Rogir Gravelbrand
Race: Dwarf | ||||||||||||||
Level 7 Fighter (1 Racial Substitution Level "Dwarf Fighter") Alignment: CG |
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Experience Points: 24,000 | ||||||||||||||
Abilities: STR 18(+4), DEX 16(+3), CON 14(+2), INT 12(+1), WIS 10(+0), CHA 7(-2) | ||||||||||||||
Initiative: +3 | Speed: 20 ft. (4 squares) | |||||||||||||
Hit Dice: 1d12 + 6d10 + 14(CON) (56 hp) | ||||||||||||||
AC/Touch/Flat-Footed: 20/13/17 (+6 Armor, +1 Shield, +3 DEX) AC (when dodging): 21 AC (when dodging Large or larger enemies): 24 AC (when dodging giantkin): 25 |
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Armor: | ||||||||||||||
+1 Breastplate Check Penalty: -3 Max Dex: +3 AC: +6 |
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Saves: Fort +7, Ref +5, Will +2 | ||||||||||||||
BAB | Grapple: +7/+2 | +11 | Space/Reach: 5 ft./5 ft. | |||||||||||||
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Full Attack: Dwarven Waraxe (AB +11 / +12 vs goblinkin / +13 vs undead) Handaxe (AB +11 / +12 vs goblinkin) Dwarven Waraxe (AB +6 / +7 vs goblinkin / +8 vs undead) 5ft step |
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Racial Traits: Darkvision 60 ft Stonecunning: +2 search on stonework, automatic search within 10 feet, depth intuition Dwarven waraxes and urgroshes are martial weapons instead of exotic Stability: +4 vs tripping or bullrushing +2 vs poison +2 vs spells and spell-like abilities +1 attack bonus vs orcs, half-orcs, goblins, hobgoblins, bugbears (goblinkin) +4 dodge bonus to AC vs ogres, giants, trolls (giantkin) +2 Appraise on anything stone or metal +2 craft on anything stone or metal |
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Class Traits: Axe Focus, Shield proficiency, Armor proficiency, Simple and Martial weapons proficiency | ||||||||||||||
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Feats: Two-Weapon Fighting, Two-Weapon Defense, Dodge, Combat Expertise, Improved Trip, Weapon Specialization (Waraxe), Titan Fighting, Necropotent (Waraxe) | ||||||||||||||
Languages: Dwarven, Hengr, Common |
Rogir Gravelbrand was only a child when the undead hordes of the war 60 years ago were defeated. He grew up listening to stories of glorious battles, and as he grew into his fighting abilities, he joined hunting parties to help track down and finish off any stragglers. Decades later, after most of the wandering packs of undead and cultists had been taken care of, his clan was attacked by a powerful necromancer. Rogir survived only because he was away at the time- returning to a decimated town and a slaughtered family, he vowed to destroy every undead who crossed his path from that point on.
Venturing out, he discovered that the undead horde seemed to be returning, due to the efforts of a mysterious necromancer few had ever lived to witness. Rogir has specialized in fighting against undead, but as many are still unaware of the return of the necromancer, he has a hard time making a living doing so. His coinpurse nearly empty, he's decided to try and find some mercenary work while keeping an ear out for any necromantic activity.
Being a dwarf, he is wholeheartedly against the actions of the Stonecrest faction. In any other circumstances, he'd dedicate his life as a freedom fighter, to separate his people from the clutches of tyranny. Greater evils appear to be under way, however, and he can't in good conscience risk his life against a political struggle when it appears that another war against the undead is just beginning.
Feats and Abilities:
- Armor and Weapon Proficiencies [from Player's Handbook, page 37]:
- A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
- Axe Focus [from Races of Stone, page 147]:
- A dwarf fighter who takes the 1st-level racial substitution level focuses his combat talents on axe-fighting. He gains a +1 bonus on attack rolls with the following weapons: battleaxe, dwarven waraxe, greataxe, handaxe, throwing axe, and the axe head of the dwarven urgrosh. This bonus does not stack with the bonus from Weapon Focus, but it is treated as the equivalent of Weapon Focus for the purpose of qualifying for feats, prestige classes, and anything else that requires that feat. For example, a dwarf fighter with this ability could take Weapon Specialization (battleaxe) without selecting Weapon Focus (battleaxe) as a separate feat. This benefit replaces the bonus feat gained by a standard 1st-level fighter.
- Weapon Specialization: Dwarven Waraxe [from Player's Handbook, page 102]:
- You gain a +2 bonus on all damage rolls you make using the selected weapon.
- Dodge [from Player's Handbook, page 93]:
- During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarf's racial bonus on dodge attempts against giants) stack with each other, unlike most other types of bonuses.
- Two-Weapon Fighting [from Player's Handbook, page ]:
- Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
- Two-Weapon Defense [from Player's Handbook, page ]:
- When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
- Combat Expertise [from Player's Handbook, page ]:
- When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
- Improved Trip [from Player's Handbook, page ]:
- You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn't used your attack for the trip attempt. For example, at 11th level, Tordek gets three attacks at bonuses of +11, +6, and +1. In the current round, he attempts to trip his opponent. His first attempt fails (using up his first attack). His second attempt succeeds, and he immediately makes a melee attack against his opponent with a bonus of +6. Finally, he takes his last attack at a bonus of +1.
Tripping in Combat:
You can try to trip an opponent as an unarmed melee attack. You can only trip an opponent who is one size category larger than you, the same size, or smaller.
Making a Trip Attack: Make an unarmed melee touch attack against your target. This provokes an attack of opportunity from your target as normal for unarmed attacks. If your attack succeeds, make a Strength check opposed by the defender’s Dexterity or Strength check (whichever ability score has the higher modifier). A combatant gets a +4 bonus for every size category he is larger than Medium or a –4 penalty for every size category he is smaller than Medium. The defender gets a +4 bonus on his check if he has more than two legs or is otherwise more stable than a normal humanoid (such as a dwarf). If you win, you trip the defender. If you lose, the defender may immediately react and make a Strength check opposed by your Dexterity or Strength check to try to trip you.
Avoiding Attacks of Opportunity: If you have the Improved Trip feat, or if you are tripping with a weapon, you don’t provoke an attack of opportunity for making a trip attack.
Prone: -4 AC for melee, +4 AC for ranged. - Necropotent (Dwarven Waraxe) [from Libris Mortis, page ]:
- You gain a +4 bonus on all damage rolls you make using the selected weapon type against undead.
- Titan Fighting [from Races of Stone, page ]:
- When you designate a creature at least one size category larger than you as the target of your Dodge feat, you apply your racial dodge bonus to Armor Class against monsters of the giant type against attacks from that opponent (regardless of its creature type) instead of the +1 bonus granted by the Dodge feat.