Harsk

Kolgren Stronweitduun's page

1 post. Alias of TheLastGhost.


About Kolgren Stronweitduun

Kolgren Stronweitduun "Stonewarden"
Male Shield Dwarf Ranger 5 (Wild Stalker*, Divine Hunter)
CG Medium Human (dwarf)
Init +4; Senses Perception +, darkvision

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Defense
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AC 20 touch 15 flat-footed 16 (+5 armor, +4 Dex, +1 deflect; +4 vs giant)
hp 56 (5d10+15)
Fort +7, Ref +8, Will +4 (+2 vs poison, +4 vs spells, spell-like)

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Offense
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Speed 30 ft. (rage +5, war bless +10)
Melee waraxe +10 or +8 (1d10+6, S, x3)
Melee kukri +10 or +8(1d4+5, S, 18-20/x2, cold iron)
Melee morningstar +9 (1d8+5/+7, B/P, x2)
Ranged longbow +10 (1d8+4, 110' P, x3)
Special Attacks power attack, rage, blessings

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Statistics
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Str 18 Dex 18(16) Con 16 Int 14 Wis 17 Cha 10
Base Atk +5 CMB +19 CMD 19
Feats
Traits Trapfinder, Empathic Diplomat, Sphinxfriend, +1; Overprotective (dr)
Skills Acrobatics +12 Appraise +6 Athletics +12 Disable +14 Heal +8 Know (dungeon) +6 Know (geo) +6 Know (local) +7 Know (nature) +8 Know (religion) +7 Linguistics +8 Perception +11 Sense +14 Sleight +10 Spellcraft +8 Stealth +14 Survival +13
Languages chondathan, dwarven, goblin, orc, elven, giant
SQ darkvision, hardy, iron citizen, stonecunning

Arms & Armor +1 waraxe, mstrwk cold iron kukri, morningstar, mstrwk mighty (+4) comp longbow; +1 mithril chain shirt
Combat Gear belt of dexterity +2, masterwork thieves' tools, traveler's anytool, wand of cure light (10 ch), wand of longstrider (20 ch)
Other Gear backpack, bedroll, whetstone, canteen, rations (14), flint & steel, chalk (10), silk rope (50'), grappling iron
gold: silver: copper:

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Abilities
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TRAITS
Trapfinder able to find traps like a rogue, +1 to disable device

Empathic Diplomat use Wisdom for diplomacy

Sphinxfriend +1 diplomacy, linguistics (decipher writing), sense motive (send message)

Glory of Old +1 to all saves against spells, and spell-like abilities

Overprotective If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Skill Ranks:
acrobatics 5 athletics 5 disable 5 diplomacy 5 heal 2 know (nature) 3 know (religion) 2 perception 5 sense 5 spell 3 stealth 5 survival 5; bkgrnd: appraise 1 know (dungeon) 1 know (geo) 1 know (local) 2 linguistics 2 sleight 3

FEATS
Power Attack take -1 to attack in exchange for +2 to damage (+3 if weapon wielded two-handed).
Steel Soul increase bonus from Hardy to +4.
Deft Maneuvers
Wilding Stride +10 to movement when in light or no armor.
Two=Weapon Fighting
Endurance
Precise Shot
Swift Stealth
Weapon Focus: Axes

RACE ABILITIES/QUALITIES
Slow and Steady base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Defensive Training +4 dodge bonus to AC against monsters of the giant subtype.
Hardy +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Iron Citizen Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves.
Slag Child +2 to Stealth and Survival.
Stonecunning +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.
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.
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.

CLASS ABILITIES/QUALITIES
Proficiencies simple & martial weapons; light & medium armor, and shields
Favored Enemy +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. (goblinoid +2, elf [drow] +4)
Track A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Strong Senses +2 Perception, low-light vision
Favored Weapons gain proficiency in your deity' favored weapon (axes)
Combat Style - Two Weapon gain Two-Weapon Fighting as a bonus feat.
Uncanny Dodge cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
Endurance gain Endurance as a bonus feat
Favored Terrain - Woodland +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked
Rage of the Wild (9 rounds/day) gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
Rage Power - Swift Foot +5 ft to movement speed while raging.
Blessings usable 3 + 1/2 level times per day; Good & War
* Holy Strike (minor) you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction.
* War Mind (minor) you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.

Spells (1st: 1+1) 1st - lead blades, longstrider

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Profile
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Appearance
Kolgren is a stocky yet leanly built dwarf, standing a bit shy of four and a half feet, with shaggy red-blonde hair and a long, braided beard. His build belies a natural agility, and he is quick to react in times of trouble. Generally garbed in dark leather trousers and a black leather jerkin, with bracers and a fine coat of mail underneath. He always carries a myriad of weapons, including a war axe, hefty fighting knife, a spiked cudgel, and a longbow.

Personality
Kolgren Is still a young dwarf, having barely reached adulthood, and he is prone to Swift action and passionate emotions. Despite his young age, he has seen too many kinsmen and allies fall, and fears losing the few close allies he still has. He enjoys greatly camaraderie, a good point of ale, a hardy stew, and a well-fought battle.

Background

Notes
Kolgren has been built as a two-weapon / switch hitter. Perhaps not the best idea, and I am happy to respec into a two-handed or reach warrior, as needed for the party.