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About Stump WeradinSTR:21 +5 (18 base +2 item +1 level)
FORT:10 (+5 base +5 CON)
AC:23 (+10 base +11 armor +1 DEX +1 Dodge)
CMB:12 (+7 BAB +5 STR)
HP:99 ((HD10:10,6,5,5,8,6,10) +35 CON +7 Toughness +7 Favored Class: Fighter)
Description:
This Dwarf stands only 3"10, short even by Dwarven standards, but at 150lbs he appears very solid. His head is shaved and bare, covered by dirt and sweat, his face sports a black beard bound in many tightly knit braids which obscures a large grin behind it.
The most obvious feature or rather lack there of is there seems to be more metal then Dwarf. He is covered in thick full plate and wields a greatsword nearly twice his size which causes it to appear larger then it really is. Backstory:
Stump Weradin was born in a small outpost used as a resupply and staging area for Dwarven expeditions to the surface. His father was a warrior smith who would accompany groups into battle to repair their arms and armor, and of course get a few good swings in during a battle. As such Stump ended up learning to use a smithing hammer before he was able to walk, although half the time he would end up using the tools on things not meant for smithing, like the family pet.
Eventually it came time to learn the ways of the warrior, while smithing had a special place in his heart, the warrior in Stump had longed for this for many years. The other Dwarven recruits however did not share his enthusiasm, they laughed and wondered how such a small Dwarf could be expected to be a warrior, although Stump never thought himself short, after all how could the call of a warrior be so strong in a Dwarf as short as they say. They would insist he use smaller weapons and the name his parents chose certainly did not help the situation. Stump merely grinned and took the insults with quite reservation, but soon Stump began slipping away early from drills and eventually began missing some entirely. One day while the majority of the patrols were out the outpost was set upon by Orcs, the inexperienced Dwarfs took to defending their home and it was a fierce battle. The battle turned for the worst when a large Orc appeared and threatened to route the defenders, when suddenly a low roar was heard in the distance which slowly grew louder. The Orc turned to see a charging Stump rushing towards him, the Orc laughed shouting "these Dwarfs send babies to fight" only to be caught off guard as Stump brought a massive piece of metal down to bare on the Orcs head. Rather then split the Orc in half his entire body seemed to crumple from the force, apparently Stump had been forging and practicing with a weapon suited more to the warrior in him but hadn't quite finished the blade. Stump immediately lifted the blade from the body and ran screaming towards the next opponent, stunned by what they just witness the other Orcs began to flee from the tiny terror who had just slain one of their most fearsome warriors. With the battle won the young Dwarfs were congratulated for their bravery and skill, many wanted to thank and apologize to Stump although most worried bad memories might still linger and they certainly weren't in a rush to find out if his performance on the battlefield was a fluke. In time apologies were made and friendships forged, although no one ever mentioned Stumps stature again. Eventually Stump decided it was time to head out and make a place for himself, after all the world was a big place and someone had to cut it down to size. Traits:
Warsmith: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. Armor Expert:When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0. Feats:
Toughness: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). Power Attack:You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Cleave:As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn. Great Cleave:As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn. Dodge: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. Weapon Focus - Greatsword:You gain a +1 bonus on all attack rolls you make using the selected weapon. Weapon Specialization - Greatsword:You gain a +2 bonus on all damage rolls you make using the selected weapon. Improved Initiative:You get a +4 bonus on initiative checks. Steel Soul:You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf’s hardy racial trait. (Extra feat granted from GM Bonus) Special Abilities:
Shattering Strike:A two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd. This ability replaces bravery. Overhand Chop:When a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls. This ability replaces armor training 1. Weapon Training (Blades, Heavy):Same as the fighter class feature, but the bonuses only apply when wielding two-handed melee weapons. Backswing:When a two-handed fighter makes a full attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first. This ability replaces armor training 2. Slow and Steady:Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Darkvision:Dwarves can see in the dark up to 60 feet. Defensive Training:Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype. Craftsman:Dwarves are known for their superior craftsmanship when it comes to metal and stone works. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone. This racial trait replaces the greed racial trait. Hatred: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. Steel Soul:You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf’s hardy racial trait. Stability:Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stonecunning:Dwarves receive a +2 bonus on Perception checks to potentially 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. 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. Skills:
Skills:14 (+2 base *7 HD) Acrobatics:1 (+1 DEX) Appraise:0 Bluff:-1 (-1 CHA) Climb(C):9 (+1 Ranks +5 STR +3 Trained Class Skill) Craft(Weapon)(C):9 (+4 Ranks +3 Trained Class Skill +2 Craftsman Trait(metal or stone only)) Diplomacy:-1 (-1 CHA) Disguise:-1 (-1 CHA) Escape Artist:1 (+1 DEX) Fly:1 (+1 DEX) Heal:2 (+2 WIS) Intimidate(C):7 (+5 Ranks -1 CHA +3 Trained Class Skill) Kn(Dungeoneering)(C):4 (+1 Ranks +3 Trained Class Skill) Kn(Engineering)(C):4 (+1 Ranks +3 Trained Class Skill) Perception:2 (+2 WIS) Perform:-1 (-1 CHA) Ride(C):1 (+1 DEX) Sense Motive:2 (+2 WIS) Stealth:1 (+1 DEX) Survival(C):6 (+1 Ranks +2 WIS +3 Trained Class Skill) Swim(C):9 (+1 Ranks +5 STR +3 Trained Class Skill) Gear:
Money: 1705GP +2 Greatsword:8lbs - 8,350GP +2 Full Plate: 50lbs - 5,650GP Belt of Giant Strength +2:1lbs - 4,000GP Boots of Striding and Springing:1lbs 5,500GP Bag of Holding I:15lbs Waterskin:4lbs Flint and steel: Bedroll:5lbs 50' Hemp Rope:10lbs Belt Pouch:1/2lbs Cold Weather Outfit:7lbs Travelers Outfit:5lbs - 1GP Trail Rations:x7, 7lbs - 35SP Combat:
+2 Greatsword:(Two-Handed, Slashing) Hit = +16/+11 (BAB +5 STR +1 Weapon Focus +1 Weapon Training (Blades, Heavy) +2 Weapon Enhancement) *+1 against humanoid creatures of the orc and goblinoid subtypes Single Attack: 2d6+15 (Weapon Base +x2 STR(Overhand Chop) +1 Weapon Training (Blades, Heavy) +2 Weapon Enhancement +2 Weapon Specialization) Full Attack: First attack = 2d6+12 (Weapon Base +x1.5 STR +1 Weapon Training (Blades, Heavy) +2 Weapon Enhancement +2 Weapon Specialization) Remaining Attacks = 2d6+15 (Weapon Base +x2 STR(Backswing) +1 Weapon Training (Blades, Heavy) +2 Weapon Enhancement +2 Weapon Specialization) Power Attack: Hit = +14/+9 (BAB +5 STR +1 Weapon Focus +1 Weapon Training (Blades, Heavy) +2 Weapon Enhancement -2 Power Attack) Damage = 2d6+21 (Weapon Base +6 Power Attack +x2 STR(Overhand Chop & Backswing) +1 Weapon Training (Blades, Heavy) +2 Weapon Enhancement +2 Weapon Specialization) Unarmed:(Bludgeoning) Hit = +12/+7 (BAB +5 STR) Damage(Nonlethal) = 1d3+5 (Weapon Base +5 STR) |