Dwarf

Thurin Ironfist's page

6 posts. Alias of Grumbaki.


Race

Blessings (10/10) Fervor (18/18) Mythic (17/17) Hammer (4/4) Sacred Armor (15/15) Sacred Weapon (15/15)

Classes/Levels

Wounds (0) HP (218) AC (38/12/38, +2 vs undead) Saves (20/10/25, +7 vs mind effecting, +2 vs undead) DR 10 (Epic) Initiative (+0)

Alignment

LG

Deity

Torag

Strength 13
Dexterity 10
Constitution 20
Intelligence 14
Wisdom 32
Charisma 8

About Thurin Ironfist

Offense and Defense:

Offense
* To Hit: +11 (BaB) + 11 (Wis) + 5 (Enchantment) +1 (WF) -2 (TS) = +26
* Damage: 2d6 (base) + 11 (Wis) +9 (PA) + 5 (Enchantment) +1 (LS) +2 (WS) +4 (DS) = 2d6+32
* Sacred Weapon - Holy vs Evil: 2d6
* Luck: +4/+4 (divine favor) +6/+6 (divine power)

[dice=Hit]1d20+26[/dice]
[dice=Pick Highest]1d20+26[/dice]
[dice=Lawful Damage]6d6+96[/dice]

—-Divine Favor—-

[dice=Hit]1d20+30[/dice]
[dice=Pick Highest]1d20+30[/dice]
[dice=Lawful Damage]6d6+108[/dice]

——Divine Power———

dice=Hit]1d20+32[/dice]
[dice=Pick Highest]1d20+32[/dice]
[dice=Lawful Damage]6d6+114[/dice]

—-Sacred Weapon Bonuses ——

Keen and Holy, good damage to attack above
[dice=Holy]6d6[/dice]

Defense
* HP: 8 (lvl 1) + 70 (lvls 2+) +75 (con) + 15 (toughness) + 15 (FCB) + 35 (guardian) = 218
* AC: 10 (base) +15 (armor) +9 (shield) +2 (deflection) +2 (natural armor) = 38/12/38 (+2 vs undead)
* Fort: 9 (base) + 5 (con) +1 (race) +5 (cloak) = 20
* Ref: 5 (base) + 5 (cloak) = 10
* Will: 9 (base) +11 (Wis) + 5 (cloak) = 25 (+7 vs mind effecting)
* +2 saves vs undead
* CMD: 10 (base) +11 (BaB) +1 (Str) + 0 (Dex) + 2 (Deflection) = 24 (+4 vs trip, +9 vs bullrush, +13 vs overrun)

* Sacred Armor: Heavy Fortification

Race, Traits, Stats:

Dwarf
* Slow and Steady, Stability, Unstoppable, Craftsman, Death’s End

Traits
* Fate’s Favored (+1 to luck bonuses)
* Exposed to Awfulness (Once per day when you fail a saving throw against an effect created by a demon that would kill or incapacitate you physically, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.)

Stats
* Str: 13 (3pts) (Str 22 for carrying capacity)
* Dex: 10 (0pts)
* Con: 14 (5pts) +2 (Race) +4 (Enchantment) = 20
* Int: 14 (5pts)
* Wis: 15 (7pts) +2 (Race) +3 (lvls) +6 (Enchantment) +6 (Mythic) = 32
* Cha: 10 (0pts) -2 (Race) = 8

Spells, Blessings:

Spells
Lvl 0: Mending, Detect Magic, Detect Fiendish Presence, Read Magic, Purify food and drink, Stabilize, Grasp
Lvl 1: 8x Divine Favor
Lvl 2: 8x Spiritual Weapon
Lvl 3: 4x Dispel Magic 4x Invisibility Purge
Lvl 4: 6x Divine Power
Lvl 5: 5x Cleanse

Protection
* Increased Defense (minor): Traded for divine fighting technique
* Aura of Protection (major): At 10th level, you can emit a 30-foot aura of protection for 1 minute. You and your allies within this aura gain resistance 10 against acid, cold, electricity, fire, and sonic. At 15th level, the energy resistance increases to 20.

Artifice
* Crafter’s Wrath (minor): At 1st level, you can touch one melee weapon and grant it greater power to harm and destroy crafted objects. For 1 minute, whenever this weapon deals damage to constructs or objects, it bypasses hardness and damage reduction.
* Transfer Magic (major): Traded for divine fighting technique

Torag’s Patient Strikes
* Initial Benefit: Whenever you wield a warhammer, add your Wisdom bonus to the total number of attacks of opportunity that you can make per round. These additional attacks of opportunity don’t stack with those granted by Combat Reflexes, but this benefit counts as Combat Reflexes for the purpose of satisfying feat prerequisites and prestige class requirements. In addition, you can make attacks of opportunity while you’re flat-footed.
* Advanced Benefit: Once per round, before you make an attack of opportunity with a warhammer, you can declare an opportunistic strike. If the attack hits, you can apply the effects of your Vital Strike feat. You can apply the Improved Vital Strike or Greater Vital Strike feat instead if you have either of those feats. If you confirm a critical hit with an opportunistic strike, you can attempt a disarm or trip combat maneuver check against the target as a free action—this combat maneuver does not provoke an attack of opportunity.

Feats, Skills, Equipment:

Feats
(1) Tower Shield Proficiency, Toughness, Weapon Focus (3) Power Attack, Channel Smite (5) Weapon of the Chosen (6) Vital Strike (7) Improved Weapon of the Chosen (9) Greater Weapon of the Chosen, Weapon Specialization (11) Craft Arms and Armor (12) Furious Focus (13) Guided Hand (15) Improved Vital Strike, Devastating Strike
(17) Blessed Hammer (18) Greater Vital Strike (19) Improved Critical

Skills
* Diplomacy (+17)
* Knowledge Religion (+20)
* Sense Motive (+29)
* Perception (+26)

Background Skills
* Craft arms and armor (+24)

Equipment 220,000
* Legendary Liquid Steel Warhammer: Impervious Called +5 (26,556)
* Comfort Glamered Double Plated Mithral Plate with Steelbone Frame +5 (39,500) -0 ACP
* Darkwood Tower Shield +5 (12,725) -0 ACP
* Headband of Wisdom +6 (36k)
* Belt of Constitution +4 (16k)
* Cloak of Resistance +5 (25k)
* Ring of Protection +2 (8k)
* Amulet of Natural Armor +2 (8k)
* Holy Symbol Tattoo (100)
* Muleback Cords Tattoo (2000)
* Ring of freedom of movement (40k)
* Masterwork backpack with masterwork smith tools (150)
* Handy Haversack (2k)
* 3,969 gold

Mythic:

Mythic Guardian:
Abilities: Absorb Blow
(1) Armor Master (2) Legendary Item (3) Legendary Item (4) Adamantine Mind (5) Impervious Body (6) Impervious Body (7) Legendary Item
(8) Armored Might (9) Impervious Body (10) ?

Mythic Feats
(1) Power Attack (3) Vital Strike (5) Improved Vital Strike (7) Guided Hand
(9) Weapon Specialization

Mythic Stats:
(2) +2 Wis (4) +2 Wis (6) +2 Wis

Legendary Warhammer (Oath Keeper)
(1) Intelligent: Shalechange (2) Intelligent: Telepathy (3) Powerful (4) Unyielding (5) Intelligent: Spellcasting (6) Intelligent: Spellcasting (7) Everlasting
* Spellcasting
- 3x Crafter’s Fortune, 3x Dimension Door

Class: Warpriest (15):


Background:

Background: An ancient Dwarven elder from the same Clan as Morgrym. He was not present when the demons attacked the Clan in the Mindspin Mountains. Finding that Morgrym was not among the dead, he feared the worst, that his kinsman had been taken. Shocked to learn that the dwarf had gone off alone to seek vengeance, he tracked the dwarf down, following him to the crusades, having sworn an oath to do all he could to bring him back safely. He thought he was prepared for anything, but he was in no way ready to learn that Morgrym was not just another body Mendev was throwing into the abyss. Rather, he was one of the fated heroes that everyone from the greatest general to the most common soldier sung praises of as being a hero who would close the Wound. Taking his oath literally, he has interpreted his oath as being that he must join the group. For he swore to do all he could to bring his kinsman home, but now knows that this is impossible until the job is done…

His mythic power, though, comes from a chance encounter. In moving through the world wound in search of his kinsman, he and the crusaders he was with were driven into a ruined watchtower due to a demonic assault. There, they encountered the desiccated remains of the original defenders, as well as last crusaders who took shelter in the Sakoran ruins. Among the dead the old dwarf found the body of a dwarf, who still held a hammer that gleamed as if though it was fresh from the forge. Taking it in his hands he learned that it was a holy artifact of Torag, and that the last wielder had been a champion of his deity. Upon taking it up, he made an oath of the deity, thus taking up the mantle of the God’s champion. An honor that was as humbling as it was disconcerting, given the fate of the last champion.