Will's character
Will update this as I get the time.
Hargrim of Clan Joterhun
Male Dwarf Rogue 3 / Fighter 1
(Order: Rogue/Fighter/Rogue/Rogue)
Hair: Red
Eyes: Dark green
Height: 4' 1"
Weight: 150 lbs.
Age: 54
Alignment: Chaotic good
Size: Medium
Type: Humanoid
Speed: 20 ft.
Str: 14 (+2)
Dex: 16 (+3) [15 base, +1 level]
Con: 16 (+3) [14 base, +2 racial]
Int: 14 (+2)
Wis: 10
Cha: 10 [12 base, -2 racial]
HP: 32 (3d6 + 1d10 + 12 Con)
AC: 18 (10 base, +5 armor, +3 Dex) / 13 / 15
Saves:
Fortitude: +6 (+2 base Fighter, +1 base Rogue, +3 Con)
Reflex: +6 (+3 base Rogue, +3 Dex)
Will: +1 (+1 base Rogue)
Init: +3 (+3 Dex)
Base Attack Bonus: +3 (+1 base Fighter, +2 base Rogue)
Attacks:
+1 handaxe (attack): +6 (+3 base, +2 Str, +1 enhancement), 1d6+3 damage, threat 20/x3
+1 handaxe and masterwork handaxe (full attack): +4/+4 (+3 base, +2 Str, +1 enhancement, -2 Two-Weapon Fighting), 1d6+3/1d6+2 damage, threat 20/x3
Composite shortbow, Str +2: +6 (+3 base, +3 Dex), 1d6+2 damage, threat 20/x3, range 70 ft.
Skills:
Skill Points: 64
Max Rank for class skills: 7
Appraise: +5 (+7 stonework/metal) [3 ranks, +2 Int, (+2 stonework/metal)]
Balance: +2 [+3 Dex, +2 synergy (Tumble), -3 load]
Bluff: +7 [7 ranks]
Climb: +3 [4 ranks, +2 Str, -3 load]
Diplomacy: +7 [5 ranks, +2 synergy (Bluff)]
Disable Device: +8 [6 ranks, +2 Int]
Gather Information: +2 [2 ranks]
Hide: +4 [4 ranks, +3 Dex, -3 load]
Intimidate: +2 [+2 synergy (Bluff)]
Jump: +4 [3 ranks, +2 Str, +2 synergy (Tumble), -3 load]
Knowledge (local): +4 [2 ranks, +2 Int]
Listen: +3 [3 ranks]
Move Silently: +4 [4 ranks, +3 Dex, -3 load]
Open Lock: +6 [3 ranks, +3 Dex]
Search: +8 (+10 stonework) [6 ranks, +2 Int, (+2 stonework)]
Sleight of Hand: +4 [2 ranks, +3 Dex, +2 synergy (Bluff), -3 load]
Spot: +3 [3 ranks]
Tumble: +6 [6 ranks, +3 Dex, -3 load]
Feats:
Level 1: Two-Weapon Fighting
Fighter 1: Combat Expertise
Level 3: Improved Feint
Languages:
Common
Dwarven
Goblin
Orc
Equipment:
Handaxe +1: 2,306 gp
Masterwork handaxe: 306 gp
Dagger: 2 gp
Composite shortbow (+2 Str): 225 gp
Arrows (20): 1 gp
Chain shirt +1: 1,250 gp
Traveler's outfit
Backpack: 2 gp
Bedroll: 1 sp
Climber's kit: 80 gp
Everburning torch: 110 gp
Flint and steel: 1 gp
Grappling hook: 1 gp
Lantern, hooded: 7 gp
Oil (1-pint flask): 1 sp
Rations, trail (per day) x3: 1 gp, 5 sp
Rope, silk (50 ft.): 10 gp
Sack: 1 sp
Waterskin: 1 gp
Pouch, belt: 1 gp
Potion of
bull's strength: 300 gp
Potion of
cure light wounds x4: 200 gp
Potion of
invisibility: 300 gp
Pouch, belt: 1 gp
Acid (flask) x2: 20 gp
Alchemist's fire (flask) x2: 40 gp
Smokestick x2: 40 gp
Sunrod x2: 4 gp
Tindertwig: 1 gp
Pouch, belt: 1 gp
Holy water (flask): 25 gp
Tanglefoot bag: 50 gp
Thunderstone: 30 gp
Money
17 pp, 13 gp, 2 sp
Race:
- +2 Constitution, –2 Charisma.
- Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
- Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
- Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
- Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
- Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
- Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
- +2 racial bonus on saving throws against poison.
- +2 racial bonus on saving throws against spells and spell-like effects.
- +1 racial bonus on attack rolls against orcs and goblinoids.
- +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
- +2 racial bonus on Appraise checks that are related to stone or metal items.
- +2 racial bonus on Craft checks that are related to stone or metal.
- Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
- Favored Class: Fighter. A multiclass dwarf ’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing
Class:
Rogue:
Sneak attack +2d6
Trapfinding
Evasion
Trap sense +1
Fighter:
Bonus feats
Proficiencies:
All simple and martial weapons
All armor
All shields