Kaigon the Miscreant

Thoven Warstout's page

1 post. Alias of Tange Free.


Full Name

Thoven Warstout

Race

Dwarf

Classes/Levels

Deep Walker / Skirmisher 7

Gender

M

Size

M

Age

48

Strength 20
Dexterity 17
Constitution 14
Intelligence 10
Wisdom 16
Charisma 5

About Thoven Warstout

Thoven Warstout
Dwarf Ranger (Deep Walker, Skirmisher) 7
LN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +13
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Defense
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AC 14, touch 14, flat-footed 11 (+3 Dex, +1 deflection)
hp 91 (7d10+21)
Fort +7, Ref +8, Will +5; +1 trait bonus vs. spells, spell-like abilities, and poison, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities deep warrior
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Offense
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Speed 20 ft.
Melee +1 mighty cleaving dwarven waraxe +9/+4 (1d10+6/×3) and
+1 warhammer +9/+4 (1d8+6/×3)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, favored enemies (aberrations +4, elves +2)
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Statistics
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Str 20, Dex 17, Con 14, Int 10, Wis 16, Cha 5
Base Atk +7; CMB +12; CMD 26 (30 vs. bull rush, 30 vs. trip)
Feats Cleave, Cleaving Finish, Double Slice, Endurance, Improved Two-weapon Fighting, Lookout, Power Attack, Two-weapon Fighting
Traits glory of old, tunnel fighter
Skills Climb +9 (+14 to traverse underground terrain), Craft (weapons) +12 (+14 on checks related to metal or stone), Heal +7, Knowledge (dungeoneering) +8 (+10 when underground), Knowledge (geography) +8, Perception +13 (+15 when underground, +15 to notice unusual stonework), Spellcraft +5, Stealth +13 (+15 when underground), Survival +13 (+15 when underground, +16 to track); Racial Modifiers craftsman
Languages Common, Dwarven
SQ combat styles (two-weapon combat), deep knowledge, hunter's bonds (hunter's bond [companions]), hunter's tricks, hunter's tricks (hunter's trick [rattling strike], hunter's trick [vengeance strike]), mighty cleaving, rock hopper, track, wild empathy +4
Other Gear +1 mighty cleaving dwarven waraxe, +1 warhammer, belt of physical might (str & dex +2), ring of protection +1, masterwork artisan's tools, mage armor bracers (Full-round action, activates mage armor and shield spells CL1, 3/day ), 803 gp
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Special Abilities
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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
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deep Knowledge +2 (Ex) At 3rd level, a deep walker gains a +2 bonus on initiative checks and Knowledge (dungeoneering), Perception, Stealth, and Survival skill checks while underground (in caves and dungeons). Every 5 levels thereafter, the deep walker gains an additional
Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Aberrations +4) (Ex) +4 to rolls vs Favored Enemy (Aberrations).
Favored Enemy (Elves +2) (Ex) +2 to rolls vs Favored Enemy (Elves).
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Hunter's Trick (Rattling Strike) (Ex) The ranger can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds.
Hunter's Trick (Vengeance Strike) (Ex) The ranger can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The ranger can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.
Hunter's Tricks (6/day) (Ex) Various tricks.
Hunting Companions (3 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Lookout Not surprised if adj ally with same feat isn't surprised. Extra actions if both are aware.
Mighty cleaving Make one extra Cleave per round.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rock Hopper (Ex) At 7th level, a deep walker instinctively grasps for the most stable surfaces and holds on tighter while moving over underground rock and stone. The deep walker gains a +5 bonus on all Acrobatics and Climb checks made to traverse underground terrain.
Track +3 Add the listed bonus to survival checks made to track.
Tunnel Fighter +2 Initiative and +1 critical damage while underground.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.