Kilak DagarkinCharacter SheetClass, Race, Level male Dwarf Fighter 4
Patron Deity Sovereign Host
Region of Origin: The Mror Holds
House: Kundarak
Action Points: 10 9 8 7
Hit Dice: 4d10+16 (46)
46Initiative: +1
Speed: 20ft
Armor Class: 21 (10 + 1 Dex+ 8 Full Plate + 2 Shield) (+4 dodge vs giants), Combat Expertise!
Base Attack/Grapple: +4/+7
Attack: Dwarven Waraxe +9 melee (1d10+6(+1 if no move)), Warhammer +8 melee (1d8+5), light hammer +5 ranged (1d4+3)
Full Attack: same as Attack
Space/Reach: 5ft/5ft
Saves: 8/2/1 (base 4/1/1) (+2 vs poison, +2 vs spell&spell-like)
Abilities: Str 16, Dex 12, Con 18, Int 15, Wis 11, Cha 11
Alignment: Neutral
Languages: Common, Dwarven, Orc, Gnome
Experience: 8520
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Climb +10, Craft +11, Intimidate +7, Spot +3(.5) (7cc)
Armor Check Penalty armor: -5
Armor Check Penalty shield: -1
Mror Stalwart(RoE), Heroic Spirit(ECS)
Fighter Bonus Feats:
Weapon Focus(Dwarven Waraxe), Combat Expertise, Weapon Specialization(Dwarven Waraxe)
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* +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
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Weapon and Armor Proficiency
A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Bonus Feats
At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
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Weapons&Armor:
+1 dwarven waraxe (2330GP)
dwarven waraxe (30 GP)
warhammer (12 GP)
10 light hammer (10GP)
mw Full Plate (1650GP)
Chain Shirt (100GP)
mw Heavy Steel Shield (170GP)
Adventuring Gear:
identification papers (2 gp)
Backpack (empty) (2 gp)
Bedroll (1 sp)
Flint and steel (1 gp)
Grappling hook (1 gp)
5 Oil (1-pint flask) (5 sp)
2 Rope, silk (50 ft.) (20 gp)
Sack (empty) (1 sp)
5 Torch (5 cp)
5 Trail Rations ()
Waterskin (1 gp)
Whetstone (2 cp)
Tools&Skillkits:
Artisan’s tools, masterwork (55 gp)
Potions:
Cure light wounds x2 (100 gp)
Lesser Vigor x3 (150GP)
Cure moderate woundsx2 (600gp)
Ausgaben: 1 GP Trinkgeld an den Boten
2GP an Wirt Unterkunft in Zilargo
Schätze: 21 Heiltränke von Viorr Maelak
Unterlagen von Viorr Maelak mit Zeichnungen, Reisepapieren und Kreditbrief
Restgeld: 162gp, 2 sp, 3 cp