Tablark Hammergrind

Lokien Forge's page

361 posts. Alias of nightdeath.

Full Name

Lokien Forge


| HP: 13/13 | AC: 17/12/14 |Init: +2 | Perc: +2 | Fort: +5 | Ref: +3 | Will: +2 | CMB: +4 | CMD: 16 | D.Axe: +4; 1d10+3| Longbow: +3;1d8|


Acrobatics:+0| Appraise: +1| Bluff: -1| Climb: -1| Diplomacy:-1| Heal +2| Intimidate: -1| K.Nob/Eng/Geo: +7| K.Others:+2| Sense Motive: +6| SpellCraft: +1| Stealth: -2| Survival: +6|


Amnesic Dwarf 1





Special Abilities



Neutral Good


Common, Dwarven, Elven



Strength 16
Dexterity 14
Constitution 16
Intelligence 13
Wisdom 14
Charisma 8

About Lokien Forge


Lokien Forge


Character Crunch:

Male Dwarf Fighter (Tactician) 1
Neutral Good Medium Humanoid
Init +0; Senses Darkvision Perception +7

AC 17, touch 12, flat-footed 14 (+4 armor, +1 Shield, +2 Dex, +0 natural, +0 Dodge)
hp 13 (1d10) (+3 Con Bonus) (+0 Favored))
Fort +5, Ref +3, Will +2

Speed 20 ft.
Ranged Longbow +3 (1d8 20/x3) (100Ft)
Melee Dwarven Waraxe +4 (1d10+3 20/x3)
Melee Dwarven Waraxe +4 (1d10+4 20/x3) Two Handed
Special Attacks
Spell-Like Abilities

Str 16, Dex 14, Con 16, Int 13, Wis 14, Cha 8
Base Atk +2; CMB +5; CMD 18
Languages Common, Dwarven, Elven

Breadth of Experience (Level 1 Feat)
You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

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.

Perseverance (Region)
Your time in the Five Kings Mountains has taught you that any obstacle can be endured and overcome. When you have more than one Will saving throw to overcome an effect (such as from greater command or hold person, or by using the good fortune ability of the Luck domain), you receive a +3 trait bonus on the extra Will saves against that effect.

Class Features
Weapon and Armor Proficiency:
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

A tactician is not proficient with heavy armor or tower shields.

Strategic Training (Ex):
A tactician gains 4 skill points + a number of skill points equal to his Intelligence modifier at each level, instead of the normal 2 skill points + Intelligence modifier at each level. Furthermore, Diplomacy (Cha), Knowledge (geography) (Int), Knowledge (nobility) (Int), Linguistics (Int), and Sense Motive (Wis) are all class skills for the tactician. This ability replaces the bonus fighter combat feat gained at 1st level.

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.

A tactician may choose Skill Focus or any teamwork feat, in addition to combat feats, as bonus feats.

Tactical Awareness (Ex):
At 2nd level, a tactician gains a +1 bonus on initiative checks. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level). This ability replaces bravery.

Armor Training (Ex):
Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Strategic Training (Ex):
Tactician (Ex): At 5th level, a tactician gains this ability as the cavalier class feature. He may use this ability once per day at 5th level, plus one additional time for every five levels after 5th (to a maximum of four times at 20th level).

If the tactician also has cavalier levels, these levels stack for determining the number of uses per day, and he can take the better progression. This ability replaces weapon training 1.

Acrobatics +0 (+0 Rank, +0 trained, +2 Ability, +2 Trait, -4 Armor)
Appraise +1 (+0 Rank, +0 trained, +1 Ability)
Bluff -1 (+0 Rank, +0 trained, -1 Ability)
Climb -1 (+0 Rank, +0 trained, +3 Ability, -4 Armor)
Craft +5 (+1 Rank, +3 trained, +31 Ability)
Diplomacy-1 (+0 Rank, +0 trained, -1 Ability)
Disable Device -2 (+0 Rank, +0 trained, +2 Ability, -1 Armor)
Disguise -1 (+0 Rank, +0 trained, -1 Ability)
Escape Artist -2 (+0 Rank, +0 trained, +2 Ability, -1 Armor)
Fly -2 (+0 Rank, +0 trained, +2 Ability, -1 Armor)
Handle Animal -1 (+0 Rank, +0 trained, -1 Ability)
Heal +2 (+0 Rank, +0 trained, +2 Ability)
Intimidate -1 (+0 Rank, +0 trained, -1 Ability)
Knowledge (Nobility) +7 (+1 Rank, +3 trained, +1 Ability, +2 Feat)
Knowledge (Geography) +7 (+1 Rank, +3 trained, +1 Ability, +2 Feat)
Knowledge (Enginneering) +7 (+1 Rank, +3 trained, +1 Ability, +2 Feat)
Knowledge (Others) +2 (+0 Rank, +0 trained, +0 Ability, +2 Feat)
Linguistics +1 (+0 Rank, +0 trained, +1 Ability)
Perception +2 (+0 Rank, +0 trained, +2 Ability)
Perform -1 (+0 Rank, +0 trained, -1 Ability)
Profession +2 (+0 Rank, +0 trained, +2 Ability)
Ride -3 (+0 Rank, +0 trained, +1 Ability, -4 Armor)
Sense Motive +6 (+1 Rank, +3 trained, +2 Ability)
Spellcraft +1 (+0 Rank, +0 trained, +1 Ability)
Stealth -2 (+0 Rank, +0 trained, +3 Ability, -4 Armor)
Survival +6 (+1 Rank, +3 trained, +2 Ability)
Swim -1 (+0 Rank, +0 trained, +3 Ability, -4 Armor)
Use Magic Device -1 (+0 Rank, +0 trained, -1 Ability)


Special Abilities

Equipment list]
Melee Weapons Dwarven Waraxe
Ranged Weapons Longbow, 40 Arrows
Armor Hide Armor, Light Wooden shield
Other Gear
Fighter's kit
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Explorer's Clothes
Magic Item

Wealth 32gp


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.
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

Lokien Forge :

Living through a time of dangers, this dwarf despite crossing a century is still going strong and hearty. A skilled smith, he's being travelling between the fairs at Khur or his home in the nearby hills. Lokien a loyal friend though a tad grumpy like most of his kin.

He does have a kind heart. Make no mistake though, despite his tactiturn demeanour, he will lend aid as needed while giving you unsolicted advice and cursing the world in general. Yes He tends to speak without thinking at times and may offend others.


Lokien Forge: