Demon Hunter

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Organized Play Member. 128 posts (2,111 including aliases). No reviews. No lists. 1 wishlist. 14 Organized Play characters. 5 aliases.


Race

HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)||

Classes/Levels

SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

About Grymwold the Shieldstorm

Appearance:

Grym is not a handsome fellow. He wears his scars proudly, earned in service to his God and his Clan. His most notable item is his obviously magical, mirror bright heavy shield with Torags holy symbol in the center. The bright mithral shield stands in stark contrast to his dull adamantime Fullplate that he’s as comfortable in as some are in their pajamas.

Background:

BAH! Cheliax, a stinking pit of devil worshippers! Grymwold Shieldstorm has (HAD) no desire to ever go to that Good Gods forsaken place til the letter/invitation from the Headmaster of the Acadamae inviting him to participate in this years Breaching Festival. Not interested in that at all! Let the mages have their twisted entertainment at someone else s expense and Chelaxian Mages even worse.

Grym moves to tear up the invite when a subtle sensation stays his hand and calms his mind. Grym knows and REVERES this feeling this sensation, the subtle guiding touch of his God TORAG! It’s a feeling he knows best in the midst of battle when his God, the Master of Strategy and Tactics guides him to adapt to the changing opponents or battle conditions, and adapt new tactics (Martial Flexibility), sometimes things he’s never heard of in any tales told in long nights of drinking by fires with fellow accomplished warriors.

Grym, though not a Paladin of Torag, has traveled and trained with the Toragadins and follows THE Code of Torag. His belief and service to Torag and His church has been rewarded over a lifetime of battle with a greater understanding of his faith than is typically found outside of Clerics and Paladins.

It is that faith that stays his hand before any tearing damages the letter. Grym starts once again from the top reading slowly and intently and at the bottom of the letter reads the following sentence

And should you succeed in this years Breaching, you will be rewarded with an item that I recently acquired. Through painstaking divination I’ve determined it to be the long lost Hammer of the ForgeFather from the founding of your Clans home many centuries ago.

Grym’s hands shake while reading this last line. The HAMMER has been found Every dwarf in the Clan knows the tale of how the Clan Founders hammer was transformed into the Fathers Forgehammer as a sign of Torags approval on the year anniversary of founding their new home. The loss of the Hammer was a great blow to the pride of the Clan and to be able to return it to it’s rightful place in the forges of his Clan would cause momentous joy to his people.

All thoughts of loathing Infernal Cheliax vanish from Grym’s mind as he sets out on the road hurrying to make it in time for the Breaching Festival.

Statblock:

Grymwold the Shieldstorm, renowned Warrior of Torag
LG Male Dwarf Fighter (Siegebreaker)5, Monk (Far Strike/Iron Mountain)1, Brawler(Shield Champion)7
Follower of Torag, Dwarven God of Forges, protection, strategy
XP, 13th lvl

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STATISTICS 20pt
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Str21 +5 (16, +2 Belt, +3 level up)
Dex14 +2
Con18 +4 (14,+2belt, +2Dwarf)
Int9 -1
Wis16 +3 (12,+2 headband,+2Dwarf)
Cha 7 -2 (9,-2Dwarf)

--------------
DEFENSE
--------------
Initiative +2 (+2 Dex,)
AC33, touch 15, flat footed 31(+10 Fullplate, +7 Hvy Shield+2 dex, +1 RoP, +1Trait, +1Ioun Insight, +1Nat Armor)
DR 6/-
+5 to touch ac vs rays due to Mirrored Shield
+4ac vs crit confirmation
CMD31 (10+12bab+5str+2Dex +1insight +1Def)
CMD vs Bull Rush (Imp Bull Rush +2, Stability +437
CMD vs Disarm, Sunder, Trip +4 35

HP133
Fort+18 (11+4Con,+3res)
Ref+14 (8,+2Dex,+3res)
Will+11 (5,+3Wis,+3res) Mind Buttressing armor
Steel Soul +4 vs spells and SLAs
Glory of Old +1 vs spells, SLAs and poison

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OFFENSE
-------------
BAB+25 (+12 BAB +5Str, +5Shield, +3WT)
Speed20 ft
CMB+25 (+29Bull Rush) (+12bab+5str+3WT+5shield) (+4Bull Rush)

Heavy Throwing Shield 1d6 x2 range 30ft, Far Shot
Flurry-2, Ranged 30ftShield +23/+23/+18/+13 1d6+25 {+5shield+5str+3WT, Breaker Rush (5+2+5)}
Shield Slam check each hit

2handed, Melee, Flurry-2Shield +23/+23/+18/+13 1d6+27 {+5shield+7str+3WT, Breaker Rush (5+2+5)}
Shield Slam check each hit
If Bull Rush successful can make Overrun check with +5dam

2handed, Melee, Flurry-2,( PA-4,+12) +19/+19/+14/+9 1d6+39 {+5shield+7str+3WT+12PA, Breaker Rush(5+2+5)
Shield Slam check each hit
If Bull Rush successful can make Overrun check with +5dam

Skills:

Skills 36 (10+32-13int+7FCB)

Fullplate ACP -6 (comfort+1, AT+1) =-4ACP

-----------
Acrobatics (Dex)____+2{+1rank,+2Dex, +3Class, -4acp}
Climb*(Str)____+5{+1rank,+5Str,+3Class, -4acp}
Heal(Wis)____+12{+9rank,+3Wis}
Perception(Wis)____+21{+10rank,+3Wis, +3Class+5eye slot}
Sense Motive(Wis)____+8{+1rank,+3Wis, +3Class, +1Comp Ioun}
Stealth* (Dex)____+4{+3rank,+2Dex, +3Class, -4acp}
Survival(Wis)____+12{+1rank,+3Wis, +3Class, +5eye slot Tracking}
Swim*(Str)____+5{+1rank,+5Str+3class, -4acp}
UMD(Cha)____+10{+9rank,-2Cha, +3Class}

Know Religion(Int)____+3{+1rank,-1Int, +3Class}

Background Skills 26 ranks
Know Engineering(Int)____+15{+13rank,-1Int, +3Class}
Know History(Int)____+3{+1rank,-1Int, +3Class}
Appraise(Int)____+15{+12rank,-1Int, +3Class}
Craft(Int)____+16{+12rank,-1Int, +3Class,+2Craftsman Dwarf} bonus ranks from Master Armorer AAT

While not a paladin, Grymwolds rare powers of martial strategy(Martial Flexibility) are divinely inspired from his Toragian faith and are bolstered by weapons and armor crafted and honed on Toragian forges and as such he follows Torags Paladin Code:

Paladins of Torag are dedicated to protecting not just the lives but the way of life for those under their charge, and hold the ways of their chosen people as holy, especially when they are the centuries-old works and traditions of an entire race. Their tenets include the following affirmations.

My word is my bond. When I give my word formally, I defend my oath to my death. Traps lie in idle banter or thoughtless talk, and so I watch my tongue.

I am at all times truthful, honorable, and forthright, but my allegiance is to my people. I will do what is necessary to serve them, including misleading others if need be.

I respect the forge, and never sully it with half-hearted work. My creations reflect the depth of my faith, and I will not allow flaws save in direst need.

Against my people’s enemies, I will show no mercy. I will not allow their surrender, except when strategy warrants. I will defeat them, yet even in the direst struggle, I will act in a way that brings honor to Torag.

Dwarf Racial abilities:

--------------------
Racial Abilities
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Dwarf Racial Traits
+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 their AC against monsters of the giant subtype.

Greed: replaced with Craftsman

Hatred: replaced with Fey Thoughts

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 any such features that they pass within 10 feet of, 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 languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Alt Racial Traits

Fey Thoughts UMD, Fly
Source Heroes of the Wild pg. 5
The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.

A dwarf can take this trait in place of hatred. An elf, gnome, or half-orc can take this trait in place of racial weapon familiarity. A half-elf can take this trait in place of multitalented. A half ling can take it in place of fearless. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and low-light vision, as detailed in Fey Magic, above).

Craftsman
Source Advanced Race Guide pg. 11, Advanced Player's Guide pg. 11
Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.

Feats and Traits:

Traits
Defender of the Society +1ac while wearing medium or heavy armor

Glory of Old +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Snowstride: The wide stance and sure footing you developed while traipsing over ice-covered rock and frozen earth provides you with a +1 trait bonus on Acrobatics checks made on slippery surfaces and enables you to trip or bull rush opponents two size categories larger than you instead of just one.

Drawback
Pride
You can’t abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

Feats

Item Feats
Greater Bull Rush(spiked gauntlet)= Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).

Combat Trick (from the Combat Stamina feat)
When you bull rush an opponent, you can spend 5 stamina points to have the opponent’s movement from the bull rush provoke an attack of opportunity from you as well.

Blind-Fight(ioun stone)
Benefit: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.

You do not need to make Acrobatics skill checks to move at full speed while blinded.

Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.

Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.

Combat Trick (from the Combat Stamina feat)
Once per round, when you hit a creature that benefits from concealment, you can spend 2 stamina points to ignore the miss chance from that creature’s concealment until the end of your next turn.

Class and Level Feats

Lvl 1 Fighter1
BF Combat Stamina=16pts

Steel Soul: You receive a +4 racial bonus on saving throws against spells and spell-like abilities.

Lvl 3 Fighter3
Improved Shield Bash

Lvl 4 Fighter4
BF Disruptive
Benefit: The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy's location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.

Combat Trick (from the Combat Stamina feat)
When you use your last attack of opportunity available to you in a round, you can spend 2 stamina points to extend the duration of this feat’s increase to DCs for enemies casting defensively within your threatened area until the start of your next turn.

Lvl 5 Fighter5
Power Attack

Lvl 6 Monk1
BF Precise Shot

BF Quick Draw
Combat Trick (from the Combat Stamina feat)
As long as you have at least 1 stamina point in your stamina pool, you can sheathe a weapon as a swift action.

Bf IUS

Lvl 7 Brawler1
Advanced Armor Training= Master Craftsman
BF Far Shot

Lvl 8 Brawler2
BF Shield Slam
Benefit: Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Combat). This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.

Combat Trick (from the Combat Stamina feat)
Instead of attempting a free bull rush when using the Shield Slam feat, you can spend 2 stamina points to attempt a disarm, repositionAPG, trip, or sunder combat maneuver. This combat maneuver attempt does not provoke an attack of opportunity from the target.

Lvl 9 Brawler3
Imp Bull Rush

Lvl 11 Brawler5
Spellbreaker
Benefit: Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.

Normal: Enemies that fail to cast spells defensively do not provoke attacks of opportunity.

Combat Trick (from the Combat Stamina feat)
When you hit a caster with an attack of opportunity it provoked by failing to cast defensively, you can spend 5 stamina points to daze the caster until the end of its next turn. If the caster succeeds at a Fortitude save with a DC equal to 10 + your base attack bonus, it is staggered instead.

BF Advanced Armor Training= Armored Juggernaut DR6/- with Adamantine Fullplate

Lvl 13 Brawler7
Shieldmaster
Benefit: You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's enhancement bonus to attacks and damage rolls made with the shield as if it was a weapon enhancement bonus.

Combat Trick (from the Combat Stamina feat)
Just before you roll a Fortitude or Reflex saving throw, you can spend 5 stamina points to add your shield’s enhancement bonus as a bonus on the saving throw.

Class Abilities:

Siegebreaker Fighter 5
Breaker Rush (Ex), (5Str +5shield+2Imp Maneuver)=+12: At 1st level, a siegebreaker can attempt bull rush or overrun combat maneuvers without provoking attacks of opportunity. When he performs either combat maneuver, he deals an amount of bludgeoning damage equal to his Strength bonus (minimum 1). If he has Improved Bull Rush or Improved Overrun, the damage dealt by the appropriate maneuver increases by 2 and he adds any enhancement bonus from his armor or shield (though such enhancement bonuses do not stack, if both armor and shield are magic). This ability replaces the feat gained at 1st level.

Armored Vigor 7/day (Ex): At 2nd level as a swift action, a siegebreaker can gain 2 temporary hit points that last for 1 minute. He can use this ability a number of times per day equal to 3 + his Constitution modifier (minimum 1 per day), but only while wearing armor. At 6th level and every 4 levels thereafter, the number of temporary hit points the siegebreaker gains increases by 2, to a maximum of 10 at 18th level. This ability replaces bravery.

Breaker Momentum (Ex): At 2nd level, when a siegebreaker successfully bull rushes a foe, he can attempt an overrun combat maneuver check against that foe as a free action. This ability replaces the feat gained at 2nd level.

Persistent Menace (Ex): At 4th level, a siegebreaker must choose either Step Up orDisruptiveas his bonus feat, but need not meet the prerequisites.

Armor Training 1
Weapon Training 1 (+3 with Gloves)

Far Strike/Iron Mountain Monk 1
Far strike monk is proficient with all thrown weapons.
BF Precise Strike, Quickdraw

Shield Champion Brawler 7
Brawler’s Cunning (Ex): If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Flexibility 6/day (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).

The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

Martial Training (Ex) (effectively Fighter 12th, Monk 8th): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes

Brawler’s Flurry (Ex): Starting at 2nd level, a brawler can make a brawler’s flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the “monk” special feature. She does not need to use two different weapons to use this ability.

A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler’s flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler’s flurry. A brawler with natural weapons can’t use such weapons as part of brawler’s flurry, nor can she make natural weapon attacks in addition to her brawler’s flurry attacks.

Throw Shield (Ex): At 3rd level, a shield champion can throw a heavy or light shield as a normal (nonimprovised) thrown weapon with a range increment of 10 feet or the shield’s range increment, whichever is greater. The thrown shield deals the same damage as a shield bash, and any damage increases from shield spikes apply to this attack. A shield champion is treated as having the Far Shot feat for the purpose of determining range increment penalties for throwing a shield.

At 7th level, a shield champion can use a thrown shield to perform a bull rush, dirty trick, disarm, reposition, or trip combat maneuver as if she were making a melee shield bash attack.

Knockout 1/day DC18 (Ex): At 4th level, once per day a brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the brawler’s level + the higher of the brawler’s Strength or Dexterity modifier) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a fullround action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability.

Returning Shield (Ex): At 5th level, a shield champion can throw a shield so it ricochets off her target (and possibly other solid objects) to return to her at the end of her turn. This ability functions whether or not the shield champion hits her opponent or moves on her turn. The shield deals no damage to targets it bounces off other than the original target of the shield champion’s attack. Other circumstances can prevent the shield from returning to the shield champion, such as an opponent using a readied action to catch the shield, or the shield sticking to a mimic’s adhesive. The shield champion can opt to not have a thrown shield return to her, in which case it falls to the ground as it normally would. If the shield has the returning weapon special ability, she can use either that or this ability.

If a shield champion has additional attacks from a high base attack bonus, these additional attacks can be ricochets off an earlier target. The distance to each additional target adds to the total range of the shield, and range penalties apply, but there are no additional penalties for attacking in this manner. Because ricocheting attacks are treated as separate attacks, effects and modifiers that only apply to one attack roll (such as true strike) only apply to the first attack and not to the others. A shield champion can throw a shield as part of a brawler’s flurry.

Gear:

Magical Gear 140k +30k crafting feat=170k
Shield
Heavy,Throwing, exotic, 1d6 x2, range 20ft, +50gp
Mithral +1k
+6 shield bonus 36k (+5, Mirrored)
Impervious +3k
=40k

Heavy Shield Throwing 70gp, non-magic backup shield in haversack

Armor
Adamantine Fullplate 16.5k
Vital guard modification +500, +2ac vs crit confirmation
+1 Mind Buttressing 9k
Comfort +5k
=31k

Spiked Gauntlet +1 Training (Greater Bull Rush) 8k

Head
Buffering cap 2k with Dwarven Boulder Helmet (+2vs Crit Confirmation) 20gp x1.5 =2,030gp
Once per day when struck by a critical hit, the wearer can spend an immediate action to convert the bonus damage of the critical hit into nonlethal damage. The cap has no effect if the wearer is immune to nonlethal damage.

Hands
Gloves of Dueling 15k
+4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn’t drop held weapons when panicked or stunned.

Belt
Mighty Hurling, Lesser +2Str 14k
Blinkback 5k x1.5
Belt +2 con 4k x1.5
=27.5k

Shoulders
Cloak of Protection +3 9k

Ring
Protection +1 2k

Eyes
Lenses of Detection +5 perception/tracking 3.5k

Headband
Unshakeable resolve +2wis= 5.6k

Feet
Boots of the Cat 1k

Neck
Nat armor +1 =2k

Slotless
Wayfinder 500gp
Incandescent Blue Sphere (Cracked) Ioun Stone 200gp +1 competence Sense Motive
Resonance effect in Wayfinder =Blind-Fight

Dusty Rose Prism – 5000 gp; +1 insight bonus to AC. Implanted in the center of his chest.

Bead of Newt Prevention 1k

Complete Adventurers Handy Haversack with contents 3,185gp

Wands
Lesser Restoration wand 10/10ch 900gp
CLW wand charges 100/100ch 1.5k

Potions and other consumables
Delay Disease x2 600gp
Delay Poison x2 600gp
Detect Secret Doors x3 150gp
Jump 50gp
Levitate 300gp
Reduce Person x3 150gp
Touch of the Sea 50gp
Neutralize Poison x2 1,500
Remove Curse 750
Remove Disease 750
Enlarge Person x2 100
Endure Elements x2 100
Water Breathing 750
Remove Fear x3 150
Remove Sickness x2 100
Lesser Restoration 300

--Air Crystals x3 150gp
--Antitoxin x2 100gp
--AntiPlague x2 100gp

Coin
=275gp in coin purse
6k Diamonds/Dust

Martial Flexibility notes:

Vs Gaze Monsters= Weapon Trick, Shielded View

vs swarms= Rat Catcher

Vs Incorporeal= Ghost Slayer

Vs general, same type= Dedicated Adversary, +2favored enemy

Vs 3sizes larger= Poised Bearing

Vs casters= Combat Reflexes, Pin Down or Teleport Tactician

vs spells= Shatterspell, and possibly AWT Abundant Tactics

Warrior Spirit: training, bane, Ghost Touch, Underwater, Life Surge, Speed, etc

Item Mastery options via AWT Item Mastery
Suggestion
Vanish
bestow curse dc17 (10+3spell lvl+4Con) meh!
dispel magic, but only to perform a targeted dispel CL 12 (bab)
Fly
minor image
Lesser Restoration, remove blindness/deafness or remove paralysis
Telekinesis
dimension door
see invisibility

curative mastery 5 uses/day
1 use= 1d8+5
2 uses= 2d8+10
3= 3d8+12
4= 4d8+12
5= Breath of Life

dice:

[dice=perception]1d20+24[/dice]

Ranged Flurry-2
[dice=attack#1]1d20+23[/dice]
Bull Rush +4 vs CMD
[dice=damage]1d6+25[/dice]

[dice=attack#2]1d20+23[/dice]
Bull Rush +4 vs CMD
[dice=damage]1d6+25[/dice]

[dice=attack#3]1d20+18[/dice]
Bull Rush +4 vs CMD
[dice=damage]1d6+25[/dice]

[dice=attack#4]1d20+13[/dice]
Bull Rush +4 vs CMD
[dice=damage]1d6+25[/dice]

Melee, 2handed, Flurry-2
[dice=attack#1]1d20+23[/dice]
Bull Rush +4 vs CMD
[dice=damage]1d6+27[/dice]

[dice=attack#2]1d20+23[/dice]
Bull Rush +4 vs CMD
[dice=damage]1d6+27[/dice]

[dice=attack#3]1d20+18[/dice]
Bull Rush +4 vs CMD
[dice=damage]1d6+27[/dice]

[dice=attack#4]1d20+13[/dice]
Bull Rush +4 vs CMD
[dice=damage]1d6+27[/dice]

Melee, 2handed PA(-4 +12), Flurry-2
[dice=attack#1]1d20+19[/dice]
Bull Rush +4 vs CMD
[dice=damage]1d6+39[/dice]

[dice=attack#2]1d20+19[/dice]
Bull Rush +4 vs CMD
[dice=damage]1d6+39[/dice]

[dice=attack#3]1d20+14[/dice]
Bull Rush +4 vs CMD
[dice=damage]1d6+39[/dice]

[dice=attack#4]1d20+9[/dice]
Bull Rush +4 vs CMD
[dice=damage]1d6+39[/dice]