Male Half-Dwarf (Hill Dwarf) Fighter (Drill Sergeant)
NG Medium Humanoid (Human/Dwarf)
Init: +2; Perception: +6; Sense Motive: +2
Languages: Dwarven (R/S)(B/W), Keoish (B/S)
126.96.36.199.14.10 (25 pt, +1 Con, +1 Str)
DR 2/- (shield)
AC 19, touch 12, ff 13 (+3 armor, +4 shield, +2 Dex)
CMD 16, ff 14 (+1 BAB, +3 Str, +2 Dex)
HP 16 (10 + 1*2 Con + 3 Toughness + 1 FB)
Healthy: >= 13, Grazed: 9-12, Wounded: 5-8, Critical: 1-4, Disabled: -2-0
Fort +5 (2 + 1/2 Fighter + 2 Con + 1 Unstoppable)
Ref +2 (0 + 1/3 Fighter + 2 Dex)
Will +3 (0 + 1/3 Fighter + 2 Wis + 1 Country Born)
Speed 30 ft.
Melee +4 (+1 BAB, +3 Str)
Melee (axe) +6
Ranged +3 (+1 BAB, +2 Dex)
Ranged (axe) +5
CMB +4 (+1 BAB, +3 Str)
Adventuring -- 8 ranks (1*4 Fighter + 1*2 Int + 2 Background)
* ACP applies (-1 armor, -2 shield)
Conditions: Healthy | 1 wound --> 15 HP
Ignore Fatigue/Exhaustion: 
Current Load Carried 73.0 lb.
Equipment - Stored:
Consumables - Stored:
Money 5 GP; 2 SP; 4 CP
Power Attack -- Combat Option
Prerequisites: Str 13, base attack bonus +1.
Benefit: 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.
Toughness -- Unstoppable
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).
Combat Expertise -- Variant Fighter 1st Level
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Step Up -- Variant Fighter 1st Level
Prerequisite: Base attack bonus +1.
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
Country Born -- 1st Level
Prerequisites: Can only be selected at 1st level. Cannot have City Born or Lone Wolf.
Benefit: Once per day, when an effect would normally leave you fatigued or exhausted, you may ignore the fatigue or exhaustion effect. This ability activates the first time you are affected by fatigue or exhaustion in a day — you cannot “save” it to apply it to a specific effect. Your traditional upbringing has sharpened your Willpower as well, granting a +1 bonus on Will saves.
House Rules Shield Focus -- Fighter 1st Level
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are using by 1.
Improved Shield Focus
Prerequisites: Shield Focus, base attack bonus +6
Benefit: You reduce the armor check penalty of any shield you are using by 1. You also use your character
Normal: When flanked, shield bonuses are not applied to attacks from all sides of your space.
Greater Shield Focus
Prerequisites: Shield Focus (ISF), Shield Proficiency, base attack bonus +8.
Benefit: Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus
Weapon and Armor Proficiency -- Fighter
Improved Combat Maneuverer (Ex) -- Fighter
Combat Expert (Ex) -- Fighter
Weapon Training (Ex) -- Fighter
Defensive Training -- Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy -- Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability -- Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed -- Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning -- Dwarves gain a +2 bonus on Perception checks to 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.
Low-Light Vision -- Half-dwarves can see twice as far as humans in conditions of dim light.
Hatred -- Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
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.
Alternate Racial Traits
Dwarven Axe Specialist -- proficient with Axe group. Receive a racial +1 Attack bonus when using one of these weapons.
Unstoppable -- Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves.
Thout hustled homeward from his Village Watch training. Hadn't been a particularly good day; he was bested by the commander once more, in spite of all the extra effort he had been putting in. He had stayed behind to pick up a couple pointers on his shield work, and now he was late.
"Hello, Mother! Sorry I'm late, but all of us will be safer for it!" he said, trying to put the best spin on it. She was sitting on a small couch with Father, seemingly waiting for his arrival. "Hmm. What's going on?" Thout was immediately suspicious; Father and Mother did not just sit and wait for someone. But she was smiling, so he approached her, gave her a quick kiss, and nodded towards his father. He placed his shield and axe down then knelt beside her, "Everything OK?" He looked more closely and saw that her eyes had begun to slightly water.
"Oh, yes. Everything is fine," she replied and fidgeted slightly. She pulled a small package from behind her and presented it. "This is for you."
"What is this? What is today? Have I forgotten something?"
"Oh, no. Your father and I have just realized that it is time, and we should give you this."
He looked at his father who nodded. Thout took the package and weighed it in his hand. It was stiff and relatively heavy. He opened it up, and immediately, his jaw fell. "Mom, Dad..." he said, dropping any formality. "Are you sure? Really?" In his hand he held an iron disk with a silver moon and a golden horizon stretching from side to side.
His father spoke, "Urrak made it, be sure to thank him. I saw a traveling merchant with a similar one a few weeks ago. Of course, it was not nearly as nice. We knew your time was coming, just didn't want it so fast. I know you've wanted to go on your own for a while, but you are ready, now." Thout jumped up in joy, hugging his parents while quickly donning his new holy symbol of Fharlanghn.
His mother spoke steadily with a couple tears falling down her cheeks. "We don't know why you picked Fharlanghn, or, perhaps, why he picked you, but we all have our own journey. Even if not everyone understands."
Thout is a half-dwarf living in a hill-dwarf community with his merchant mother and father. He has trained with the village watch, but maturing faster than his peers has left him on his own, and he wants to strike out and find his path. He has been enamored with the traveling merchants that come through and deal with his parents and wants to start traveling the roads himself, learning to trade while protecting his fellow travelers.
Appearance and Personality:
Natural leader, but recognizes importance of the group. "Needs of the many outweigh the needs of the few." Outspoken. Studies and observes. Respects age and experience. He is a tough guy who believes in "live to fight another day".
The Thout concept is a fighter with a merchant/alchemist background. He was quite taken by the stories traveling merchants told as they came through and cut deals with this father. Maturing faster than his peers put him somewhat on the outside, and he wants to strike out on his own. He is interested in alchemy, having been around dwarven alchemists in his village, and seeks to create a trade in dwarven alchemical products.
-- Classes --
Fighter (Drill Sergeant)
Unchained Barbarian (Dwarven Mauler - see below)
-- Health --
-- Misc --
Dwarven Mauler Archetype
Though the dwarven battle training against foes larger than themselves is legendary, some take it even further. The dwarven mauler specializes in making large enemies regret the decision to engage him in battle.
Big Game Hunter (Ex)
Adaptation of Drill Sergeant Archetype to Variant Fighter
Summary of the standard application of Drill Sergeant to Fighter:
The application of the modified Drill Sergeant to Variant Fighter:
In the modification, Tactician is delayed from the 2nd until the 5th fighter level by leaving Bravery unchanged and substituting Weapon Training 2 instead. Also, Weapon Trainer is replaced with Tactical Trainer. Tactical Trainer is a new alternate class feature derived from the Fighter Advanced Weapon Training option of Fighter's Tactics. See write-up below:
Tactical Trainer (Ex)
XP - 790: