Bard

Rammbock's page

20 posts. Alias of Helikon.


Full Name

Rammbock

Race

Dwarf -- HP: 22/22 | AC: 16; T: 10; FF: 16 | CMB: +4; CMD: 14 | Init: +0 | Fort: +5; Ref: +0; Will: +5 (+3 vs Spells, SLA &Poisons) | Spell Points: 4 (4) | MSB: +1; MSD: 12

Classes/Levels

Mageknight (Martial / Dwarfish Scion) 2

Gender

Male

Size

medium

Age

55

Alignment

LG

Deity

Dranngvit

Languages

Common, Dwarfish, Giant

Homepage URL

Sheet

Strength 16
Dexterity 10
Constitution 16
Intelligence 10
Wisdom 16
Charisma 8

About Rammbock

Data:

Name: Asguard of Clan Ironfist called Rammbock
Race: Dwarf
Job: Mageknight (Dwarven Exemplar)
Personality: Singleminded, Helpful
Likes: Good Craftmanship, a friendly round or 6 in a tavern, pipes
Dislikes: sloppy work, unfriendlyness, chaotic people
Favorite foods: Beer braised stag ragou, with potatoe dumplings and a good stout
Hobbies: Working metal, making little animals out of small iron rods,
Physical Description: White skin, a deep red beard, well muscled, hairy body. Fingernails always black from the work at the smithy
Deity: Dwerfeter
Languages: Common, Dwarf

Male Dwarfen Mageknight 2
LG medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +8
Height: 4´8´´
Weight: 270lbs
Hair: mahagoni brown
Eyes: Emerald Green
Skin: Brown tanned
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Defense
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AC 16, touch 10, flat-footed 16 (+6 armor, +0 Dex +0 Shield)
hp 22 (2d10+6)
Fort +6, Ref +0, Will +6; +3 bonus vs. spells/SLA/ Poison
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Offense
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Speed 30 ft.
Greataxe +4 (1d12+7/20/x3/S)
Maulaxe +4 ( 1d6+5/20/x3/P/B)

Ranged:
Sling +2 ( 1d3+3/20/x2/B)
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Statistics
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Str 16, Dex 10, Con 16, Int 10, Wis 16, Cha 08
Base Atk +2; CMB +5; CMD 15

Mageknight:

Heavy Armsman
Dwarven Heritage
Armor Training
Domain: Travel
Increase your base speed by 10 feet.
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Mystic combat:
Mystic Might:
As a swift action, you may spend a spell point to
increase your size category to Large for a number of rounds
equal to your casting ability modifier. You gain a +4 size bonus
to Strength and suffer a -2 penalty to Dexterity while enlarged
in this fashion.

Racial Traits:

•Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
•Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
•Type: Dwarves are humanoids with the dwarf subtype.
•Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
•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. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
•Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
•Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
•Relentless: Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.
Feat and Skill Racial Traits
•Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone.
•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.
Senses Racial Traits
•Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Offense Racial Traits
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.

Traits/Feats/Skills:

Feats:
Power Attack
Dwarven Hatred Style
You apply your hatred racial trait’s bonus on both attack rolls and weapon damage rolls against creatures of the appropriate type or subtype and increase the bonus to +2.
Traits:
Glory of Old +1 to Hardy
Seeker +1 to Perception and Perception is a class skill
Giant Slayer
Skills:
The mageknight’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (Arcana; Int), Knowledge (Nature; Int), Knowledge (Nobility; Int), Knowledge (Planes; Int), Knowledge (Religion; Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skillranges 2+0x1 +2 BS = 4
ACP -2
Acrobatics: -5 = 0 + DEX Mod + 0 - ACP;
Appraise: 0 = 0 + INT Mod + 0;
Bluff: -1 = 0 + CHA Mod + 0;
Climb: -2 = 0 + STR Mod + 0 -ACP;
Diplomacy: -1 = 0 + CHA Mod + 0;
Disable Device: 0 = 0 + DEX Mod + 0 -ACP;
Disguise: -1 = 0 + CHA Mod + 0;;
Escape Artist: -5 = 0 + DEX Mod + 0 - ACP;
Handle Animal: -1 = 0 + CHA Mod + 0;
Heal: 3 = 0 + WIS Mod + 0;
Intimidate: -1 = 0 + CHA Mod + 0;
Know(Arcane): 4 = 1 + INT Mod + 3;
Know(Dung): 0 = 0 + INT Mod + 0;
Know(Engin): 0 = 0 + INT Mod + 0;
Know(Geo): 0 = 0 + INT Mod + 0;
Know(Hist): 0 = 0 + INT Mod + 0;;
Know(Local): 5 = 2 + INT Mod + 3;
Know(Nature): 0 = 0 + INT Mod + 0;
Know(Nobility): 0 = 0 + INT Mod + 0;
Know(Planes): 0 = 0 + INT Mod + 0;
Know(Religion): 0 = 0 + INT Mod + 0;
Linguistics: 0 = 0 + INT Mod + 0;;
Perception: 8 = 2 + WIS MOD + 3
Prof (Brewer) 7 = 2 + Wis Mod + 3 - ACP;
Ride: -5 = 0 + DEX Mod + 0 - ACP;
Sense Motive: 3 = 0 + WIS Mod+0;
Sleight of Hand: -5 = 0 + DEX Mod + 0 -ACP;
Spell Craft: 0 = 0 + INT Mod + 0;
Stealth: -5 = 0 + DEX Mod + 0 - ACP;
Survival: 7 = 1 + WIS Mod+3;
Swim: -2 = 0 + STR Mod + 0 -ACP;
Use Magical Device: -1 = 0 + CHA Mod + 0;

Magical Spheres:

Spellpoints: 5
Enhancement:
CL 2
Physical enhancement
Double Enhancement
Deep Enhancement

Physical Spheres:

Berserker
Heavy Swing

Equipment:

Starting Wealth 300gp Wealth left 25gp
Greataxe CI 40
Maulaxe 25
Sling, 0
Bullets (Sling) 1
Armor: 150gp/34lbs
Chain Mail
Miscellaneous: 15gp/ 39lbs
Potion CLW 50
Acid Flask 10
Rope 1
Crowbar 2
Holy Symbol of Dranngvit 1
Whetstone 0,01
Kit, Mageknight's:
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 (10 days), and a waterskin.
Explorers Outfit(f),
CC li:76 lbs. or less/ med: 77–153 lbs./ hv: 154–230 lbs.

The life of Rammbock:


THE PLEDGE:

I will not PvP!
I will keep player and character knowledge seperate!
I will post at least 3 times between Monday and Friday and 1 time during the weekends. (If I cannot make this, I must let us know)
I will respect the GM's and each other's time and the fact that we all have real lives too.
Addition:
I know that this is a game and the idea of a game is to have fun