Torgra Stigardsdam

Tarlamera Stoneshaft's page

54 posts. Organized Play character for Majuba.


Full Name

Tarlamera Stoneshaft

Race

Dwarf

Classes/Levels

Ftr 9 | HP 139/103 | AC 24 (21 w/o sh) / 11T / 24FF | F +10, R +5, W +4 | CMD 26 (30 bull/trip)

Gender

F

Size

M

Age

Nun-yuhs

Special Abilities

Cleavage

Alignment

LG

Location

Five Kings Mountains

Languages

Common, Dwarven

Strength 18
Dexterity 10
Constitution 16
Intelligence 10
Wisdom 12
Charisma 6

About Tarlamera Stoneshaft

Tarlamera Stoneshaft
Female dwarf fighter 9
LG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +1 (+3 to notice unusual stonework)
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Defense
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AC 24, touch 11, flat-footed 24 (+10 armor, +1 deflection, +3 shield)
hp 103 (9d10+45)
Fort +10, Ref +5, Will +4 (+2 vs. fear); +3 vs. poison, spells, and spell-like abilities, +2 vs. effects that stagger or stun
Defensive Abilities defensive training, fortification 25%
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Offense
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Speed 30 ft.
Melee +1 adamantine dwarven boulder helmet +17/+12 (1d4+7) or
+1 keen cold iron dwarven double waraxe +18/+13 (1d10+9/19-20/×3) or
+1 silver dwarven dorn-dergar +17/+12 (1d10+11)
Ranged +1 underwater heavy crossbow +10 (1d10+1/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 silver dwarven dorn-dergar)
Special Attacks hatred, weapon trainings (axes +2, flails +1)
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Statistics
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Str 22, Dex 10, Con 18, Int 10, Wis 12, Cha 6
Base Atk +9; CMB +15; CMD 26 (30 vs. bull rush, 30 vs. trip)
Feats Cleave, Cleaving Finish[UC], Critical Focus, Dented Helm[ARG], Goblin Cleaver[ARG], Great Cleave, Hard-headed[ARG], Improved Cleaving Finish[UC], Orc Hewer[ARG], Power Attack
Traits glory of old, grounded
Skills Acrobatics -1 (+1 on balance-related checks), Climb +13, Intimidate +4, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Knowledge (planes) +1, Perception +1 (+3 to notice unusual stonework), Survival +5, Swim +10; Racial Modifiers lorekeeper[APG], +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ armor training 2
Combat Gear +2 feybane bolt (50), cold iron crossbow bolts (50), elixir of hiding, elixir of tumbling, oil of bless weapon, oil of create water, oil of magic weapon, potion of cure light wounds (CL 2nd), vanish (CL 2nd), potion of cure serious wounds (2), potion of enlarge person, potion of groundswell, potion of ironbeard, potion of protection from evil, potion of remove fear, potion of shield of faith (CL 6th), scroll of lesser restoration, lesser restoration, lesser restoration, lesser restoration, lesser restoration, wand of cure light wounds (13 charges), wand of cure light wounds (34 charges), wand of lesser restoration (4 charges), alchemist's fire, holy water (4); Other Gear nautilus coral armor +1, light fort, +1 heavy steel shield, +1 adamantine dwarven boulder helmet[ARG], +1 keen cold iron dwarven double waraxe[ARG], +1 silver dwarven dorn-dergar, +1 underwater heavy crossbow[ARG], belt of giant strength +2, boots of striding and springing, elixir of darksight[ARG], elixir of swimming, elixir of thundering voice[ACG], elixir of vision, pink rhomboid ioun stone, ring of protection +1, wayfinder[ISWG], courtier's outfit, masterwork tool, sunrod (5), 4,500 gp
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Special Abilities
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Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleaving Finish Make additional attack if opponent is knocked out
Critical Focus +4 to confirm critical hits.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Dented Helm +1 AC against critical hit confirmations, apply half damage to helmet, but become staggered.
Fortification 25% You have a chance to negate critical hits on attacks.
Goblin Cleaver Cleave against non-adjacent target smaller than you.
Hard-Headed +1 to attacks or maneuvers with a helmet. +2 to save vs. effects that stagger or stun.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Improved Cleaving Finish May use Cleaving Finish any number of times/round
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Orc Hewer Cleave non-adjacent target your size.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Weapon Training (Axes) +2 (Ex) +2 Attack, Damage, CMB, CMD with Axes
Weapon Training (Flails) +1 (Ex) +1 Attack, Damage, CMB, CMD with Flails

Boons:
In Riddleport Chr#2: +2 on Kn(arcana) (with consult), +2 on Diplomacy to gather information, +2 on Intimidate
Curses #4: +2 to CL when target of remove curse
Gloomspire #5: +2 to Perception to find hidden traps, treasure, doors, etc. 1/ever to anywhere else.
Compulsions #6: When fail, cross off to delay, be stunned, and save again.
Inner Sea/Jalmeray #7: 1/scen, in a major city in (And, Chel, Jal, Osir, Qadira, Tald, or Absalom), consult (d4 hours) for +4 to Appr, Diplo, Know.
In Irrisen #8: +2 diplomacy
Poison/Disease #9: Cross off to reroll and take better result for disease or poison.
Nira's aid #9: Once, after Know, Perc, or S. Mot, have Nira roll at +6+CL
Legacy #10: Once (sw), 1 minute gain +2 AC each round after striking a creature (1/rd)
Infernal #11: Once, given devil sickened condition for 1 hour.
Trinkets #12: May purchase Core 250gp or less for 1 prestige point.
Connections #12: 1/adv, before Appr, Disable, Kn(local), Perc, Prof, of Stealth, check box for +1d6+1.
In Osirion #14: Free item, next time in Osirion (500gp)
Veil #15: 3 scenarios, gain +1 on all perception and sensemotive, and will vs illusions.
Worthy Foes #16: Three times (sw), +2 atk, dmg, and dodge vs dragon or humanoid (reptilian) for 1 round.
Waves #18: Three times (sw), gain 30-ft swim and no penalty to bludg/slash underwater for 1 min or Hold breath 4 extra rounds.
Aquel #20: Once, gain protective aura for CL rounds (+4 deflect/resist vs evil for all w/in 20', as magic circle).
In Varisia #21: +2 Charisma skill checks w/orcs in Varisia or adj. countries
Citadels #22: In a dwarven Sky Citadel, +1 insight on saves, ability checks, skill checks
Famous #22: +4 Diplo and Intim w/Pathfinders of my level or lower (or +2 if already have bonus).
Inns #23: Free common quality lodgings and stable services
Prosecutor #24: 3 times (std), +2 on all Prof(barrister) and Perc checks for rest of adventure.
Pin #25: 3 times, regain a prestige, gain heroism for four hours (std), or inspire as a 7th level bard for 7 rds (move).
Combat #26 twice, roll twice and take the better, double critical threat vs Aspis.