "Done! And I'll magick it in there to keep it from clattering around, too."

Cast light on the crowbar, then mage hand and have the hand float the crowbar through the gap in the wall into the room beyond.


Male Human, Ulfen Summoner 12

"No, if that's a wall of stone as Whirlpool says, it's not something that can be dispelled by anything but brute force."

Kjell appears to be thinking hard for several long seconds, then nods to himself as if something were decided. "Well, there's no abjuration aura around this area like there was with the outer doors, and if we can't teleport out of here, it's better to know that now than when we really need to get out of a bad situation fast. I'm gonna try to dimension door myself to the other side of this wall. I can take four other people with me -- or two and Jon's horse." He looks around at the rest of the group. "Who's coming in the first jump? I can't promise you all won't get headaches if that teleport ward affects this area as well. I've got a hard head, so it doesn't bother me, haha!"


Male Human, Ulfen Summoner 12

Sorry about the absence, but I'm back now.

"I can get us in there, assuming that teleport ward from earlier isn't across this whole blasted place, but are we sure it's a good idea?" Kjell squints at the 'danger' symbol doubtfully.


Male Human, Ulfen Summoner 12

"Thought you'd never ask! Haha!"

Kjell raps the gnoll-turtle on the head with the pommel of his greataxe a couple of times until it falls unconscious, waits a few seconds for the hex to wear off, then ties the gnoll across Neifelbjorn's back.

"Good to go!"

Can roll damage if you need me to; I figured 5 rounds of 2 attacks/round would probably get it.


Male Human, Ulfen Summoner 12

"Well I'd really like t' not have an armful of angry gnoll in a minute. I like 'em a little less furry and little more willing, haha! Better find someplace to drop this one before McGoon's hex wears off."


Male Human, Ulfen Summoner 12

Kjell wordlessly grabs the turtle-ized gnoll under one arm and strides forward into the depths of the castle, Neifelbjorn on his heels.

Heading for the west corridor.


Male Human, Ulfen Summoner 12

"We need to make sure the doors stay open, though. Who knows how often they send patrols outside, or whether this one knows how it opens?"


Male Human, Ulfen Summoner 12

Neifel spits and growls in disgust, "Gnolls! Taste like carrion!". This doesn't stop him from turning to a new target and savaging it as well.

Neifel targets G3 if it's still alive, and G4 if not.
Bite: 1d20 + 22 ⇒ (6) + 22 = 28 to hit and 1d8 + 11 + 1d6 ⇒ (7) + 11 + (3) = 21 damage (d6 is cold).
If that hits, Neifel gets a free trip attempt: 1d20 + 23 ⇒ (7) + 23 = 30
Claw 1: 1d20 + 22 ⇒ (2) + 22 = 24 to hit and 1d6 + 11 + 1d6 ⇒ (6) + 11 + (6) = 23 damage (second d6 is cold)
Claw 2: 1d20 + 22 ⇒ (7) + 22 = 29 to hit and 1d6 + 11 + 1d6 ⇒ (1) + 11 + (6) = 18 damage (second d6 is cold)
If both claws hit the same gnoll, he rends: 1d6 + 15 + 1d6 ⇒ (3) + 15 + (6) = 24 damage (second d6 is cold)

Kjell springs forward and swings his greataxe in a terrible, glistening arc at the nearest gnoll.

Kjell's movement depends on the tactical situation. If G1 is still alive, he'll move to J38 and attack it. If G1 is dead but G3 is still alive, he'll move to K39 and attack it. If G4 is the only enemy standing, he'll move to L39 to attack it. Regardless of which enemy he attacks, he uses a swift action to activate Arcane Strike prior to his attack.
1d20 + 17 ⇒ (5) + 17 = 22 to hit, 1d12 + 12 + 1d6 ⇒ (4) + 12 + (2) = 18 damage (d6 is cold).


Male Human, Ulfen Summoner 12
'Whirlpool' McGoon wrote:
By the way, everyone but Kara and Thropan should have +1 luck bonus to attack and damage from Prayer; it looks like no one added that in. Just FYI.

I added the attack bonus but didn't realize it gave damage bonuses too.


Male Human, Ulfen Summoner 12
DM Thasmudyan wrote:
Just wondering the range on this spell as both Kara and Thropan are not near the party and are infact 120+ feet away.

Sorry, you're right. No two targets can be more than 30' from each other. Kjell will try to get as many people as he can with it; I think he should get everyone but Kara and Thropan, but I'm not 100% clear on where everyone is in the room.


Male Human, Ulfen Summoner 12

Neifelbjorn steps forward with a deafening roar and savages the nearest gnoll. Kjell sticks close to his side and chants a few guttural words.

Neifelbjorn 5' steps forward and claw-claw-bites the nearest gnoll.
Bite: 1d20 + 21 ⇒ (17) + 21 = 38 to hit and 1d8 + 10 + 1d6 ⇒ (1) + 10 + (6) = 17 damage (d6 is cold).
If that hits, Neifel gets a free trip attempt: 1d20 + 22 ⇒ (8) + 22 = 30
Claw 1: 1d20 + 21 ⇒ (7) + 21 = 28 to hit and 1d6 + 10 + 1d6 ⇒ (2) + 10 + (5) = 17 damage (second d6 is cold)
Claw 2: 1d20 + 21 ⇒ (3) + 21 = 24 to hit and 1d6 + 10 + 1d6 ⇒ (3) + 10 + (1) = 14 damage (second d6 is cold)
If both claws hit the same gnoll, he rends: 1d6 + 14 + 1d6 ⇒ (4) + 14 + (4) = 22 damage (second d6 is cold)
He'll attack any gnolls still in range of his full attacks if he drops one.
If he's not close enough to 5' step and full attack, then he'll move into range and just bite+trip.

Kjell casts haste on the party (+1 to hit, +1 to AC, +1 to reflex saves, +30' movement, one extra attack at full BAB) and 5' steps (or moves, if needed) to remain adjacent to Neifelbjorn.
Kjell has 4 second level spells remaining today.


Male Human, Ulfen Summoner 12

Kjell frowns, looking rather perturbed.

"I'm gonna go stir-crazy if I gotta sit in front of this door for Erastil knows how long waiting for something to open it for us."


Male Human, Ulfen Summoner 12

While everyone else settles in at the giant doors, Kjell and Neifel begin a methodical search of the door room, the passageway to the door room, the intersection, and the northern passageway.

Take 20. 2 minutes per 5' square, focusing on the walls and on the 8-pointed star. Kjell's take 20 Perception is 19, while Neifel's is 34.


Male Human, Ulfen Summoner 12

"Hard to hide people as big as me and Neifel, haha! I think maybe we should check out the other passageway. It looked like a dead end, but who builds hallways to nowhere for no reason?"


Male Human, Ulfen Summoner 12
DM Thasmudyan wrote:
Hey no worries I was waiting for Kjell to try this so I could giggle in an evil dm way, no offense Kjell but someone was going to have to find out the hard way that this door was going to be hard to open. I was thinking the "immensely strong abjuration magic" comment would have deterred you though :)

No offense taken. I was fairly sure it wouldn't be as simple as "crawl in the window and open the front door from inside", which is basically what I was attempting. Thus, the 'I told you so' look from Neifelbjorn.


Male Human, Ulfen Summoner 12

"Owww. Yeap, that's a teleport ward. Gonna have to find another way through here." Kjell says as he picks himself up off the floor and hobbles back to stand next to Neifelbjorn, who looks at Kjell with an 'I told you so' expression on his ursine face.


Male Human, Ulfen Summoner 12

I'm just intending to take myself, as if push comes to shove I can Transpose myself with Neifelbjorn then dimension door him adjacent to me once I'm safe on this side of the door. If there's something on the other side that would prevent me from casting spells, I can't get anyone else back safely. I think Kjell has the most hit points in the party, so it's unlikely anything on the far side can kill him before he can get back to safety on his own. I just don't like splitting the party too much -- better for the character with the best escape mechanisms to be the one scouting. I have more uses per day, including teleport, if it's safe for everybody else. There's also space considerations -- we can't share squares, and if you end up in a solid object you can be deposited anywhere randomly within 100', including some unknown area of the level that we have no clue how to get to.


Male Human, Ulfen Summoner 12

Well, I was waiting for Dunleary, but he hasn't posted in a couple days now...

Kjell watches Dunleary pick over the door for a while, but it doesn't seem to be going anywhere.

"All right, I guess I get to hope that's not a teleport ward and there's no traps on the other side. I'll keep Neifelbjorn updated on my status and he can relay to you."

So saying, he takes a deep breath, closes his eyes, and chants the words to a brief spell.

Cast dimension door, aiming 10 feet past the door. Four 3rd level spells remaining today. Keeping the lantern with me and, if the teleport succeeds, examing the area around me and the other side of the door to see if there's an obvious way to open it from the inside.


"So, there I was, facing off against a devil with just a plain iron axe, duty-sworn to protect my cruel master. The best I could pray for was a quick death, but this it's a devil we're talking about. I figured it was my penance for having worked for that Jeggare bastard all those years.

"I tightened my grip on my axe as the fiend prepared to strike. 'Oh Lord Erastil, forgive me for my foolishness', I prayed. Then, much to my surprise, a mound of white fur shot out of the closing portal and tore into the devil from behind! I don't think any of us there knew what to think, but I knew that I couldn't leave anyone else in the room alive if I wanted to survive; I buried my axe in that traitorous wizard and then turned on the Lord Jeggare.

"So, that's how I met Neifelbjorn. I still don't know where, precisely, he came from, and he's always been bearish -- haha! -- about filling me in. We work well together, though, so it's no skin off my back."


Male Human, Ulfen Summoner 12

"Woo, that is a mighty strong ward, isn't it? Let's see what Dunleary can come up with, first. If he can't get these open himself I'll try the other way."


Male Human, Ulfen Summoner 12
'Whirlpool' McGoon wrote:
"I doubt we can force them open from the looks of it. Any bright ideas?"

Kjell squints at the door, then responds, "Well, if the area isn't warded against it, I can teleport us past the doors, although I don't like doing blind teleports. Who knows what's on the other side?" He thinks for a moment and adds, "Take more than one trip, too. Let's call that a last resort, shall we?"

Referring to dimension door, which can be used with just a direction and distance, not teleport which needs a clear image of the destination


Male Human, Ulfen Summoner 12

"Hmm. A door. Did anyone happen to bring a key?"

Kjell and Neifelbjorn examine the room in detail, shining the light from his lantern everywhere, then moving on to the door -- but being careful not to touch the door before Dunleary has had a chance to examine it for surprises.

Perception rolls for Kjell and Neifelbjorn, respectively. (1d20-1=12, 1d20+14=18)


Male Human, Ulfen Summoner 12

Kjell's standard operating procedures, for the record (there aren't many):

  • When in a town or other reasonably secure location, his axe's frost power will be turned off. At any other time, it'll be on.
  • Unless I specify otherwise, Kjell will always use a swift action to use his Arcane Strike feat before attacking. He doesn't have many other swift action or immediate action choices, but I'll make special note of it if he does use one and attack in the same round.
  • When out of combat, Kjell and Neifelbjorn stay within 10' of each other if at all possible, to take advantage of the Eidolon's Greater Shield Ally ability. I strongly encourage everyone else to stick close to him too; that +2 save bonus is a circumstance bonus, which stacks with everything, and everyone but Jon and maybe McGoon can make good use of the shield bonus to AC as well.
  • Kjell uses his rod of lesser extend metamagic and casts barkskin on himself right before setting out on any 'adventuring day', or when leaving a "safe" location for a potentially dangerous one; as such, he only effectively has 5 2nd level spells per day. It lasts for 4 hours extended. I'll try to remind you of this, DM, at the start of each in-game day. He'll probably re-up it when it runs out if we're still adventuring, but that depends on spells remaining and so on. At his level, it grants a +5 natural armor bonus, increasing his AC from 24 to 29 (33 when within 10' of Neifelbjorn).

    I think that's everything. He does have barkskin active; he'd probably have cast it as we approached the ruins of the castle. Time remaining is entirely up to you; again, it has a 4 hour duration.


  • Male Human, Ulfen Summoner 12

    "Ah, this reminds me of a girl I once knew ... long, dark, and mysterious. Haha! I suppose we should get some light on the situation."

    Kjell rummages around in his pack, pulls out a bullseye lantern, carefully pours some oil in, lights the lantern's wick, then stows the oil safely away again. He raises the lantern up to eye level and shines it around the intersection, taking a good look at the walls and floors, then points the light down the dark passageway.

    Kjell's Perception roll:
    1d20 - 1 ⇒ (12) - 1 = 11
    Neifelbjorn's Perception roll:
    1d20 + 14 ⇒ (8) + 14 = 22


    Male Human, Ulfen Summoner 12
    'Whirlpool' McGoon wrote:
    McGoon's motivation for adventuring is to try to find a way to cure the sights, sounds and smells of the sea that incessantly follow him around. After 80 years of looking to break the curse, he's just about at the breaking point...

    Man, that provides opportunity for all kinds of teasing, Kjell being a Viking analogue and all...

    Jon Commoner wrote:
    Jon's easy: he's a do-gooder, but he knows he's not the brightest bulb, so he would naturally ally with smarter people who share similar interests.

    I imagine he and Kjell will get along famously.


    Male Human, Ulfen Summoner 12

    As for how the party met, Kjell is a do-gooder, so it's quite likely he ran into at least a few of the party members on various quests and so on. He's also fond of his mead, so there's always the tavern angle.

    In an aside, I'm going to include stat blocks for common summoned monsters in Kjell's profile to make using them a bit easier.


    Male Human, Ulfen Summoner 12

    Here are Kjell's finalized stats, plus his appearance and backstory and such ...


    I'll third it. The Summoner's got a pretty nice utility list, but not a lot of versatility, nor many spells per day. I can handle a limited amount of party buffing and battlefield control, but that's really it as far as my spell list is concerned.

    Here's my spells known, so other arcane casters can coordinate around it if desired:
    0: acid splash, arcane mark, detect magic, light, read magic, mage hand
    1st: shield, protection from evil, alarm, grease, identify, expeditious retreat
    2nd: barkskin, bear's endurance, blur, haste, see invisibility
    3rd: dimension door, fly, wall of ice, dispel magic
    4th: dismissal, wall of stone, teleport, baleful polymorph


    Alright, I've got Kjell and Neifelbjorn statted up. I still have to write their backgrounds and such, but I figured I'd toss up the stats for review while I get working on those.

    Kjell's Stats:

    Spoiler:
    Kjell Frostbeard
    Male Human (Ulfen) Summoner 12
    Alignment: NG
    Deity: Erastil
    Region of Birth: Lands of the Linnorm Kings
    Height: 6'5"
    Weight: 220 lbs
    Hair: Blonde
    Eyes: Blue
    Skin: Pale
    Age: 25
    XP:

    Str: 19 (+4) [15 base, +4 item]
    Dex: 15 (+2) [15 base]
    Con: 18 (+4) [16 base, +2 level]
    Int: 13 (+1) [13 base]
    Wis: 9 (-1) [9 base]
    Cha: 20 (+5) [17 base, +2 racial, +1 level]

    Class and Racial abilities:
    Eidolon (16 Evolution points; see below)
    Life Link (transfer hit points to prevent Neifelbjorn's death)
    Summon Monster (8/day cast summon monster VI as standard action, 12 minute duration)
    Bond Senses (12 rounds/day share Neifelbjorn's senses)
    Greater Shield Ally (allies within Neifelbjorn's reach gain +2 shield AC, +2 circumstance save bonus; Kjell gets +4 bonuses instead)
    Maker's Call (2/day dimension door Neifelbjorn adjacent to self or swap spaces with Neifelbjorn)
    Aspect (2 Evolution points transferred from Neifelbjorn to grant immunity to cold)

    Hit Dice: 12d8+72 (12d8 class levels, +48 Con, +12 favored class, +12 Toughness)
    Hit Points: 138
    AC: 24 (+8 Armor, +2 Dexterity, +2 Deflection) [Touch 14, Flat-footed 20]
    Init: +2 (+2 Dex)
    Speed: 40ft

    Saves:
    Fortitude +11 [+4 base, +4 Con, +1 Trait, +2 Resistance]
    Reflex +8 [+4 base, +2 Dex, +2 Resistance]
    Will +9 [+8 base, -1 Wis, +2 Resistance]
    Immune cold

    BAB: +9
    Melee Atk: +15/+10 (1d12+8 plus 1d6 cold / 20 / x3, +2 frost greataxe)
    Melee Atk: +18/+13 (1d12+11 plus 1d6 cold / 20 / x3, +2 frost greataxe) using Arcane Strike

    CMB: +13 (9 BAB, +4 Strength)
    CMD: 25 (10 base, +9 BAB, +4 Strength, +2 Dexterity)

    Skills:
    Fly +9 (5 ranks, +2 Dex, +3 Class Skill, -1 Armor) [+4 maneuverability, +6 spell using fly]
    Diplomacy +10 (5 ranks, +5 Cha)
    Knowledge: Arcana +16 (12 ranks, +1 Int, +3 Class Skill)
    Linguistics +6 (2 ranks, +1 Int, +3 Class Skill)
    Spellcraft +16 (12 ranks, +1 Int, +3 Class Skill)
    Use Magic Device +20 (12 ranks, +5 Cha, +3 Class Skill)
    <Concentration> +23 (12 caster level, +5 Cha, +4 Combat Casting, +2 Trait)

    Traits:
    Resilient (+1 Fort save)
    Focused Mind (+2 Concentration check)

    Feats:
    Martial Weapon Proficiency: Greataxe (Human bonus)
    Toughness (1 HD)
    Spell Focus: Conjuration (3 HD)
    Augment Summoning (5 HD)
    Beckon the Frozen (7 HD)
    Arcane Strike (9 HD)
    Combat Casting (11 HD)

    Languages:
    Common (Taldane), Skald, Dwarven, Celestial

    Spells Known: (*/7/6/5/4 per day; DC 15 + spell level, +1 for Conjuration)
    0: acid splash, arcane mark, detect magic, light, read magic, mage hand
    1st: shield, protection from evil, alarm, grease, identify, expeditious retreat
    2nd: barkskin, bear's endurance, blur, haste, see invisibility
    3rd: dimension door, fly, wall of ice, dispel magic
    4th: dismissal, wall of stone, teleport, baleful polymorph

    Carrying Capacity:
    Light Load: 0-116 lbs
    Medium Load: 116-233 lbs
    Heavy Load: 233-350 lbs
    Current Load: 92.5 lbs, light load
    Bag of Holding Load: 108/500 lbs


    Gear:
    Spoiler:

    Equipment:
    +4 chain shirt, 16,250g
    +2 frost greataxe, 18,320g
    cloak of resistance +2, 4,000g
    ring of protection +2, 8,000g
    belt of giant strength +4, 16,000g
    boots of striding and springing, 5,500g
    backpack, 2g
    ~ bullseye lantern, 12g
    ~ 10 flasks of lantern oil, 1g
    ~ 10 torches, 1s
    ~ whetstone, 2c
    ~ lesser rod of extend metamagic, 3,000g
    ~ wand of cure moderate wounds (50 charges, CL 3), 4,500g
    ~ wand of cure light wounds (50 charges, CL 1), 750g
    ~ wand of magic missile (50 charges, CL 5), 3,750g
    ~ 4 potions of invisibility (CL 3), 1,200g
    ~ bag of holding type 2, 5,000g
    ~~ bedroll, 1s
    ~~ 3 square yards of canvas, 3s
    ~~ crowbar, 2g
    ~~ 10 foot pole, 5c
    ~~ iron pot, 8s
    ~~ portable ram, 10g
    ~~ 30 days worth of trail rations, 15g
    ~~ grappling hook, 1g
    ~~ 200 feet of silk rope, 40g
    ~~ shovel, 2g
    ~~ 1 pound of soap, 5s
    scroll case, 1g
    ~ scroll of raise dead, 6,125g
    ~ 10 sheets of paper, 4g
    belt pouch, 1g
    ~ 10 pieces of chalk, 1s
    ~ flint and steel, 1g
    ~ small steel mirror, 10g
    ~ 5 potions of cure light wounds (CL 1), 250g
    waterskin, 1g
    silver holy symbol of erastil, 25g
    spell component pouch, 5g

    Money:
    210.3g


    Appearance, Personality, and Background:
    Spoiler:

    Appearance:

    Personality:

    Background:

    Eidolon (Neifelbjorn):

    Spoiler:

    Quadruped base
    Large Outsider
    Alignment: NG

    Str: 29 (+9) [14 base, +8 size, +5 automatic increase, +2 levels]
    Dex: 17 (+3) [14 base, -2 size, +5 automatic increase]
    Con: 17 (+3) [13 base, +4 size]
    Int: 7 (-2) [7 base]
    Wis: 10 (+0) [10 base]
    Cha: 11 (+0) [10 base]

    Special Abilities and Evolutions:
    Darkvision 60'
    Link (telepathic communication with Kjell)
    Share Spells
    Evasion
    Devotion (+4 Will save vs enchantment)
    Bite
    Limbs (Legs) x2
    Claws
    Trip
    Scent
    Rend (1d6+14 plus 1d6 cold; 1d6+23 plus 1d6 cold using Power Attack)
    Large
    Damage Reduction (10/evil)

    Hit Dice: 11d10+55 (11d10 hit dice, +33 Con, +11 Toughness)
    Hit Points: 102
    AC: 36 (+9 Armor, +14 Natural Armor, +3 Dexterity, -1 Size) [Touch 12, Flat-footed 32]
    Init: +3 (+3 Dex)
    Speed: 40ft

    Saves:
    Fortitude +10 [+7 base, +3 Con]
    Reflex +10 [+7 base, +3 Dex], Evasion
    Will +3 [+3 base, +0 Wis], +4 vs enchantment
    Immune cold
    Vulnerable fire

    BAB: +11
    Melee Atk: bite +20 (1d8+10 plus 1d6 cold plus trip / 20 / x2) and 2 claws +20 (1d6+10 plus 1d6 cold / 20/ x2)
    Melee Atk: bite +17 (1d8+16 plus 1d6 cold plus trip / 20 / x2) and 2 claws +17 (1d6+16 plus 1d6 cold / 20 / x2) using Power Attack

    CMB: +21 (11 BAB, +9 Strength, +1 Size)
    CMD: 32 (10 base, +11 BAB, +9 Strength, +3 Dexterity, -1 Size)

    Skills:
    Intimidate +14 (11 ranks, +0 Cha, +3 Class Skill), +4 vs medium or smaller
    Perception +14 (11 ranks, +0 Wis, +3 Class Skill)
    Sense Motive +14 (11 ranks, +0 Wis, +3 Class Skill)
    Survival +14 (11 ranks, +0 Wis, +3 Class Skill)

    Feats:
    Power Attack (1 HD)
    Improved Bull Rush (3 HD)
    Light Armor Proficiency (5 HD)
    Medium Armor Proficiency (7 HD)
    Toughness (9 HD)
    Multiattack (bonus)
    Awesome Blow (11 HD)

    Languages:
    Common (Taldane), Skald, Dwarven, Celestial

    Carrying Capacity:
    Light Load: 0-1,596 lbs
    Medium Load: 1,596-3,192 lbs
    Heavy Load: 3,192-4,788 lbs
    Current Load: 108 lbs, light load

    Equipment:
    +3 breastplate barding, 9,950g
    +1 amulet of mighty fists, 5,000g
    exotic military saddle, 60g
    saddlebags, 4g

    ~~~~~~~

    Appearance:

    Personality: