Gravin Goldhammer

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1,306 posts. Alias of nightdeath.

Full Name

Koldur of the Axe


| HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |


Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|


Male Dwarf Fighter (Sensate) 7| 25ft speed






Chaotic Good




Common, Dwarven, Elven, Orc, Fey, Giant


Ex weapon Master

Strength 20
Dexterity 16
Constitution 16
Intelligence 14
Wisdom 14
Charisma 13

About Koldur of the Axe

Play By Forum Legends in the Making: Slayers of Renown

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Koldur of the Axe


Character Crunch:

Male Dwarf Fighter (Sensate) 7
Chaotic Good Medium Humanoid
Init +8; Senses DarkVision 60ft Perception +11

AC 23 , touch 14 , flat-footed 18 (+8 armor, +0 Shield, +3 Dex, +0 natural, +1 Trait, +1 Dodge)
hp 73 (7d10+21, +0 Favored, +1 Trait, +7 Toughness)
Fort +8, Ref +5, Will +4
Resist None

Speed 20 ft
Ranged Longbow +10 (1d8 20/x3)
Melee Moon's Edge +14 (1d10+7 20/x3)
Melee Dwarven Maulaxe +12 (1d6+5 20/x3)
Melee Dwarven Longaxe +12 (1d12+7 20/x3)
Melee Moon's Edge +13 (1d10+7 20/x3) (Primary), Dwarven Maulaxe +10 (1d6+3 20/x3) (Secondary)
Special Attacks
Spell-Like Abilities

Str 18 , Dex 16, Con 16 , Int 14, Wis 14, Cha 13
Base Atk +7; CMB +11; CMD 24
Languages Common, Dwarven, Orc, Elven, Fey, Giant

Improved Initiative (Level 1 Feat)
You get a +4 bonus on initiative checks.

Weapon Focus (Dwarven Waraxe) (Fighter Bonus Feat 1)
You gain a +1 bonus on all attack rolls you make using the selected weapon.

Two-Weapon Fighting (Fighter Bonus Feat 2)
Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Dodge (Level 3 Feat)
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Weapon Specialization (Dwarven Waraxe) (Fighter Bonus Feat 4)
You gain a +2 bonus on all damage rolls you make using the selected weapon.

Toughness (Level 5 Feat)
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Blind-Fight(Fighter Bonus Feat 6)
In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.

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.

Veteran of Battle (Religion)
You have fought in several battles, and each time felt the presence of Gorum guiding your sword-arm, making you ready to act at a moment’s notice. You gain a +1 trait bonus on initiative checks, and if you are able to act during a surprise round, you may draw a weapon (but not a potion or magic item) as a free action during that round.

Defender of the Society (Combat)
Your time spent studying the greatest warriors of the Society taught you new defensive skills while wearing armor. You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.

Grounded (Race)
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.

Class Features
The sensate’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str). This replaces the fighter’s class skills.

Weapon and Armor Proficiency:
Weapon and Armor Proficiency: Sensates are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). This replaces the fighter’s weapon and armor proficiency.

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.

Guarded Senses (Su):
At 2nd level, a sensate gains a +1 bonus on saves against sonic effects, figments, glamers, patterns, gaze attacks, and scent-based attacks. This bonus increases by 1 for every 4 levels the sensate possesses beyond 2nd. This ability replaces bravery.

Uncanny Dodge (Su):
At 3rd level, a sensate gains uncanny dodge as the barbarian ability of the same name, except supernatural in nature. This ability replaces armor training 1.

Weapon Training (Ex):
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.

Centered Senses (Su):
At 5th level, a sensate can center his senses as a move action. While centered, a sensate gains a +1 insight bonus on attack rolls, weapon damage rolls, and Will saves. This bonus increases by 1 at 9th level and every 4 levels thereafter. A sensate loses his centered state if he gains the confused, dazed, fascinated, staggered, or stunned condition; falls unconscious; or fails a Will save. This ability replaces weapon training 2, 3, and 4.

Strike Pose (Su): <---GM Bonus!
This feat is a reward for bringing the humor to the most magicless character and still bringing it! You may Strike a Pose for a move action. Will Save DC = to 1/2 level + str modifier or dex modifier + cha modifier. If the target fails you may aide an ally that threatens the target for double the effect. *It is subject to change based on how over powered it is.

Improved Uncanny Dodge (Su):
At 7th level, a sensate gains improved uncanny dodge as the barbarian ability of the same name, except supernatural in nature. This ability replaces armor training 2.

Acrobatics +9 (+7 Rank, +3 trained, +3 Ability, -3 Armor)
Appraise +2 (+0 Rank, +0 trained, +2 Ability)
Bluff +1 (+0 Rank, +0 trained, +1 Ability)
Climb +1 (+1 Rank, +0 trained, +4 Ability, -3 Armor)
Craft +2 (+0 Rank, +0 trained, +2 Ability)
Diplomacy +1 (+0 Rank, +0 trained, +1 Ability)
Disable Device +0 (+0 Rank, +0 trained, +3 Ability, -3 Armor)
Disguise +1 (+0 Rank, +0 trained, +1 Ability)
Escape Artist +0 (+0 Rank, +0 trained, +3 Ability, -3 Armor)
Fly +0 (+0 Rank, +0 trained, +3 Ability, -3 Armor)
Handle Animal +4 (+3 Rank, +0 trained, +1 Ability)
Heal +2 (+0 Rank, +0 trained, +2 Ability)
Intimidate +2 (+1 Rank, +0 trained, +1 Ability)
Knowledge (Dungeoneering) +5 (+3 Rank, +0 trained, +2 Ability)
Knowledge (Engineering) +5 (+3 Rank, +0 trained, +2 Ability)
Linguistics +4 (+2 Rank, +0 trained, +2 Ability)
Perception +11 (+6 Rank, +3 trained, +2 Ability)
Perform () +1 (+0 Rank, +0 trained, +1 Ability)
Profession +2 (+0 Rank, +0 trained, +2 Ability)
Ride +4 (+1 Rank, +3 trained, +3 Ability, -3 Armor)
Sense Motive +8 (+3 Rank, +3 trained, +2 Ability)
Spellcraft +2 (+0 Rank, +0 trained, +2 Ability)
Stealth +1 (+1 Rank, +0 trained, +3 Ability, -3 Armor)
Survival +8 (+3 Rank, +3 trained, +2 Ability)
Swim +5 (+1 Rank, +4 trained, +3 Ability, -3 Armor)
Use Magic Device +1 (+0 Rank, +0 trained, +1 Ability)


Special Abilities
Weapon Training (Ex): Axes
+1 bonus on attack and damage rolls.

Guarded Senses (Su):
+2 bonus on saves against sonic effects, figments, glamers, patterns, gaze attacks, and scent-based attacks.


Equipment list
Melee Weapons Dwarven Warhammer, Dwarven Maulaxe, Dwarven Longaxe, Masterwork Living Steel Dwarven Waraxe +1 Undead ane(Moon's Edge)
Ranged Weapons Long bow w/ 40 Arrows
Armor Breastplate, Mirrored Sunsilver Field plate +1
Other Gear a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (15 days), and a waterskin(2), Climber's kit, Healer's kit, Signal whistle, Tent, Whetstone
Magic Item
Traveller's Tool

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.

12111gp 57 sp 8 cp (1000gp spent on Rearing Pegasi)

Racial Traits
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.

Background Story

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:
Elven blade lands hard between interjoined Dwarvish axes before being slide to the side as a nimble dwarf springs to the side using the momentum to roll his shoulder bringing his left axe up slicing air as the equally agile elf leaps over his shorter foe.

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.
They disengaged for a moment before clashing once more in a dizzyingly dance of complicated maneuvers.

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"
Bah!! Grow a beard, Sable!"

Koldur's Interactions:

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.

Iron Peaks:

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.
Ever since then, he has had left them roam free and is always in the look out for news that something is hunting them down.

Camp Activities:

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.

GM Bonus:

–2 to Str, Dex, and Con; +1 to Int, Wis, and Cha

+5ft to speed.

Olivira's Blessing
Stat Final, Beginning, Bonuses
Str 20, 18, +2 axiomatic blessing from Olivira

Strike Pose (Su):
This feat is a reward for bringing the humor to the most magicless character and still bringing it! You may Strike a Pose for a move action. Will Save DC = to 1/2 level + str modifier or dex modifier + cha modifier. If the target fails you may aide an ally that threatens the target for double the effect. *It is subject to change based on how over powered it is.

Blind Sight 20feet
Loses Vision.
Gains Blindsight

Koldur taking:
Black = Truedeath crystal, +1d6 to undead and ghost touch ability
Restful Crystal, while sleeping in armor do not gain fatigue
Lesser Red = fire 1d6
We need to enhance your weapons to make them magical
2 least red crystals that give +1 fire damage.

Sore Wings/Soar Wings:

This magnificient horse has great bird-like wings upon its back and moves with a quiet and proud grace.
Pegasus CR 3
Source Pathfinder RPG Bestiary pg. 225
XP 800
CG Large magical beast
Init +2; Senses darkvision 60 ft., detect evil, detect good, low-light vision, scent; Perception +11
AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
hp 34 (4d10+12)
Fort +7, Ref +6, Will +4
Speed 60 ft., fly 120 ft. (average)
Melee bite +7 (1d3+4), 2 hooves +2 (1d6+2)
Space 10 ft., Reach 5 ft.
Spell-Like Abilities (CL 4th)
Constant—detect evil (60-ft. radius), detect good (60-ft. radius)
Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 13
Base Atk +4; CMB +9; CMD 21 (25 vs. trip)
Feats Flyby Attack, Iron Will
Skills Fly +5, Perception +11, Sense Motive +7; Racial Modifiers +4 Perception
Languages Common (cannot speak)
Environment temperate and warm plains
Organization solitary, pair, or herd (6–10)
Treasure none
The pegasus is a magnificent winged horse that sometimes serves the cause of good. Though highly prized as aerial steeds, pegasi are wild and shy creatures not easily befriended. A typical pegasus stands 6 feet high at the shoulder, weighs 1,500 pounds, and has a wingspan of 20 feet. Most pegasi are white, though occasionally one is hatched with conventional horse colors and markings.

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.