Dwarf Fighter

Varl Togaard's page

125 posts. Alias of Celeador.


Full Name

Varl Togaard

Race

Dwarven Fighter (Unbreakable) 3 AC 22/21/11 / HP 37/37 / F +5 R +2 W +4 (+1 Will vs mind-affecting effects) (+4 vs poison, spells, and spell-like abilities) / Init. +1 / Perc. +8 / CMB +6 / CMD 17

Size

Medium

Age

55

Alignment

Lawful Neutral

Deity

Abadar, Torag

Languages

Common, Dwarven, Undercommon

Strength 16
Dexterity 13
Constitution 16
Intelligence 13
Wisdom 12
Charisma 8

About Varl Togaard

Varl Togaard CR 2
Male Kraggodan Dwarf Fighter 3 (Unbreakable)
LN Medium Humanoid (Dwarf)
Init +1; Senses dark vision 60’; Perception +8 (+2 bonus vs traps and secret doors, may auto notice within 10’)
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DEFENSE
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AC 22, touch 11, flat-footed 21. . (+1 Dex) (+2 vs aberrations) (+2 vs crit confirmation)
hp 37 (3d10+3+9)
Fort +5, Ref +2, Will +4 (+1 Will vs mind-affecting effects) (+4 vs poison, spells, and spell-like abilities)
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OFFENSE
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Spd 20 ft.
Melee MW Waraxe, dwarven double +6 (1d10+3/20/x3) or
. .Longhammer, Dwarven +5 (2d6+4/20/x3) or
. .Dagger +5 (1d4+3/19-20/x2) and. .
Ranged Dagger +2 (1d4-2/19-20/x2) or
. .Longbow, Composite +3 (1d8+3/20/x4)
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STATISTICS
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Str 16, Dex 12, Con 16, Int 13, Wis 12, Cha 8
Base Atk +3; CMB +6; CMD 17 (+4 vs bull rush or trip)
Feats Endurance, Die Hard, Cleave, Cleaving Finish, Power Attack, Iron Will
Traits Eyes and Ears of the City
Skills Climb +7, Knowledge (history) +4, Knowledge (engineering) +5, Knowledge (dungeoneering) +6, Knowledge (geography) +3, Perception +8, Profession (cartographer) +7, Survival +5
Languages Common, Dwarven, Undercommon
Combat Gear MW Cold Iron Waraxe, Dwarven double, Longhammer, dwarven, Full Plate, MW Heavy Steel Shield, Longbow, Composite (Str +3), Arrows (40), Arrows, Blunt (20)
Other Gear Helmet, Dwarven Boulder, Explorer's outfit, Acid (flask) (2), Alchemist's fire (flask) (2), Holy water (flask) (2), Anti-Toxin (1), Potion of Cure Light Wounds (1d8+2) (4), Potion of Cure Moderate Wounds (2d8+6) (1), Oil of Magic Weapon (2), Everfull Mug, Handy Haversack, 14 Gold

Dungeoneering Kit, Delux:

2 candles, chalk, hammer, 4 pitons, 50 feet silk rope, 2 sacks, 3 sunrods, 4 tindertwigs, Everburning Torch

Pathfinder Kit:

Backpack, Bedroll, Belt pouch, Clay mug, Dagger, 2 Fish hooks, Flint+Steel, Sewing Needle, Signal Whistle, 50ft String, 50ft Thread, Waterskin, 1 Week of rations, Whetstone

Handy Haversack:
Compass, Waterproof Blank Map book, Scrivener’s kit, Rope, silk 50 ft.(1), Grapple hook, bandolier (1), Candles (5)

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SPECIAL ABILITIES
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Favored Class (Fighter): +3 hit points
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Deep Warrior: +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus to their CMB on attempts made to grapple such creatures (or to continue a grapple).
Lorekeeper: +2 racial bonus on Knowledge (history) skill checks that pertain to dwarves or their enemies.
Hatred: +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially 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.
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.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Eyes and Ears of the City (LN): You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Weapon and Armor Proficiency: An unbreakable is not proficient with tower shields.
Tough as Nails: An unbreakable gains Endurance and Die Hard as bonus feats. This ability replaces the fighter’s 1st-level bonus feat.
Unflinching (Ex): +1 bonus on Will saves against mind-affecting effects.
Second Wind: You may heal yourself for 1d4+1 HP, 2/day.

Waraxe, Dwarven Double:

This hefty waraxe is similar to the common dwarven waraxe, but its recurved blade spans forward and back from its head like a deadly butterfly. A dwarven double waraxe grants a +1 bonus on all attack rolls after the first when using Cleave or Great Cleave