DnD Slayer Dwarf Needs home
A ruff, tough, wants to die dwarf that smokes and drinks to much! :) Def want to get him a home!
Thortin StoneCutter
Strength 21 (+6)
Dexterity 16 (+3)
Constitution 18 (+4)
Intelligence 13 (+1)
Wisdom 11 (+0)
Charisma 6 (-2)
Size: Medium
Height: 4' 3"
Weight: 220 lb
Skin: Tan
Eyes: Dark Brown
Hair: Blue a giant mowhack gold earrings
Level 8
xp 9400
Total Hit Points: 124 [includes toughness x3]
!
Speed: 20 feet
Armor Class: 23 = 10 +8 [full plate] +1 [buckler] +1
[dexterity in armor] +3 for magic items
Touch AC: 11
Flat-footed: 22
Initiative modifier: +13 = +3 [dexterity] +4 [improved initiative]
If the below is right, the above is right :)
+5 paranoia bonus to sense motive, initiative
Fortitude save: +11 = 5 [base] +4 [constitution] (+2 for magic cloak)
Reflex save: +7 = 2 [base] +3 [dexterity] (+2 for magic cloak)
Will save: +4 = 2 [base] (+2 for magic cloak)
Plus cloack of resistance +2
With magic axe all Plus 1
Attack (handheld): +12/+7 = 6 [base] +5 [strength]
Attack (unarmed): +12/+7 = 6 [base] +5 [strength]
Attack (missile): +11/+7 = 6 [base] +3 [dexterity]
Grapple check: +11/+6 = 6 [base] +5 [strength]
Languages: Common Dwarven Giant
Spiked Gauntlet [1d4, crit x2, 1 lb, light, piercing]
Long Spear [1d8, crit x3, 9 lb., two-handed, piercing]
Battle Axe [1d8, crit x3, 6 lb., one-handed, slashing]
Greataxe (+1_ for magic)
[1d12, crit x3, 12 lb, two-handed, slashing] 2 handed damage is 1d12 plus 7
Full plate spiked armor [heavy; +8 AC; max dex +1; check penalty -6; 50 lb.]
Does 1d4 damage when used in a grapple attack plus strength bonus
(+3 with magic items)
Armor has 2 large spears coming out of the back that usually hold
the heads of things Thortin has killed. The spears can be taken out
and thrown if needed. Spears do 2d4 + PS
Cross bow: 1d6 per bolt (40 bolts)
Buckler [+1 AC; check penalty -1; hardness 10; hp 5; 5 lb.]
Feats:
Blind-fight
Improved Initiative
Power Attack
Cleave
Toughness x3
Traits:
Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 1 = +1
Balance Dex* 3 = +3
Bluff Cha -2 = -2
Climb Str* 9 = +4 +5
Concentration Con 4 = +4
Craft_1 Int 1 = +1
Craft_2 Int 1 = +1
Craft_3 Int 1 = +1
Diplomacy Cha -2 = -2
Disguise Cha -2 = -2
Escape Artist Dex* 3 = +3
Forgery Int 1 = +1
Gather Information Cha -2 = -2
Heal Wis 0 = +0
Hide Dex* 6 = +3 +3
Intimidate Cha -2 = -2
Jump Str* -2 = +4 -6 [speed 20]
Listen Wis 7 = +0 +10
Move Silently Dex* 3 = +3
Perform_1 Cha -2 = -2
Perform_2 Cha -2 = -2
Perform_3 Cha -2 = -2
Perform_4 Cha -2 = -2
Perform_5 Cha -2 = -2
Ride Dex 3 = +3
Search Int 1 = +1
Sense Motive Wis 0 = +6
Spot Wis 9 = +0 +13
Survival Wis 0 = +0
Swim Str** 7 = +4 +3
Use Rope Dex 3 = +3
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)
+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 solid ground
+2 racial bonus on appraise checks if stone/metal
Fighter:
Magic Itmes:
Ever filling mug (beer!)
Warhmammer
Cloak of resistance +2
Greatsword +1
Amulet of natural armor +1 to AC
Breast plate +1
adimantium piton attached to a adamantium hand hammer an inscription on the hammer says Language dwarven: Master key
Cape 20% miss with projectile weapons.
4 potions of cure light wounds
Magic Items
Armor +1
Bag of Holding
Axe +1
Ring +1 of protection
Braces of Armor +1
Potions
Hide from undead
Blur
Invis
Fly
Haste
Gaseous form