Harsk

Thout's page

341 posts. Alias of Licitus.


Full Name

Thout Ironteeth

Race

Half-dwarf

Classes/Levels

Fighter 1 | HP 16 | DR 2/- | AC.T.FF 19.12.13 | F.R.W 5.2.3 | CMD 16 | Init 2 | P 6, SM 2

Gender

Male

Age

20

Alignment

NG

Deity

Fharlanghn

Strength 16
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 14
Charisma 10

About Thout

Stats:

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)

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STATISTICS

16.14.14.14.14.10 (25 pt, +1 Con, +1 Str)
BAB: +1 (1 Fighter)
Hero Points: 3

Defense:

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)

Offense:

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)

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WEAPONS
Dagger 1d4+3 19-20/x2 P/S
Dwarven Waraxe 1d10+4 20/x3 S
Throwing Axe 1d6+4 20/x2 S

Skills:

(ranks.ability.class.misc)

Adventuring -- 8 ranks (1*4 Fighter + 1*2 Int + 2 Background)
(0) *Acrobatics +2 -- 0.2.0.0
(1) Appraise +3 -- 1.2.0.0
(1) *Climb +7 -- 1.3.3.0
(1) Craft (Alchemy) +6 -- 1.2.3.0
(1) Heal +3 -- 1.2.0.0
(1) Kn (Military) +6 -- 1.2.3.0
(1) Perception +6 -- 1.2.3.0
(1) Profession (Merchant) +6 -- 1.2.3.0
(0) Sense Motive +2 -- 0.2.0.0
(0) Survival +2 -- 0.2.0.0
(1) *Swim +7 -- 1.3.3.0

* ACP applies (-1 armor, -2 shield)

Conditions/Resource Tracking:

Conditions: Healthy | 1 wound --> 15 HP

Ignore Fatigue/Exhaustion: []

Gear/Possessions/Money:

(value:weight)

Carrying Capacity:
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.

Current Load Carried 73.0 lb.

Armor:
Ring Mail Shirt (25:17)
Shield, heavy wooden (7:10)
(28:27)

Weapons:
Dagger, Cold Iron (4:1)
Dwarven Waraxe (30:8)
Throwing Axe (8:2) x 2 --> (15:4)
(49:13)

Magical Equipment:

Mundane Equipment:
Backpack, common <worn> (2:2)
Bag, waterproof <in backpack> (0.5:0.5)
Chalk <in waterproof bag> (0.01:-) x 2 --> (0.02:-)
Flint and steel <in pouch> (1:-)
Holy Symbol, iron <around neck> (10:1)
Hook, grappling, common <attached to backpack> (1:4)
Outfit, Traveler's (free, 5)
Pouch, belt <worn> (1:0.5)
Rope, silk <in backpack> (10:5)
Twine (50 ft) <in backpack> (0.01:0.5)
Vial <in pouch> (1:-) x 2 --> (2:-)
Waterskin (full) <in backpack> (1:4)
Whetstone <in backpack> (0.02:1)
(28.55:23.5)

Consumables:
Candle <in backpack> (0.01:-) x 10 --> (0.1:-)
Tindertwig <in waterproof bag> (1:-) x 2 --> (2:-)
(2.1:-)

Equipment - Stored:
Bedroll <in backpack> (0.1:3)
Blanket <in backpack> (0.5:3)
(0.6:6)

Consumables - Stored:
Rations, Trail <in backpack> (0.5:1) x 3 --> (1.5:3)
Soap <in backpack> (0.01:0.5)
(1.51:3.5)

Money 5 GP; 2 SP; 4 CP

Special Abilities:

Activated Abilities
+2 to damage and -1 to melee attacks -- Power Attack
+1 dodge to AC and -1 to attack -- Combat Expertise
5' step as immediate when following -- Step Up

Circumstantial Abilities
+1 attack and damage when using weapon in axe group -- Weapon Training
+1 CMD vs disarm and sunder attempts against weapons in axe group -- Weapon Training
+1 racial to attack when using weapon in axe group -- Dwarven Axe Specialist
+1 racial to attack vs orc and goblinoid subtypes -- Hatred
+4 dodge to AC when attacked by giant subtype -- Defensive Training
+2 racial to saving throws vs poison, spells, SLA -- Hardy
+4 racial to CMD for bull rush and trips when standing on ground -- Stability
+2 racial to Appraise for price of non-magical goods with precious metals or gemstones -- Greed
+2 Perception to notice unusual stonework -- Stonecunning
Automatic Perception check whenever pass within 10 feet of unusual stonework -- Stonecunning
Ignore first occurrence of fatigue or exhaustion each day -- Country Born
+1 AC to shield bonus when wielding a shield -- Shield Focus

Standing Abilities
Proficient with all members of the axe group -- Dwarven Axe Specialist
+1 racial to Fortitude saving throws -- Unstoppable
+1 to Will saving throws -- Country Born
+3 hit points -- Toughness
Low-light vision

Feats:

Power Attack -- Combat Option
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

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
You have enhanced physical stamina.

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
You can increase your defense at the expense of your accuracy.

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
You can close the distance when a foe tries to move away.

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
A childhood of farm work, apprenticeship, or similar toil has granted you reserves of endurance.

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

Shield Focus
You are skilled at deflecting blows with your shield.

Prerequisites: Shield Proficiency, base attack bonus +1.

Benefit: Increase the AC bonus granted by any shield you are using by 1.

Improved Shield Focus
Your mastery makes the most of your shield.

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
level in place of your base attack bonus for the purpose of shield mastery feat prerequisites. In addition, you may apply your
shield bonus to one additional opponent in a round when flanked.

Normal: When flanked, shield bonuses are not applied to attacks from all sides of your space.

Greater Shield Focus
You are skilled at deflecting blows with your shield.

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
granted by Shield Focus. In addition, you may apply your shield bonus to one additional opponent in a round
when flanked. This stacks with Improved Shield Bonus for a total of 3 opponents when flanked.

Class Features:

Weapon and Armor Proficiency -- Fighter
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Improved Combat Maneuverer (Ex) -- Fighter
The fighter is skilled at the ability to use combat maneuvers and his finely honed sense of tactics allows him to react with these maneuvers to take advantage of his opponents at critical moments. At 2nd Level the fighter gets a +2 on all Combat Maneuverer bonuses. At 4th Level as he increases his skills using combat maneuvers his ability to defend against them also increase and he gains an additional +2 to his Combat Maneuver bonus and a +2 to his Combat Maneuver Defense for a total of +4 CMB and +2 CMD. At 6th level he has become so adept at using combat maneuvers that he no longer provokes an Attack of Opportunity while performing a combat maneuver. At 8th level his mastery of combat maneuvers has increased to a point that he can now add 1/4 of his level to his Combat Maneuverer bonus (round down) in addition to his +4 CMB already obtained at 2nd and 4th level. At 10th level he has reached a keen understanding of not only how to execute a combat maneuver but he also understands how to quickly defend against them. He can now add his 1/4 of his level bonus to his Combat Maneuver Defense.

Combat Expert (Ex) -- Fighter
The fighter is a combat expert and is a master of tactics in warfare. His understanding of small unit warfare makes him a dangerous asset to his allies in combat. At 1st level 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. This can be used in conjunction and is cumulative with the Step Up Feat. At 3rd level you are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning. At 5th level when you and at least two of your allies are adjacent to an opponent, you can attempt the aid another action as a swift action instead of a standard action. At 10th level he becomes an Inspired Combat Expert and every ally of the fighter within 20 feet gains a +1 attack or CMB each round they are in the inspired area. This is due to the fighter coordinating the group's efforts in an engagement and the bonus does not apply to the fighter himself. At 15th level the fighter has improved his ability to inspire his allies in combat. As an inspired combat Expert, the area improves to 30 feet and the bonus is now +2 for his allies.

Weapon Training (Ex) -- Fighter
Starting at 1st level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (5th, 9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 5th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 1st level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Character Traits:

Racial Traits

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.

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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.

Background:

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:

Age: 20
Height: 5' 6"
Weight: 185 lbs.
Hair: Full, medium length, thick brown hair. Short tri-braided beard with hints of red.
Eyes: brown
Skin: brown

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".

Summary:

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.

Notes:

Links
-- Classes --
Fighter (Drill Sergeant)
Unchained Barbarian (Dwarven Mauler - see below)
Alchemist (Chirurgeon/Vivisectionist)
Formulae

-- Health --
Afflictions (Diseases and Poisons)
Heal Skill
Poison
Poison Blog
Wound Thresholds

-- Misc --
Alchemical Items
Damage Reduction
Fatigued
Hero Points

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Skills
An alchemist may replace any class skill with Knowledge (Anatomy).

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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)
A dwarven mauler gains the feat Big Game Hunter.
This ability replaces fast movement.

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Adaptation of Drill Sergeant Archetype to Variant Fighter
Thout is using the house rules Variant Fighter with the Drill Sergeant archetype. In applying Drill Sergeant to the Variant Fighter, two types of changes have been made:

  • * Timing and order of archetype alternate class feature substitutions in the Fighter class.
  • * Creation of a new Alternate Class Feature for Drill Sergeant that replaces an existing one.

Summary of the standard application of Drill Sergeant to Fighter:
L02 bravery --> Tactician
L05 weapon training 1 --> unchanged
L09 weapon training 2 --> Greater Tactician
L13 weapon training 3 --> Weapon Trainer
L17 weapon training 4 --> Master Tactician

The application of the modified Drill Sergeant to Variant Fighter:
L01 weapon training 1 --> unchanged
L02 bravery --> unchanged
L05 weapon training 2 --> Tactician
L09 weapon training 3 --> Greater Tactician
L13 weapon training 4 --> Tactical Trainer
L17 weapon training 5 --> Master Tactician

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)
At 13th level, the drill sergeant must select the Advanced Weapon Training option Fighter's Tactics.
This ability modifies weapon training 4.

XP - 790:

Level 1
100 -- Posting
160 -- Ghost and Mouth
40 -- Giant Roach
120 -- Centipede Surprise
300 -- Second (First?) Floor Goblins
50 -- D'ogryn Roach
20 -- Dust Cloud Bedroom