DEFENSE
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AC 16 (10 Base, +1 Dex, +5 Scale Mail)
Touch AC 11 (10 Base, +1 Dex)
Flat Footed AC 15 (10 Base, +5 Scale Mail)
HP 17 (1d12; +4 Con; +1 favoured class)
Saves: Fort +6 Ref +1 Will +0*
CMD 14 (10+1+2+1)
*+2 racial bonus vs spells/spell-like abilities/+4 racial&trait bonus vs poison/+4 trait bonus to Fort saves vs effects of alcohol
RAGING DEFENSE:
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AC 14 (10 Base, +1 Dex, +5 Scale Mail, -2 Rage penalty)
Touch AC 9 (10 Base, +1 Dex, -2 Rage Penalty)
Flat Footed AC 13 (10 Base, +5 Scale Mail, -2 Rage penalty)
HP 19 (1d12; +6 Con; +1 favoured class)
Saves: Fort +0 Ref +0 Will +0
CMD 16 (10+1+4+1)
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OFFENSE
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BAB +1
Melee: Dwarven Waraxe +3 [1d10+2/x3] or Hunga Munga +3 [1d6+2/x2]
Ranged: Light Hammer +2 [1d4+2/x2] – 20ft. range or Hunga Munga +2 [1d6+2/x2] - 15 ft.
CMB: +3 (+1 BAB, +2 Str)*
* +2 racial bonus on CMB checks for Bullrush & Overrun maneuvers.
RAGING OFFENSE:
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BAB +1
Melee: Dwarven Waraxe +5 [1d10+4/x3] or Hunga Munga +5 [1d6+4/x2]
Ranged: Light Hammer +2 [1d4+4/x2] – 20ft. range or Hunga Munga +2 [1d6+4/x2] - 15 ft.
CMB: +5 (+1 BAB, +4 Str)
STATISTICS
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STR 15 [19 while raging]
DEX 12
CON 18 [22 while raging]
INT 12
WIS 10
CHA 9
Racial Qualities:
Racial Traits:+2 Constitution, +2 Wisdom, –2 Charisma; Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
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. (see darkvision).
Deep Warrior: Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus to their CMB on attempts made to grapple such creatures (or to continue a grapple). This racial trait replaces the defensive training racial trait.
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) skill checks that pertain to dwarves or their enemies. They can make such skill checks untrained. 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.
Hardy: Dwarves receive 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 the stability racial trait.
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.
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.
Class Abilities:
Rage: As a free action can enter a Rage; +4 Str, +4 Con, +2 morale bonus to Will saves but a -2 penalty to AC. Lasts 8 rounds after which Sverrir is fatigued for 2 x number of rounds spent Raging*.
* Fatigue negated by Dream Haunted trait???
Raging Drunk (Ex): While raging, the drunken brute can drink a potion, or a tankard of ale or similar quantity of alcohol, as a move action that does not provoke attacks of opportunity. A potion has its normal effect, while an alcoholic drink allows the barbarian to maintain her rage that round without expending a round of rage for the day (instead of the alcohol’s normal effects). For each alcoholic drink consumed while raging, the barbarian is nauseated for 1 round when her rage expires, in addition the normal fatigue that follows a rage. Tireless rage does not negate this nauseated condition but the internal fortitude rage power does.
This ability replaces fast movement.
Feats:
Endurance
Traits:
Dream Haunted (Campaign): Your dreams are haunted by strange visions of tortured landscapes and deformed monsters. In some of these dreams, you are the deformed monster!
Benefit: You are used to fatigue, and suffer no penalties when you become fatigued. When you become exhausted, you are instead treated as if you are fatigued.
Drawback: You suffer a -2 penalty on saving throws against effects that cause madness or insanity, and on saving throws against sleep effects. If you are normally immune to sleep effects, you lose that immunity.
Iron Liver(Equipment): Due to a lucky constitution or frequent exposure, your body is resistant to poison, including alcohol and drugs.
Benefit: You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol. Source Adventurer's Armory 30
Skills:
4 per level [+1 intelligence bonus] = 5 total per level.
Climb +6 [1 Rank, +2 Str, +3 Class, -? armour penalty]
Intimidate +3 [1 rank, -1 Cha, +3 Class]
Knowledge:History [1 Rank, +1 Int]+2 racial bonus when related to dwarves & their history
Perception +4 [1 rank, +0 Wis, +3 Class]
Survival +4 [1 Rank, +0 Wis, +3 Class]
Languages: Common, Dwarven, Undercommon
Combat Gear: Scale Mail Armour, Dwarven Waraxe, Hunga Munga, Light Hammer, Dagger
Other Gear:
Deity/Faith
Swears drunken oaths to Cayden Cailean, mainly for luck and a change in his fortunes. Pays lip service to Dwarven gods but feels they have forsaken him.