Full Name |
Rudrik Halvar |
Classes/Levels |
ADVENTURE PATH COMPLETE |
Size |
Medium |
Age |
21 |
Alignment |
Neutral Good |
Languages |
Common (Taldane), Orc; Goblin |
Homepage URL |
Theme Song |
Strength |
13 |
Dexterity |
24 |
Constitution |
14 |
Intelligence |
13 |
Wisdom |
12 |
Charisma |
13 |
About Rudrik Halvar
Rudrik Halvar
Male half-orc unchained rogue 4/fighter 16
NG Medium humanoid (human, orc)
Init +10; Senses Perception +24 (+26 vs. traps); darkvision 60'
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Defense
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AC 46, touch 21, flat-footed 39 (+14 armor, +8 shield, +6 Dex, +1 Dodge feat, +3 Advanced Armor Training: Armor Specialization feat, +4 deflection)
HP 183 (4d8 + 16d10, +40 Con, +4 favored class, +20 Toughness feat)
Fort +17 (+10 base, +2 Con, +5 resistance), Ref +23 (+8 base, +7 Dex, +3 Dex enhancement, +5 resistance), Will +14 (+6 base, +1 Wis, +2 Iron Will feat, +5 resistance) {+4 vs. mind-affecting, +6 vs. fear}
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Offense
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Speed 30 ft.
Melee Tannaris, +5 defending bastard sword +39/+34/+29/+24 (1d10+22/17-20/x2, slashing)
Melee Gladius +28/+23/+18/+13 (1d6+1/19-20/x2, piercing or slashing)
Thrown Javelin +24/+19/+14/+9 (1d6+1/x2, piercing; 30 ft.)
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Statistics
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Str 13, Dex 24 (30 with enhancement bonus), Con 14, Int 13, Wis 12, Cha 13
Base Atk +19/+14/+8/+4; CMB +20; CMD 39
Languages: Common (Taldane), Orc; Goblin
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Feats
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Level 1
Toughness (Combat): You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Unchained Rogue 1
Weapon Finesse: You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.
Fighter 1
Dodge (Combat): Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Level 3
Iron Will: You are more resistant to mental effects.
Benefit: You get a +2 bonus on all Will saving throws.
Fighter 2
Shield Focus (Combat): You are skilled at deflecting blows with your shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are using by 1.
Level 5
Exotic Weapon Proficiency (Combat): Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Prerequisite: Base attack bonus +1.
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.
Chosen weapon: Bastard sword
Fighter 4 bonus combat feat
Advanced Armor Training: You are specially trained to use your armor proficiencies in new ways.
Prerequisites: Armor training class feature, fighter level 3rd.
Benefit: Select one advanced armor training option.
Special: This feat can be taken more than once, but at most once per 3 fighter levels.
Armored Juggernaut: When wearing heavy armor, the fighter gains DR 1/—. At 7th level, the fighter gains DR 1/— when wearing medium armor, and DR 2/— when wearing heavy armor. At 11th level, the fighter gains DR 1/— when wearing light armor, DR 2/— when wearing medium armor, and DR 3/— when wearing heavy armor. If the fighter is 19th level and has the armor mastery class feature, these DR values increase by 5. The DR from this ability stacks with that provided by adamantine armor, but not with other forms of damage reduction. This damage reduction does not apply if the fighter is helpless, stunned, or unconscious.
Level 7
Advanced Weapon Training: You are specially trained to use your weapon skills in new ways.
Prerequisites: Fighter level 5th, weapon training class feature.
Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you have already selected with the weapon training class feature.
Special: This feat can be taken more than once, but at most once per 5 fighter levels.
Special: Fighters that have the weapon master archetype can select this feat beginning at 4th level. The benefits of a weapon master’s advanced weapon training options apply only to his selected weapon rather than all weapons in the same fighter weapon group, and he can’t select the weapon specialist advanced weapon training option. A weapon master can select this feat as a bonus feat; if he does so, it doesn’t count for the purpose of the requirement that it can be taken at most once per 5 fighter levels.
Fighter's Finesse: The fighter gains the benefits of the Weapon Finesse feat with all melee weapons that belong to the associated fighter weapon group (even if they cannot normally be used with Weapon Finesse). The fighter must have the Weapon Finesse feat before choosing this option.
Level 9
Weapon Versatility (Combat): You can use your favored weapons in unconventional ways.
Prerequisite(s): Weapon Focus, base attack bonus +1
Benefit(s): When wielding a weapon with which you have Weapon Focus, you can shift your grip as a swift action so that your weapon deals bludgeoning, piercing, or slashing damage instead of the damage type normally dealt by that weapon. You may switch back to the weapon’s normal damage type or another damage type as a swift action.
If your base attack bonus is +5 or higher, using this feat is a free action instead.
Fighter 6 bonus combat feat
Inspiring Bravery (Combat): Your bravery inspires bravery in others.
Prerequisites: Cha 13, bravery class feature.
Benefit: As long as you are conscious and not stunned, dazed, or confused, allies within 30 feet who can see and hear you gain your bravery bonus on saving throws against fear. If you have Improved Bravery, they gain your bravery bonus on saving throws against all mind-affecting effects. If you have Social Bravery, your bravery bonus is added to the DC of checks to demoralize them, feint against them, change their attitude, or convince them to perform a request.
Level 11
Improved Critical (Combat): Attacks made with your chosen weapon are quite deadly.
Prerequisite: Proficient with weapon, base attack bonus +8.
Benefit: When using the weapon you selected, your threat range is doubled.
Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.
This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Chosen weapon: Bastard sword
Fighter 8 bonus feat
Improved Bravery (Combat): Your bravery protects you from more than just fear.
Prerequisite(s): Cha 13, bravery class feature.
Benefit(s): Add your bravery bonus against all mind-affecting effects instead of just against fear.
Fighter 9 Advanced Weapon Training feat
Weapon Specialist: The fighter selects a number of combat feats that he knows equal to his weapon training bonus with the associated weapon group. The selected feats must be ones that require the fighter to choose a type of weapon (such as Weapon Focus and Weapon Specialization), and the fighter must have chosen weapons that belong to the associated fighter weapon group. The fighter is treated as having the selected feats for all the weapons in the associated weapon group that are legal choices for those feats. The fighter is also considered to have those feats with these weapons for the purpose of meeting prerequisites.
Chosen weapon group: Heavy blades
Weapon Specialist training feats
Weapon Focus (Combat): Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Chosen weapon: Heavy blades
Weapon Specialization (Combat): You are skilled at dealing damage with one weapon. Choose one type of weapon (including unarmed strike or grapple) for which you have already selected the Weapon Focus feat. You deal extra damage when using this weapon.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Chosen weapon: Heavy blades
Greater Weapon Focus (Combat): Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, base attack bonus +1, 8th-level fighter.
Benefit: You gain a +1 bonus on attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including those from Weapon Focus.
Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Chosen weapon: Heavy blades
Level 13
Advanced Armor Training: You are specially trained to use your armor proficiencies in new ways.
Prerequisites: Armor training class feature, fighter level 3rd.
Benefit: Select one advanced armor training option.
Special: This feat can be taken more than once, but at most once per 3 fighter levels.
Armor Specialization: The fighter selects one specific type of armor with which he is proficient, such as chain shirts or scale mail. While wearing the selected type of armor, the fighter adds one-quarter of his fighter level to the armor’s armor bonus, up to a maximum bonus of +3 for light armor, +4 for medium armor, or +5 for heavy armor. This increase to the armor bonus doesn’t increase the benefit that the fighter gains from feats, class abilities, or other effects that are determined by his armor’s base armor bonus, including other advanced armor training options. A fighter can choose this option multiple times. Each time he chooses it, he applies its benefit to a different type of armor.
Chosen armor: Full Plate
Fighter 10 bonus feat
Missile Shield (Combat): You are skilled at deflecting ranged attacks with your shield.
Prerequisites: Dex 13, Shield Focus.
Benefit: You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon (not including spell effects, natural attacks, or massive ranged weapons), you may deflect it so that you take no damage, as if you had the Deflect Arrows feat. You must be aware of the attack and not flat-footed.
Level 15
Swift Iron Style (Combat, Style): You have learned to move in ways that better accommodate your armor, and can maneuver easily despite its bulk.
Prerequisite(s): Str 13, Dex 13, proficiency with medium armor.
Benefit(s): While using this style, you treat the armor check penalty of your armor as if it were 1 less, and the maximum Dexterity bonus to AC as if it were 1 higher.
Special: A character with the armor training class feature can use Swift Iron Style while wearing any type of armor with which she is proficient. These benefits stack with armor training.
Fighter 12 bonus feat
Vital Strike (Combat): You make a single attack that deals significantly more damage than normal.
Prerequisites: Base attack bonus +6.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Level 17
Combat Reflexes (Combat): You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.
Fighter 13 Advanced Weapon Training
Warrior Spirit (Su): The fighter can forge a spiritual bond with a weapon that belongs to the associated weapon group, allowing him to unlock the weapon’s potential. Each day, he designates one such weapon and gains a number of points of spiritual energy equal to 1 + his weapon training bonus. While wielding this weapon, he can spend 1 point of spiritual energy to grant the weapon an enhancement bonus equal to his weapon training bonus. Enhancement bonuses gained by this advanced weapon training option stack with those of the weapon, to a maximum of +5.
The fighter can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to his maximum bonus by reducing the granted enhancement bonus by the amount of the equivalent enhancement bonus. The item must have an enhancement bonus of at least +1 (from the item itself or from warrior spirit) to gain a weapon special ability. In either case, these bonuses last for 1 minute.
Fighter 14 bonus feat
Improved Vital Strike (Combat): You can make a single attack that deals a large amount of damage.
Prerequisites: Vital Strike, base attack bonus +11.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Level 19
Greater Vital Strike (Combat): You can make a single attack that deals incredible damage.
Prerequisites: Improved Vital Strike, Vital Strike, base attack bonus +16.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Fighter 16
Greater Weapon Specialization (Combat): Choose one type of weapon (including unarmed strike or grapple) for which you possess the Weapon Specialization feat. Your attacks with the chosen weapon are more devastating than normal.
Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, 12th-level fighter.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus to damage stacks with other damage roll bonuses, including any you gain from Weapon Specialization.
Special: You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
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Traits
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Close Allies (Campaign): You and another PC are close allies—friends, lovers, siblings, or even twins. Work with the other player to build a shared history—both you and the other player must choose Close Allies as a campaign trait, and both must agree to the nature of the relationship between the two characters. (At the GM’s option, more than two PCs can be linked by this trait.) You and your close ally have always supported each other. You might have the tendency to complete each other’s sentences, dress similarly, share the same religion or faith, or have endured a dangerous event together in the past. If you and the other player agree (and have chosen either the siblings or twins option below), you might not even particularly like your close “ally,” yet you still respect them and can utilize this trait’s benefits all the same.
If your relationship with your close ally ends (as a result of death, a parting of ways, or other catastrophe), you immediately lose this campaign trait and replace it with Spirit Touched as a result of your emotional distress.
When you and the other PC agree to take this shared trait, you must also agree on the nature of your characters’ bond by choosing one of the following: friends, lovers, siblings, or twins. If you choose twins, both PCs must be of the same race. If you choose siblings, one or both of you are adopted if you aren’t of the same race.
Whenever you are adjacent to your close ally, you gain a +1 trait bonus on all saving throws.
Once per adventure as an immediate action, you may grant your close ally a bonus equal to the result of 1d6 to a single d20 roll. You must have line of sight to your ally to use this ability. You may choose to grant this bonus after your ally has rolled, but must do so before the result of the roll is known.
Chosen ally: Nime
Courageous (Combat): Your childhood was brutal, but you persevered through force of will and faith. No matter how hard things got, you knew you’d make it through as long as you kept a level head.
Benefit: You gain a +2 trait bonus on saving throws against fear effects.
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Adventuring Skills
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Total skill ranks: 96/38 (32 rogue, 32 fighter, +20 Int, +20 human raised; 40 background)
Acrobatics +33 (20 ranks, +7 Dex, +3 Dex enhancement, +3 class skill)
Climb +8 (4 ranks, +1 Str, +3 class skill)
Disable Device +37 (20 ranks, +7 Dex, +3 Dex enhancement, +3 class skill, +2 trapfinding, +2 masterwork tools)
Intimidate +8 (4 ranks, +1 Cha, +3 class skill, +2 race)
Knowledge (dungeoneering) +8 (4 ranks, +1 Int, +3 class skill)
Knowledge (local) +8 (4 ranks, +1 Int, +3 class skill)
Perception +24 (20 ranks, +1 Wis, +3 class skill)
Stealth +33 (20 ranks, +7 Dex, +3 Dex enhancement, +3 class skill)
Survival +8 (4 ranks, +1 Wis, +3 class skill)
Swim +8 (4 ranks, +1 Str, +3 class skill)
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Background Skills
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Appraise +14 (10 ranks, +1 Int, +3 class skill)
Handle Animal +14 (10 ranks, +1 Cha, +3 class skill)
Knowledge (engineering) +14 (10 ranks, +1 Int, +3 class skill)
Profession (driver) +14 (10 ranks, +1 Wis, +3 class skill)
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Gear
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Total starting wealth: 140 gp
Explorer's outfit (free)
Gladius (15 gp, 3 lbs.)
Tannaris, +5 defending bastard sword (7 lbs.)
Javelins, 6 (1 gp ea., 1 lb. ea.)
+5 adamantine full plate (55 lbs.)
+5 heavy darkwood shield (5 lbs.)
+5 cloak of resistance (1 lb.)
+4 ring of protection
+6 belt of incredible dexterity (1 lb.)
Winged boots (1 lb.)
Masterwork backpack (50 gp, 4 lbs.)
[
• Bedroll (1 sp, 5 lbs.)
• Black soul shard
• Blanket (5 sp, 3 lbs.)
• Canteen (2 gp, 1 lb.)
• Crowbar (2 gp, 5 lbs.)
• Flint and steel (1 gp)
• Masterwork thieves' tools (2 lbs.)
• Trail rations, 4 days (2 gp, 4 lbs.)
• 9,486 gp, 4 sp
]
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Special Abilities
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Half-Orc
Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Half-orcs have a base speed of 30 feet.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Human-Raised: Some half-orcs raised as humans lack their cousins’ ferocity and training in orc weapons, but pick up a bit of their human parents’ skills. They gain the human’s skilled racial trait. This racial trait replaces orc ferocity and weapon familiarity.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Unchained Rogue 4
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training: At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Chosen weapon: Bastard sword
Rogue 2
Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue 3
Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
Rogue 4
Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She 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.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Rogue Talents:
Trap Spotter (Ex): Benefit: Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.
Fast Stealth (Ex): Benefit: This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Fighter 16
Weapon and Armor Proficiencies: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
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 (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
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.
Weapon Training: Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th*, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Level 5 Chosen Weapon Group: Heavy Blades +3
Level 9 Chosen Weapon Group: No new group chosen - Advanced Weapon Training: Weapon Specialist taken instead
Level 13 Chosen Weapon Group: No new group chosen - Advanced Weapon Training: Warrior Spirit taken instead
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Backstory
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Description: Rudrik has slightly grayish skin, prominent lower canines, deep-set reddish-brown eyes and a tough, drawn build. He has knotty black hair that is usually chopped short for practicality. He has a strong jaw and a thick nose. His hands are callused from hard labor. His nose has been broken before and his large, backswept ears are slightly ragged.
When traveling abroad he wears heavy studded leather armor and carries a notched sword. He also tends to carry various tools for odd jobs. He favors the colors brown and red.
Hair: Black
Eyes: Brown
Height: 6' 2"
Weight: 240 lbs.
Background: Rudrik is a child of two half-orc parents living in Roderic's Cove. His father is a junk seller and ragpicker, while his mother is a fairly dull waitress and seamstress. He has two older brothers and one older sister.
Live was always tough and boisterous in the Cove, and Rudrik learned to defend himself at an early age. A bit more cunning and clever than his parents, he decided that the life of a junk-seller wasn't for him, and focused on helping his father with the family's mule, which pulled the cart that his father used for carrying, hauling, sorting, and selling his wares. He developed some rudimentary skills in cart-driving and caring for horses and animals, and used that to earn a small amount of money.
Running the wharfs and streets of Roderic's Cove gave Rudrik a hard-knock life education and while he's still young he's always eager for opportunities to improve his lot in life.
Personality Traits: Rudrik is garrulous and boisterous, though often a bit grating - so he is outgoing but can be a bit much for people. He likes to make friends, he just tends to exasperate people. He has little tolerance for complex problems and not much interest in art, poetry, or literature, though he does like music.
Rudrik has simple tastes: He likes clothes that don't show dirt or blood much, food that's filling, and women who aren't put off by the fact that he's obviously a half-orc. He likes children in small doses, loves exuberant dogs, and enjoys all kinds of games. He has a quirky love of mustard and will spread it on nearly any savory food, and he likes bitter or hoppy beers and ales.
Rudrik is casual in his religious observances, without showing any especial favor to a particular deity.