• FIGHTER BONUS FEATS - At 1st level, and at every even level, a fighter gains a bonus feat from the Combat Feats list. (PFCR 55).
• FIGHTER WEAPONS AND ARMOR - A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). (PFCR 55).
• BRAVERY - As a fighter of level 10 you get +3 bonus to Will saves vs. fear. (PFCR 55).
• ARMOR TRAINING - Armor check penalty is reduced by 3 (to a minimum of 0) and maximum dexterity bonus is increased by +3. No movement penalty for medium or heavy armor. (PFCR 55).
• WEAPON TRAINING (Axes, Hammers) - You have the following attack and damage bonuses on chosen weapon groups: Swords +1, Axes +2, Hammers +3. (PFCR 56).
• Boots of Striding and Springing (Striding Ability)
• Ioun Stone: Deep Red Sphere Dexterity +2
• Torc of Displacement (3 charges/day: 1 charge 20% miss, 2 charges 30% miss, 3 charges 40% miss for one round, using charge is immediate action)
• Belt of Giant Strength +4
• Amulet of Health +4
• Ring of Protection +2
• Ring of Barkskin +2
• +4 Cloak of resistance
• +4 Thundering Earth Breaker
• MW Full Plate +3
Handy Haversack (5 lbs):
• coin: 231 gp
• crystal with dragon hologram
• whetstone, renders one weapon +1 magical per day
• bronze mug
• 2 potion energy resistance
• 2 potion protection from energy
• 5 potion jump
• 5 potion water breathing
• 5 potions haste
• 9 potion enlarge person
Nestled in an iron rich hill where the southern arm of the Good Hills meet the Dreadwood forest, not far from Copperhead, sits the small hold of the Woodhill Clan dwarves about 200 strong, enjoying brisk trade with the Barony of Westgate militias and cavalry based in Millen. Also called the Dreadhold dwarves, the Woodhills enjoy a reputation for having produced masterwork arms and armour for almost 300 years. Chief among the Woodhills in the forging of blades and hammers are the Mæch’Hæmmærs, especially their patriarch Sugwold, who also has the reputation of being, along with his wife "Mammy", one of the most prolific breeders in dwarfdom, spawning 8 boys: Larf, Egrold, Sammich, Ulgon, Poobis, Ænus, Ferris, and Stigwold — and with this last dwarf child our story begins.
Stigwold, from the time he first suckled ale from his Mammy’s beard, was the gold nugget of his parents’ eyes - yet it didn’t take long for disappointment to set in as Stig proved to be a lazy, uncoordinated, foolish, and drunken child. It was not until his 39th birthday (for his father is eminently patient) that Stig’s parents agreed that the boy needed to be disinherited and thrown out. It all started when one of the blades Stig had forged shattered in the hands of a reknowned Westgate knight during an epic engagement with raiding orcs - resulting in an embarrassing decapitation - embarrassing for the Mæch’Hæmmærs, that is.
So, with weapons and armour of dubious reliability all of his own making, the lonely, drunken, rejected, obese, and suicidal dwarf set off from the halls of his birth, haunted by dreams of a demanding father and an abusive mother, and seeking... well, seeking... some good ale. South he went, toward Brokenoak, drinking his way from tavern to tavern and sleeping in fields and ditches, and eventually, as most do, he ran out of funds. Death by monster being all the more appealing than another day without ale, Stigwold veered off into the Dreadwood leaving a trail of butchered goblins from the fringes of the forest into its heart, and there it was that Stig met his one and only friend: a cold, hungry and masterless young hound who was about to meet his demise on a spit over a goblin campfire. The hound became 'Tenser', after the great wizard in Greyhawk whose adventures were told around campfires. The goblin meat didn’t last long, other game was scarce, and alcohol withdrawal was coming down hard, so the pair set off again with empty bellies and what few coppers they had liberated, Stig in search of ale and gold, and Tenser in search of squirrels and rabbits.
Cutting south, Stig, who had always had a way with animals but not much common sense, did his best to teach the hound to scent gold, but quickly learned that Tenser had his own agenda - and hunting diamonds fared no better. But Stig’s first bout of luck in forty years saw that he made it to the southern edge of the Dreadwood alive.
And so Stig settled in Saltmarsh, for a time anyway, renting a room and loading kegs for the Blue Frog Brewery. At night he kept council at the Lizard’s Boat, gorging on seafood and ale and keeping a smile on patrons faces with bizarre underground perspectives and demi-human vulgarity. He still today counts the proprietor, Kailee Restinan, among his close friends and is famed for seeing the dawning sun in a drinking contest held by his former boss, Ryan Kirtap.
Lately, in the company of motley comrades of dubious intelligence and flexible morality, Stig has honed his drinking and fighting skills against all manner of creature, scumball, and villain - and taken their gold. Stig, no doubt fated one day to return home with his head held high (and on that day kick his seven brothers soundly in their asses), continues to amass experience, riches... and errr... more body mass... in hopes of reconciling with his father Sugwold.