Amazing Triangle
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Therim Darkhelm
Therim Darkhelm
Male Dwarf Fighter 2
LN Medium humanoid
Init +2; Senses Listen +0, Spot +0
Languages Common, Dwarven, Elven, Terran
AC 20 (10+2dex+5 armor+3 shield), touch 15 (10+2 dex+3 shield), flat-footed 18 (10+5 armor+3 shield)
HP 22 (2 HD)
Fort +6, Ref +2, Will +0 (+2 vs spells and spell-like effects)
Speed 25 ft. (5 squares)
Melee Dwarven Waraxe +6 (1d10+3/x3) or Quarterstaff +5 (1d6+5/20x2)
Ranged Light Crossbow +4 (1d8 /20x3) (20 Bolts)
Full AttackDwarven Waraxe +6 (1d10+3/x3) or Quarterstaff +5 (1d6+5/20x2)
Base Atk +2; Grp +5
Special Actions: Block one ranged attack per round, Shield towards touch AC, +1 Shield bonus
Abilities Str 16, Dex 14, Con 16, Int 12, Wis 10, Ch 10
Feats: Weapon Focus (Waraxe), Heavy Shield Specialization (PHB2), Block Arrow (HoB), Shield Ward (PHB2)
Skills Climb +8 (5), Jump +8 (5), Craft (stoneworking) +6 (5)
Possessions: Dwarven Waraxe 30gp (8lb), Quarterstaff, Breastplate 200gp (30lb), Heavy Steel Shield 20gp (15lb), Light Crossbow 35gp (4lb), Crossbow bolts (40) 2gp (2lb), Backpack 2gp (2lb), Bell 1gp, Chalk 1 sp (10), Flint & Steel 1 gp, Bedroll 1sp (5lb), Waterskin 1gp (4lb), Signal Whistle 8sp, Hempen Rope 1gp (50ft) (10lb), 6gp
Carrying Capacity: Light 76lbs, Medium 77lbs-153lbs, Heavy 154lbs-230lbs
Current Weight Carried: 82 lbs
Proficient with Light, Medium and Heavy Armor, Simple and Martial Weapons, and all Shields.
Special Qualities:
• 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.
Therim Darkhelm
Male Dwarf Fighter 2
LN Medium humanoid
Init +2; Senses Listen +0, Spot +0
Languages Common, Dwarven, Elven, Terran
AC 20 (10+2dex+5 armor+3 shield), touch 15 (10+2 dex+3 shield), flat-footed 18 (10+5 armor+3 shield)
HP 22 (2 HD)
Fort +6, Ref +2, Will +0 (+2 vs spells and spell-like effects)
Speed 25 ft. (5 squares)
Melee Dwarven Waraxe +6 (1d10+3/x3) or Quarterstaff +5 (1d6+5/20x2)
Ranged Light Crossbow +4 (1d8 /20x3) (20 Bolts)
Full AttackDwarven Waraxe +6 (1d10+3/x3) or Quarterstaff +5 (1d6+5/20x2)
Base Atk +2; Grp +5
Special Actions: Block one ranged attack per round, Shield towards touch AC, +1 Shield bonus
Abilities Str 16, Dex 14, Con 16, Int 12, Wis 10, Ch 10
Feats: Weapon Focus (Waraxe), Heavy Shield Specialization (PHB2), Block Arrow (HoB), Shield Ward (PHB2)
Skills Climb +8 (5), Jump +8 (5), Craft (stoneworking) +6 (5)
Possessions: Dwarven Waraxe 30gp (8lb), Quarterstaff, Breastplate 200gp (30lb), Heavy Steel Shield 20gp (15lb), Light Crossbow 35gp (4lb), Crossbow bolts (40) 2gp (2lb), Backpack 2gp (2lb), Bell 1gp, Chalk 1 sp (10), Flint & Steel 1 gp, Bedroll 1sp (5lb), Waterskin 1gp (4lb), Signal Whistle 8sp, Hempen Rope 1gp (50ft) (10lb), 6gp
Carrying Capacity: Light 76lbs, Medium 77lbs-153lbs, Heavy 154lbs-230lbs
Current Weight Carried: 82 lbs
Proficient with Light, Medium and Heavy Armor, Simple and Martial Weapons, and all Shields.
Special Qualities:
• 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.