Musami Forgeborn's page

492 posts. Alias of Ietsuna.

Full Name

Musami Forgeborn


HP 54/54 | AC:24 | T:12 | FF:23 CMB: +9 (+2 Sunder, Trip, Bullrush, Overrun)| CMD:21 (25 Vs Bullrush & Trip) | Fort:+7 | Ref:+2 | Will:+2 (+2 vs. poison, spells, and spell-like abilities, +1 vs fear) | Init:+1 | Perc: +3 | Speed 20')


| Speed 20ft | Active Condition: -24NL Damage, Shaken


Musami Forgeborn Male Dwarf Fighter (Foehammer) (5)







Strength 18
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 13
Charisma 8

About Musami Forgeborn

Male Dwarf fighter 5 Archetypes Foehammer,
LG Medium humanoid (dwarf)
Init +1, Senses darkvision (60 ft.); Perception +3

In the tunnels of the Iron Hills 66 years ago a small dwarf was born to a local smith and his wife. They named the child Musami and with time two more small dwarves joined the family. Musami's father smelted and forged and crafted weapons, not of any wonderous quality, but serviceable and reliable. From the time that he could reach the anvil and swing a hammer Musami worked with his father in the smith forging mining tools and the like. Smithing was in his blood and he worked tirelessly to improve his skills and make better and better tools, weapons and armour. Days were spent working in the forge and nights were spent in learning the history of Dwarves. This was the daily life of Musami and he enjoyed it, but eventually he felt the urge to strike out on his own. He sought to be a better smith and this led him to leave home and join the local militia. They needed smiths and he would have the opportunity to watch others work and perhaps gain new methods and techniques. His travels eventually led him here, where he works his small smithy and spends his time tinkering with the techniques of the forge.

The auburn beard that hangs to Musami's belt buckle is adorned with a few small metal rings. These rings keep his beard out of the way and out of the forge, a hard won lesson of his younger smithing days. Emerald green eyes sparkle beneath his bushy brows. His hands are strong and cords of muscle move beneath the skin of his bare arms. He wears a leather apron over his scale mail and a wool undershirt and leather breeches beneath them.


AC 24, touch 12, flat-footed 23 (+9 armor, +1 Dex, +3 Shield, +1 Ring)
hp 54 ((4d10)+16)
Fort +7, Ref +2, Will +2, +2 vs. poison, spells, and spell-like abilities, +1 vs fear


Speed 20 ft.
Melee earth breaker +11 (2d6+6/x3)
Melee light hammer +10 (1d4+4)
Melee +1 heavy mace +11 (1d8+5)
Ranged light hammer (thrown) +7 (1d4+4)
Ranged light crossbow +6 (1d8)


Str 19, Dex 12, Con 16, Int 10, Wis 13, Cha 8,
Base Atk +5; CMB +9 (+11 Bullrush, Trip, Sunder, Overrun) ; CMD 21 (25 vs bullrush) (25 vs trip)
Feats Power Attack, Weapon Focus (Earth Breaker), Furious Focus, Quick Draw, Bludgeoner, Cudgeler Style, Shield Focus
Skills Acrobatics -5, Acrobatics (Jump) -9, Appraise (Precious metals and gemstones) +2, Bluff -1, Climb -2, Craft (Armor) +7, Craft (Blacksmithing) +6, Craft (Weapons) +7, Diplomacy -1, Disguise -1, Escape Artist -5, Fly -5, Heal +1, Intimidate +4, Knowledge (Engineering) +4, Perception +3, Perception (Notice unusual stonework) +5, Perform (Untrained) -1, Ride -5, Sense Motive +1, Stealth -5, Survival +1, Swim -2,
Traits Armor Expert, Oathbound, Surface Stranger (Underground), Warsmith
Drawback Meticulous
Languages Common, Dwarven
SQ bonus feats, bravery, darkvision, defensive training, greed, hardy, hatred, sledgehammer, stability, steady, stonecunning, weapon familiarity, weapon training, +1 bonus feat,
Combat Gear antitoxin (vial), antiplague (vial), potion of cure light wounds (2),
Other Gear ring of protection +1, outfit (artisan's), masterwork full plate, shield, heavy steel, pouch (belt), earth breaker, hammer, light (4), backpack, bedroll, flint and steel, mess kit, soap (per lb), waterskin, rope (hemp/50 ft), 152.75 gp (4700GP in wardrobe in Tower in Hommlet)
Gear on Loan 1 potion Troll Styptic
Gear Left in Townscale mail, artisan's tools (weaponsmithing/masterwork), artisan's tools (armor/masterwork)


Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Bludgeoner You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage.

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.

Bravery You gain a +1 bonus to Will saves against fear effects.

Cudgeler Style When you hit with a charge attack to deal nonlethal damage while using this style, your weapon deals damage as if it were one size category larger than it actually is. If you have the ability to make more than one attack on a charge, this increase applies only to your first attack.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.

Furious Focus When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.

Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Meticulous You plan and prepare everything in detail, and aren't good at improvising when things don't go as planned. You take a -2 penalty on skill checks for skills with which you're untrained.

Oathbound You have made a solemn oath, and you pursue that oath with headstrong determination. Once per day, you may reroll a saving throw against a charm or compulsion effect. You must take the second result even if it is worse.

Quick Draw Draw weapon as a free action.

Sledgehammer (Ex) At 3rd level, a foehammer wielding a hammer gains a +2 circumstance bonus on combat maneuver checks made to bull rush, overrun, sunder, or trip. This ability replaces armor training 1.

Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.

Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill 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, regardless of whether or not they are actively looking.

Surface Stranger (Underground) You were born and raised in a subterranean home with little or no bright light. Your miss chance for concealment or total concealment due to either mundane or magical darkness decreases by 10%. You are dazzled for 1 round when you are suddenly exposed to bright light.

Warsmith You have an intuitive grasp of the weak points of metal and stone. You gain a +1 trait bonus to damage rolls against creatures and objects made primarily of clay, crystal, earth, metal, or stone. Knowledge (engineering) is a class skill for you.

Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.