Dwarven Rager

Morbar's page

158 posts. Alias of Edeldhur.


Race

Current Status:
Perception +11 || Init +2 || AC:32 || HP: 121/184 || Fort +15, Ref +9, Will +13 (+3 vs. fear); +3 morale bonus vs. charm and fear, +2 vs. poison, spells, and spell-like abilities

About Morbar

Morbar Dwinhak
Dwarf fighter 15
LG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework)
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Defense
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AC 30, touch 16, flat-footed 27 (+12 armor, +3 deflection, +2 Dex, +1 dodge, +2 natural)
hp 184 (15d10+90)
Fort +15, Ref +9, Will +13 (+4 vs. fear); +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training; Immune rust
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Offense
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Speed 20 ft.
Melee +2 adamantine earth breaker +26/+17/+12 (2d6+25/19-20/×3) or
. . +2 bastard sword +13/+8/+3 (1d10+14/19-20) or
. . mwk cold iron handaxe +16/+11/+6 (1d6+12/×3) or
. . mwk cold iron light hammer +19/+14/+9 (1d4+15)
Ranged mwk composite longbow +20/+15/+10 (1d8+5/×3)
Special Attacks hatred, weapon trainings (hammers +3, bows +2, weapon mastery)
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Statistics
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Str 18, Dex 14, Con 18, Int 10, Wis 19, Cha 8
Base Atk +15; CMB +15 (+17 sunder); CMD 35 (39 vs. bull rush, 37 vs. sunder, 39 vs. trip)
Feats Dazing Assault[APG], Devastating Assault, Devastating Strike[UC], Dodge, Furious Focus[APG], Greater Weapon Focus (earth breaker), Improved Critical (earth breaker), Improved Sunder, Improved Vital Strike, Iron Will, Mobility, Power Attack, Step Up, Toughness, Vital Strike, Weapon Focus (earth breaker), Weapon Specialization (earth breaker)
Skills Acrobatics +9 (+5 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Knowledge (dungeoneering) +6, Knowledge (engineering) +8, Perception +11 (+13 to notice unusual stonework), Swim +9; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ armor training 4
Combat Gear gauntlet of rust, potion of cure moderate wounds, potion of cure moderate wounds, potion of cure moderate wounds, potion of cure moderate wounds, potion of cure serious wounds, potion of lesser restoration, holy water (2); Other Gear +3 full plate, mwk living steel tower shield, +2 adamantine earth breaker[UE], +2 bastard sword, mwk cold iron handaxe, mwk cold iron light hammer, mwk composite longbow (+3 Str), amulet of natural armor +2, belt of physical might +2 (Str, Con), cloak of resistance +2, headband of inspired wisdom +2, heavyload belt[UE], ring of protection +3, 150 gp
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Special Abilities
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Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Darkvision (60 feet) You can see in the dark (black and white only).
Dazing Assault (DC 25) -5 to all attacks and maneuvers but struck foes are dazed 1 rd (Fort neg).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Devastating Assault (DC 21) Full rd: make your normal number of attacks, all at your highest bonus, but only count one hit
Devastating Strike Deal extra damage when using Vital Strike bonus
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Immunity to Rust Protected from rust (magical or otherwise).
Improved Sunder You don't provoke attacks of opportunity when sundering.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Mastery (Ex) The fighter gains a weapon mastery feat (see pages 20–23) as a bonus feat, even when not wielding a weapon from the appropriate weapon group. He must meet all of the feat’s prerequisites.
Weapon Training (Bows) +2 (Ex) +2 Attack, Damage, CMB, CMD with Bows
Weapon Training (Hammers) +3 (Ex) +3 Attack, Damage, CMB, CMD with Hammers

Morbar 13:
Morbar Dwinhak
Dwarf fighter 13
LG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +10 (+12 to notice unusual stonework)
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Defense
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AC 30, touch 17, flat-footed 26 (+11 armor, +3 deflection, +2 Dex, +2 dodge, +2 natural)
hp 160 (13d10+78)
Fort +14, Ref +9, Will +12 (+3 vs. fear); +3 morale bonus vs. charm and fear, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 40 ft.
Melee +1 adamantine earth breaker +27/+23/+18/+13 (2d6+27/×3) or
. . +2 bastard sword +15/+15/+10/+5 (1d10+17/19-20) or
. . mwk cold iron handaxe +18/+18/+13/+8 (1d6+15/×3) or
. . mwk cold iron light hammer +21/+21/+16/+11 (1d4+18)
Ranged mwk composite longbow +22/+22/+17/+12 (1d8+8/×3)
Special Attacks hatred, weapon trainings (hammers +3, bows +2)
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Statistics
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Str 18, Dex 14, Con 18, Int 10, Wis 19, Cha 8
Base Atk +13; CMB +17 (+19 sunder); CMD 34 (38 vs. bull rush, 36 vs. sunder, 38 vs. trip)
Feats Devastating Strike[UC], Dodge, Furious Focus[APG], Greater Weapon Focus (earth breaker), Improved Sunder, Improved Vital Strike, Iron Will, Mobility, Power Attack, Step Up, Toughness, Vital Strike, Weapon Focus (earth breaker), Weapon Specialization (earth breaker)
Skills Acrobatics +8 (+12 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Perception +10 (+12 to notice unusual stonework), Swim +9; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ armor training 3
Combat Gear potion of cure moderate wounds, potion of cure moderate wounds, potion of cure moderate wounds, potion of cure moderate wounds, potion of cure serious wounds, potion of lesser restoration, holy water (2); Other Gear +2 full plate, mwk living steel tower shield, +1 adamantine earth breaker[UE], +2 bastard sword, mwk cold iron handaxe, mwk cold iron light hammer, mwk composite longbow (+3 Str), amulet of natural armor +2, belt of physical might +2 (Str, Con), cloak of resistance +2, headband of inspired wisdom +2, heavyload belt[UE], ring of protection +3, 150 gp
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Special Abilities
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Armor Training 3 (Ex) Worn armor -3 check penalty, +3 max DEX.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Devastating Strike Deal extra damage when using Vital Strike bonus
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training (Bows) +2 (Ex) +2 Attack, Damage, CMB, CMD with Bows
Weapon Training (Hammers) +3 (Ex) +3 Attack, Damage, CMB, CMD with Hammers