About Xanthar HammerhandOffensive:
Initiative: +2 (Dex: +2), Perception: +1 (Wis: +1), Senses: Darkvision 60 feet BAB: +3 CMB: +6 (BAB: +3, Str: +3) CMD: 19 (BAB: +3, Str: +3, Dex: +2, Dodge: +1, Base: 10) Dwarven Waraxe +6 (Damage: 1d10+3, Crit: 20/x3, Type: Slashing)
Base Move: 20 feet/round
Defensive:
Hit Points: 37/37 (Base: 22, Con: +3/level, Favored Class: +1/level, Tougness feat: +1/level) Armor Class: 21 (Base: 10 Armor: +5, Shield: +2, Dex: +2, Dodge: +1, Natural Armor: +1)
Scale Mail (+5 Armor Bonus, +4 Max Dex, -4 Armor Check)
Total Armor Check penalty: -5 Armor Check
Fortitude save: +6 (Base: +3, Con: +3)
+4 to saves vs. spells/spell-like abilities (Steel Soul feat)
Fighter/Unbreakable:
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields). Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.” Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor. Unbreakable (Archetype) The unbreakable is a warrior of indomitable will, unstoppable and implacable once he has set his mind upon a course of action. The unbreakable endures any trial to do what must be done, and when his mind is set toward a goal, nothing can stop him from achieving it, though many may try. He is a juggernaut and a zealot, supremely confident in his own abilities. 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): At 2nd level, an unbreakable gains a +1 bonus on Will saves against mind-affecting effects. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level). This ability replaces bravery. Dwarf Racial Abilities:
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff. Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size. Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Darkvision: Dwarves can see in the dark up to 60 feet. Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype. Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes. 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. Skills:
Total skill ranks: 6 ranks (2/level) Bolded skills are trained. Acrobatics: -3 (Rank: +0, Dex: +2, Armor Check: -5)
Feats:
1st level character feat -- Steel Soul: +4 racial bonus on saves against spells and spell-like abilities
Equipment:
Scale Mail 50 gp / 30 lbs
Backpack 2 gp / 2 lbs
Total cost of equipment: 132 gp
Total weight of equipment: 85 lbs
Light load: 0-76 lbs or less
Lift over head: 230 lbs
Background:
Xanthar was born the 4th and youngest son of Balthus and Grinda Hammerhand. His father, Balthus, is a gem-cutter and gem-merchant who made frequent trips to the human cities near their dwarven settlement in the Stonheart Mountains on the western edge of the Vale of the Forgotten. Personality:
Xanthar is somewhat unique among dwarves in that he does not display the stereotypical insular attitudes about other races (except half-orcs whom he dislikes) nor the general gruffness of his fellow dwarves. He is quick to laugh and loves to sing (badly) especially when he is deep in his cups (mead being his beverage of choice). He tends to see himself as a father-figure to the "kiddies" in an adventuring group (non-dwarves/non-elves) and is always ready to dispense advice...even when it is not requested. Xanthar has two great loves: gemstones (especially emeralds and rubies)and smoking pipe weed. He will usually subtly hint that his portion of any loot be in the form of precious gems. His second passion, smoking pipe weed, occupies a great deal of his free time as he expands his ever growing collection of interesting pipes and rare pipe weed selections. Appearance:
Xanthar's appearance is fairly typical of a male dwarf: short, stocky with a long flowing dark black beard and charcoal gray eyes. He shaves his head to a fine stubble when starting any expedition and allows it to grow while on the quest. He favors earth tones for his clothing: russet browns and dark gray predominate. His sole "extravagance" is a yellow scarf/cravat that was given to him by his mother shortly before her death. Xanthar refers to his Waraxe as "Ingril" and his Warhammer as "Vardun". |