About Koldur of the Axe
Koldur of the Axe
Male Dwarf Fighter (Sensate) 7
Chaotic Good Medium Humanoid
Init +8; Senses DarkVision 60ft Perception +11
Weapon Focus (Dwarven Waraxe) (Fighter Bonus Feat 1)
Two-Weapon Fighting (Fighter Bonus Feat 2)
Dodge (Level 3 Feat)
Weapon Specialization (Dwarven Waraxe) (Fighter Bonus Feat 4)
Toughness (Level 5 Feat)
Blind-Fight(Fighter Bonus Feat 6)
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.
Defender of the Society (Combat)
Weapon and Armor Proficiency:
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.
Guarded Senses (Su):
Uncanny Dodge (Su):
Weapon Training (Ex):
Centered Senses (Su):
Strike Pose (Su): <---GM Bonus!
Improved Uncanny Dodge (Su):
Guarded Senses (Su):
This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well.
The any-tool counts as a set of masterwork artisan’s tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.
Mirrored Sunsilver Field plate +1
The polished surface of a mirrored shield or armor gleams and shines, and can be used as an ordinary mirror. Furthermore, it aids in battling creatures with gaze attacks. If the wearer averts his eyes, he can roll the miss chance twice, selecting the better result. The wearer can deal sneak attack or other precision-based damage to the target even though it has concealment against him. This provides no benefit if the wearer closes his eyes, wears a blindfold, or otherwise can’t see the target at all. The mirrored armor or shield also adds its enhancement bonus to the wearer’s touch AC against rays. it. This special ability may only be added to metallic armor or shields.
An advanced form of alchemical silver, sunsilver is the pride of the Padishah Empire’s war smiths. A weapon made of sunsilver counts as alchemical silver for all purposes. Items not primarily made of metal are not meaningfully affected by being partially made of sunsilver. (For example, a scimitar or breastplate can be made of sunsilver, while a quarterstaff or hide armor cannot.) In addition, items made of sunsilver are immune to rust effects (such as rusting grasp). While in an area of bright light, a shield or suit of armor made of sunsilver shines brightly, allowing the wearer to reflect light at nearby foes as a move action. When she does so, creatures adjacent to the wearer must succeed at a DC 12 Fortitude save or be dazzled for 1 round.
Boots of the Earth
These sturdy leather dwarven boots have soles made of thick gray marble. As a move action, the wearer can plant her feet and draw strength from the earth, gaining fast healing 1 and a +4 bonus to CMD to resist bull rush, repositionAPG, and trip combat maneuver attempts. These effects end if the wearer moves or is moved, knocked prone, or rendered unconscious.
Dwarf Racial Traits:
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and receive 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.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
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.
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.
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.
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.
Koldur of the Axe:
Koldur is the princess for lack of better word, ex weapons master. Having served her great grandfather, he was said to be among the greatest of warriors in the kingdom.
Years ago, Koldur was involved in a skirmish with Orcs, where the king was surrounded. Koldur not only cut his way through throngs of orcs but also held them off long enough for reinforcements to arrive. His axes carving a wide swath through the Orcs Most of his curent scars can be attributed from then.
He has had the honor of being the princess personal bodyguard when she was but a mere child before he was ordered by the King to train the next generation of warriors.
The Deeds of Koldur:
Songs have being made of his exploits especially with his unique fighting style for Koldur, unlike most dwarves fights with two axes or a single axe, switching them out in a blink of an eye. He doesn't favor the typical heavy blows of Dwarvish fighting, rather keeping a fighting style favoring constant motion and using the momemtum to switch his blows.
He is also a fierce proponent of freedom of choice and has had engaged and slain several Orc warbands before they woud have banded and proven a threat.
Much of the safety of the roads have being attributed to Koldur Establishing Iron Peaks providing stability and free guards as trainees from Iron Peaks tend to travel with the caravans in exchange for food and shelter.
One of the most famous duels ever witnessed was between Koldur and Silvillinis Soren Sable - 'Sable'(PC) (No offence I hope), a clash never repeated ever again.
The song of Sword and Axe:
The elf's blade whistles through the air before reversing into a series of swings and thrusts only to be met with an equal barrage of spinning axes deflecting each blade aside and being turned aside just as well.
There's a grin on the dwarf's face matched only by the open smile on the Elf.
Double Axe chop blocked by flat of the greatsword, pushed away and then riposted into a thrust so quickly that it seems to disappear from most eyes watching only to be caught on an axe spike and redirected to the side.
A subtle shift in the shoulders with a quick step is all the skilled elf needs to dance and dodge in between deadly axe blades as the dwarf charges and spins his body while moving his arms bringing his axes in a perfect counterpoint to his spin creating a deadly ring of flashing blades dazzling to the eye.
The Elf picks his moment and lashes out with a kick knocking his bearded foe off balance and unleashes an incredible display of swordplay only for his opponent to use the kick and roll out of the way forcing the Elf to jump back as twin axes slash where his leg would have being.
Instantly they stopped and sheathe/lower their weapons, their bout ended by mutual respect.
"You need to grow taller, Koldur"
Koldur has had trained many others which also includes an half orc named Gratus (NPC) who was instrutmental in releasing slaves of which one was named Arrunt (PC).
He has had another friend or neighbour who comes occasionally to test his skills against Koldur, a lizardman by the name of Koven(NPC) skilled with teeth, claws and tail. The two have had many a sparring sessions and share tales and rumors they'd have heard.
Due to his established home being an out of the way forified town known as Ironpeaks, he has a tower that is occupied by another, Alkron, a scholar well learned in the ways of arcane.
Koldur's current home where he resides charged by the current King to train the new warriors of the King. His home also holds host to other adventurers looking for further training boasting of not only a training academy, an archery field, stables as well as an arcane school. More than a few have setup homes here further reinforcing Iron Peaks as a frontier town.
The library while not the largest is comprehensive and the temples are wide spread enough that various worshippers feel comfortable with their faiths. Only the temples delicated to evil are hunted down.
There is also a druids groove in a forest a day's travel from Iron peaks as well as monastery in the shadowing mountains where Iron Peaks got its name from.
The nearby peaks also hold an aerie of Pegasi of which Koldur protects seeing in them rare friends that must be protected. In his younger days, Koldur came across an injured pegasi about to be killed by orc hunters. He drove them off and after treating the wounds incurred, he set the young beast free.
During the first watch to third watch, he'll take his rest and awaken during the fourth to fifth watch, sharpening his weapons, and greasing his armor. One that is done, he'll give his armory time to settle in before donning them and then patrolling around the camp perimeter, his eyes sharp for danger.
–2 to Str, Dex, and Con; +1 to Int, Wis, and Cha
Strike Pose (Su):
Blind Sight 20feet
Sore Wings/Soar Wings:
The pegasus is, despite its appearance, as intelligent as a human. As such, those who try to train a pegasus to serve as a mount find the pegasus to be recalcitrant and even violent. A pegasus cannot speak, but it understands Common and greatly prefers the company of a good companion. The proper method to convince a pegasus to serve as a mount is to befriend it with diplomacy, favors, and good deeds. A pegasus is generally indifferent to a good-aligned creature, unfriendly to a neutral one, and hostile to an evil one—before a pegasus will serve as a mount, a pegasus must be made helpful via Diplomacy checks or other means. Riding a pegasus requires an exotic saddle or no saddle at all, as a regular saddle’s straps interfere with the creature’s wings. A pegasus can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Trained pegasi are not afraid of combat, and the rider does not need to make a Ride check each round merely to control his mount.