new version
Rorom Grimsmith
[sblock]
Male Dwarf Fighter 8
True Neutral
Strength 18 (+4)
Dexterity 10 (+0)
Constitution 16 (+3)
Intelligence 14 (+2)
Wisdom 10 (+0)
Charisma 6 (-2)
Size: Medium
Height: 4' 0"
Weight: 210 lb
Skin: Tan
Eyes: Dark Brown
Hair: Black
Total Hit Points: 8d10+8+24= 77
Speed: 20 feet
Armor Class: 21 = 10 +11 [full plate]
Touch AC: 10
Flat-footed: 21
Initiative modifier: +0 = +0 [dexterity]
Fortitude save: +9 = 6 [base] +3 [constitution]
Reflex save: +2 = 2 [base]
Will save: +4 = 2 [base] +2 [iron will]
Attack (handheld): +12/+7 = 8 [base] +4 [strength]
Attack (unarmed): +12/+7 = 8 [base] +4 [strength]
Attack (missile): +8/+3 = 8 [base]
Grapple check: +12/+7 = 8 [base] +4 [strength]
Light load: 100 lb. or less
Medium load: 101-200 lb.
Heavy load: 201-300 lb.
Lift over head: 300 lb.
Lift off ground: 600 lb.
Push or drag: 1500 lb.
Languages: Common Dwarven Orc Undercommon
+15/+10 +2 adamantine Dwarven Waraxe [1d10+12, crit x3, 8 lb., two-handed, slashing]
(sunder: +19/+14)
Feats:
Iron Will
Power Attack
Cleave
Improved Sunder
Combat Brute
Weapon Focus x1 Weapon(s): dawrven waraxe
Weapon Specialization x1 Weapon(s): dawrven waraxe
Improved Toughness
Appraise Int 7.5 = +2 +5.5
Craft (weaponry)Int 15 = +2 +11 +2
Craft (armory) Int 15 = +2 +11 +2
Intimidate Cha 9 = -2 +11
Craft_1 >=5 ranks gives +2 on related appraise checks.
Craft_2 >=5 ranks gives +2 on related appraise checks.
Dwarf:
* +2 constitution / -2 charisma (already included)
* Can move 20 feet even if in heavy armor
* Darkvision (see 60 feet in pitch-dark)
* Stonecunning (+2 on searching stone, intuit depth)
* +4 to avoid being bullrushed while standing on ground
* +2 racial bonus on saves vs. poison
* +2 racial bonus on saves vs. spells / spell-like abilities
* +1 racial bonus to hit orcs and goblinoids
* +4 dodge bonus on AC against giants
* +4 stability bonus to avoid being tripped/bull rushed standing on ground
* +2 racial bonus on appraise checks if stone/metal
Fighter:
* Bonus Feats (already included)
Class
Level 1: Fighter
Level 2: Fighter
Level 3: Fighter
Level 4: Fighter +1 to strength
Level 5: Fighter
Level 6: Fighter
Level 7: Fighter
Level 8: Fighter +1 to strength
Equipment:
58 lb
5 lb
_____
63 lb
Total
More about this character:
Equipment: 27k
+3 Full plate armor [heavy; +11 AC; max dex +1; check penalty -5; 50 lb.]9550gc (made the armor himself)
+2 adamantine dwarven waraxe 9100gc (made the adamantine dwarvenwaraxe himself)
iounstone clear spindle 4000gc
HHH 2000gc
- Masterwork Artisan's Tools (metalworking) (55 gc)
- Masterwork Smithing Hammer (50 gc)
- bedroll
- potions
2245 left
combat brute
[sblock]
Advancing Blows:
To use this maneuver, you must make a
successful bull rush attempt against a foe. During the next
round, all your attacks against that foe gain a +1 bonus on
attack and damage rolls for each square your bull rush moved
that foe. For example, if you pushed an orc back 10 (2 squares)
feet with a bull rush, you would gain a +2 bonus on attack and
damage rolls against that orc on the following round.
Sundering Cleave:
To use this maneuver, you must destroy a
foe’s weapon or shield with a successful sunder attempt (see
page 158 of the Player’s Handbook). If you do so, you gain an
immediate additional melee attack against the foe. The additional
attack is with the same weapon and at the same attack
bonus as the attack that destroyed the weapon or shield.
Momentum Swing:
To use this maneuver, you must charge
a foe in the fi rst round, and you must make an attack using
your Power Attack feat in the second round. The penalty you
take on your attack roll must be –5 or worse. Your attacks
during the second round gain a bonus equal to your attack
roll penalty × 1-1/2, or × 3 if you’re using a two-handed
weapon or a one-handed weapon wielded in two hands. For
instance, if you choose to take a –6 penalty on your attack
roll, you can deal an extra 9 points of damage, or an extra 18
points if you’re using a two-handed weapon or a one-handed
weapon wielded in two hands.[/sblock]
background
[sblock]Born as son of a blacksmith in (waiting for settings). He learned the craft from his father who worked with the materials from the mountains like mithril and adamantine. If Rorom can get his hands on an adamantine or mithril weapon or armor he will want that. He got his training from the protectors of his clan. He was trained in the classical dwarven warfare. Fighting with a 2handed waraxe.
He is a grumpy dwarf with his body scared by battle and my labor. He has the tendencies towards evil since he is putting everything on the line for his own good. He lives by his own laws but tries to keep as much to the rulers law as possible.
His armor is marked with the symbol from his home region and the clan he is from, an axe crossed with a hammer. The waraxe he is carrying looks like it was made out a solid piece of adamantine with the same symbol on the blade, the cling is wrapped in a thick piece of leather.
[/sblock]
[/sblock]
edit: background and name
Rorom Grimsmith
[sblock]
Male Dwarf Fighter 8
True Neutral
Strength 18 (+4)
Dexterity 10 (+0)
Constitution 16 (+3)
Intelligence 14 (+2)
Wisdom 10 (+0)
Charisma 6 (-2)
Size: Medium
Height: 4' 0"
Weight: 210 lb
Skin: Tan
Eyes: Dark Brown
Hair: Black
Total Hit Points: 8d10+8+24= 77
Speed: 20 feet
Armor Class: 21 = 10 +11 [full plate]
Touch AC: 10
Flat-footed: 21
Initiative modifier: +0 = +0 [dexterity]
Fortitude save: +9 = 6 [base] +3 [constitution]
Reflex save: +2 = 2 [base]
Will save: +4 = 2 [base] +2 [iron will]
Attack (handheld): +12/+7 = 8 [base] +4 [strength]
Attack (unarmed): +12/+7 = 8 [base] +4 [strength]
Attack (missile): +8/+3 = 8 [base]
Grapple check: +12/+7 = 8 [base] +4 [strength]
Light load: 100 lb. or less
Medium load: 101-200 lb.
Heavy load: 201-300 lb.
Lift over head: 300 lb.
Lift off ground: 600 lb.
Push or drag: 1500 lb.
Languages: Common Dwarven Orc Undercommon
+15/+10 +2 adamantine Dwarven Waraxe [1d10+12, crit x3, 8 lb., two-handed, slashing]
(sunder: +19/+14)
Feats:
Iron Will
Power Attack
Cleave
Improved Sunder
Combat Brute
Weapon Focus x1 Weapon(s): dawrven waraxe
Weapon Specialization x1 Weapon(s): dawrven waraxe
Improved Toughness
Appraise Int 7.5 = +2 +5.5
Craft (weaponry)Int 15 = +2 +11 +2
Craft (armory) Int 15 = +2 +11 +2
Intimidate Cha 9 = -2 +11
Craft_1 >=5 ranks gives +2 on related appraise checks.
Craft_2 >=5 ranks gives +2 on related appraise checks.
Dwarf:
* +2 constitution / -2 charisma (already included)
* Can move 20 feet even if in heavy armor
* Darkvision (see 60 feet in pitch-dark)
* Stonecunning (+2 on searching stone, intuit depth)
* +4 to avoid being bullrushed while standing on ground
* +2 racial bonus on saves vs. poison
* +2 racial bonus on saves vs. spells / spell-like abilities
* +1 racial bonus to hit orcs and goblinoids
* +4 dodge bonus on AC against giants
* +4 stability bonus to avoid being tripped/bull rushed standing on ground
* +2 racial bonus on appraise checks if stone/metal
Fighter:
* Bonus Feats (already included)
Class
Level 1: Fighter
Level 2: Fighter
Level 3: Fighter
Level 4: Fighter +1 to strength
Level 5: Fighter
Level 6: Fighter
Level 7: Fighter
Level 8: Fighter +1 to strength
Equipment:
58 lb
5 lb
_____
63 lb
Total
More about this character:
Equipment: 27k
+3 Full plate armor [heavy; +11 AC; max dex +1; check penalty -5; 50 lb.]9550gc (made the armor himself)
+2 adamantine dwarven waraxe 9100gc (made the adamantine dwarvenwaraxe himself)
iounstone clear spindle 4000gc
HHH 2000gc
- Masterwork Artisan's Tools (metalworking) (55 gc)
- Masterwork Smithing Hammer (50 gc)
- bedroll
- potions
2245 left
combat brute
[sblock]
Advancing Blows:
To use this maneuver, you must make a
successful bull rush attempt against a foe. During the next
round, all your attacks against that foe gain a +1 bonus on
attack and damage rolls for each square your bull rush moved
that foe. For example, if you pushed an orc back 10 (2 squares)
feet with a bull rush, you would gain a +2 bonus on attack and
damage rolls against that orc on the following round.
Sundering Cleave:
To use this maneuver, you must destroy a
foe’s weapon or shield with a successful sunder attempt (see
page 158 of the Player’s Handbook). If you do so, you gain an
immediate additional melee attack against the foe. The additional
attack is with the same weapon and at the same attack
bonus as the attack that destroyed the weapon or shield.
Momentum Swing:
To use this maneuver, you must charge
a foe in the fi rst round, and you must make an attack using
your Power Attack feat in the second round. The penalty you
take on your attack roll must be –5 or worse. Your attacks
during the second round gain a bonus equal to your attack
roll penalty × 1-1/2, or × 3 if you’re using a two-handed
weapon or a one-handed weapon wielded in two hands. For
instance, if you choose to take a –6 penalty on your attack
roll, you can deal an extra 9 points of damage, or an extra 18
points if you’re using a two-handed weapon or a one-handed
weapon wielded in two hands.[/sblock]
background
[sblock]Born as son of a blacksmith in (waiting for settings). He learned the craft from his father who worked with the materials from the mountains like mithril and adamantine. If Rorom can get his hands on an adamantine or mithril weapon or armor he will want that. He got his training from the protectors of his clan. He was trained in the classical dwarven warfare. Fighting with a 2handed waraxe.
He is a grumpy dwarf with his body scared by battle and my labor. He has the tendencies towards evil since he is putting everything on the line for his own good. He lives by his own laws but tries to keep as much to the rulers law as possible.
His armor is marked with the symbol from his home region and the clan he is from, an axe crossed with a hammer. The waraxe he is carrying looks like it was made out a solid piece of adamantine with the same symbol on the blade, the cling is wrapped in a thick piece of leather.
[/sblock]
[/sblock]
edit: background and name
Last edited: