Ilde Dankil

dwarven fighter

Description:

Ilde Dankil
Dwarf fighter LG level 7
Age 60 yrs, Ht 4’, Wt 124 lbs
Init: +1; (darkvision)
Languages: Dwarven, Common, Goblin
Abilities: S 16, D 13, C 15, I 13, W 8, Ch 8;
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AC: 24 (10+10+2+1+1), Touch 12, FF 21; 4 dodge vs giant
(10
Armour Bonus+Shield Bonus+Dex mod+dodge bonus+sz bonus)
ST: F: 7; R: +3, Will +1; (F +52, R +2+1, W 2-1)
ST: +2 vs poison, +2 vs Spell/spell-like, +4 vs non-lethal Dam (environmental)
HP: 71; ?
Speed: 20 ft
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BAB: +7/
2; Grapple: 10/5; temp 8/3 (kobold)
1 Att vs orc/goblinoids, +2 Dam vs orcs, goblinoids, and giants
Melee: unarmed +10/
5 Dam 1d3 + 3;
Melee: Dwarven warpike 1 +11/6 Dam 2d6 4; crit x3
Melee: Hvy flail +1 +11/
6 Dam 1d10 4; crit 19-20/x2
Ranged: Composite short bow (Str +3) +1 +9/
4 Dam 1d6 +4; crit x 3


Feats: Dodge (F), Endurance, Toughness, Combat Expertise (F), Improved Trip (F), Power Attack (F),
Substitution level (2) HD: D12; Level 2 Racial Foes (Ex): Specializes in battling his race’s common
enemies. Gain +2 on wpn dam rolls vs orcs, goblinoids, and giants.

Skills (12 + 3/lvl= 30: Appraise 3 (5 stone/metal (D)), Climb 5, Craft metalwork +5, Intimidate +6,
Jump +5, Knowledge (Dungeoneering) +2, Listen +3, Mv Sil +3, Search +3 (
5 stonework (D)), Spot +4,
Swim +4

Racial: darkvision, Stonecunning +2 Search, Speed 20 ft even w/heavy load;
Wpn Familiarity dwarven warpike, dwarven waraxe (martial); Stability +4 vs Bull rush/trip;
+2 ST vs poison, +2 Appraise Stone/Metal, +2 craft stone/metal, +4 dodge to AC vs giant;
+2 ST spell/Spell-like; +1 vs orc/goblinoids

Possessions: (being finalized)
Full plate +2, buckler +1, Dwarven warpike +1, Heavy Flail +1, Composite Shortbow (Strength 3) +1,
Healing belt, bedroll, rope, rations, arrows x 20

Full plate +2 1,500 gp 8 1 (net0) -6 35% 20 ft.2 15 ft.2 50 lb.
Buckler +1 15 gp 1 — -1 5% — — 5 lb.
Comp Shortbow(Str 3) +1 75 gp 1d4 1d6 ×3 70 ft. 2 lb. Piercing (2 handed)
Flail, heavy +1 15 gp 1d8 1d10 19-20/×2 10 lb. Bludgeoning (2 handed)
Dwarven Warpike +1 45 gp 1d8 2d6 ×3 — 15 lb. Slashing or piercing (reach 2 handed)

Masterwork Armour/Shield -1 Armour check penalty – cost 150gp.
Masterwork Wpn +1 to Attack Roll – cost 300gp, 6gp per single unit of ammo.
Masterwork ammo is damaged (effectively destroyed) when used. The enhancement bonus of masterwork ammo
does not stack with any enhancement bonus of the projectile weapon firing it.
Item Cost MW Magic

Full plate = 1500 150 4000 5 650 +2
Buckler = 15 150 1000 1 165 +1
Warpike = 45 300 2000 2 345 +1
Hvy Flail = 15 300 2000 2 315 +1
Shortbox = 75 300 225 2000 2 600 +1
______

14 075

Took a substitution level at 2nd level. Races of Stone p 147. HD: D12; Class skills of normal fighter +
Knoweldge (Dungeoneering) (Int); Skill Pts/lvl – 2 + Int mod; Level 2 Racial Foes (Ex): A dwarf fighter
who takes the 2nd lvl racial subst lvl specializes in battling his race’s common enemies. Gain +2 on wpn
dam rolls vs orcs, goblinoids, and giants. This replaces std 2nd lvl fighter bonus feat.

Lvl BAB F ST R ST W ST Special
1 +1 +2 +0 +0 Axe Focus
2 +2 +3 +0 +0 Racial Foes
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Trip: 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.

With Wpn – melee touch attack. No AoO provoked. Can drop wpn if I am tripped.
Modifiers – size +4 ea sz > Med, -4 ea sz < Med. Dwarf has +4 stability vs trip. +4 if >2 legs or
otherwise more stable.
If successful Str check vs Opp Dex or Str check (or Ride check if riding). If successful, opp is tripped.

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. 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 (see below), you don’t provoke
an attack of opportunity for making a trip attack.

Being Tripped (Prone)
A tripped character is prone. Standing up is a move action.

Tripping a Mounted Opponent
You may make a trip attack against a mounted opponent. The defender may make a Ride check in place of his
Dexterity or Strength check. If you succeed, you pull the rider from his mount.

Tripping with a Weapon
Some weapons can be used to make trip attacks. In this case, you make a melee touch attack with the
weapon instead of an unarmed melee touch attack, and you don’t provoke an attack of opportunity.

If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.


Cbt Expertise: 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.

Dodge: SIMON [The dodge feat grants a +1 dodge bonus to AC while you are not flat-footed instead of
its usual bonus.]
During your action, you designate an opp and receive a +1 dodge bonus to AC vs att fm that opponent. You
can select a new opp on any action. A condition that makes you lose your Dex bonus to AC (if any) also
makes you lose dodge bonuses.
Also, dodge bonuses stack with each other, unlike most other types of bonuses. (F bonus feat)

Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist
nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid
nonlethal damage from a forced march, Con checks made to hold your breath, Con checks made to avoid
nonlethal damage from starvation or thirst, Fortitude saves made to avoid
nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from
suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
Normal – A character without this feat who sleeps in medium or heavier armor is automatically
fatigued the next day.

Improved Trip: 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.
Normal – Without this feat, you provoke an AoO when you attempt to trip an opponent while you are
unarmed. (F bonus feat)

Power Attack: On your action, before making attack rolls for a round, you may choose to subtract a
number from all melee attack rolls and add the same number to all melee damage rolls. This number may
not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
(F bonus feat)

Toughness: +1 HP/lvl


Buckler: This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without
penalty while carrying it. You can also use your shield arm to wield a wpn (whether you are using an
off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a -1 penalty on
attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand
and for fighting with two weapons. In any case, if you use a weapon in your off hand, you don’t get the
buckler’s AC bonus for the rest of the round. You can’t bash someone with a buckler.

Shortbow, Composite You need min 2 hands to use a bow, regardless of its size. You can use a composite
shortbow while mounted. All composite bows are made with a particular strength rating (that is, each reqr
a min Str mod to use with proficiency). If your Str bonus is lower than the str rating of the composite
bow, you can’t effectively use it, so you take a -2 penalty on attacks with it. The default composite
shortbow requires a Str modifier of +0 or higher to use with proficiency. A composite shortbow can be
made with a high strength rating to take advantage of an above-average Strength score; this feature allows
you to add your Str bonus to damage, up to the max bonus indicated for the bow. Each pt of Str bonus
granted by the bow adds 75 gp to its cost.

Flail or Heavy Flail
With a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to
avoid being disarmed if such an attempt fails). You can also use this wpn to make trip attacks. If you
are tripped during your own trip attempt, you can drop the flail to avoid being tripped.

Warpike, dwarven: Resembles halberd w/greatly elongated shaft, and counterweight on the end. Has reach.
Can strike opp 10ft away but not adjacent. Normally strike w/dwarven warpike’s axe head, spike on end
is useful vs charging opp. If you ready an action to set a dwarven warpike vs charge, you deal double dam
on a successful hit vs a charging character. Can use hook on the back of the dwarven warpike to make trip
att. If you are tripped during your own trip attempt, you can drop the warpike to avoid being tripped.


YES Removed the Feat Dwarven Armour Proficiency and the Dwarven battle plate
YES Replaced it with Full Plate, lost one point of AC.

YES Removed the Dwarven waraxe +1 Keen
Took a flail as it can be used to trip adjacent – focus on trip as it will help dwarven defender

Took a substitution level at 2nd level. Races of Stone p 147. HD: D12; Class skills of normal fighter +
Knoweldge (Dungeoneering) (Int); Skill Pts/lvl – 2 + Int mod; Level 2 Racial Foes (Ex): A dwarf fighter
who takes the 2nd lvl racial subst lvl specializes in battling his race’s common enemies. Gain +2 on wpn
dam rolls vs orcs, goblinoids, and giants. This replaces std 2nd lvl fighter bonus feat.

Lvl BAB F ST R ST W ST Special
1 +1 +2 +0 +0 Axe Focus
2 +2 +3 +0 +0 Racial Foes

Lost feat and gained…

Get in the future: Combat reflexes? Quick draw
? Cbt Reflexes: You may make a number of additional attacks of opportunity equal to your Dexterity
bonus.(1+1=2). With this feat, you may also make attacks of opportunity while flat-footed. (F bonus feat)

Added a composite short bow str +3

Bio:

Tirrenean
Came with the recent request for support to Isle of Lendore
Understanding of a goblinoid/orc threat
Attached to group of adventurers to better understand their role and the state of the problem on the island
For good

YES Removed the Feat Dwarven Armour Proficiency and the Dwarven battle plate
YES Replaced it with Full Plate, lost one point of AC.

YES Removed the Dwarven waraxe +1 Keen
Took a flail as it can be used to trip adjacent – focus on trip as it will help dwarven defender

Took a substitution level at 2nd level. Races of Stone p 147. HD: D12; Class skills of normal fighter +
Knoweldge (Dungeoneering) (Int); Skill Pts/lvl – 2 + Int mod; Level 2 Racial Foes (Ex): A dwarf fighter
who takes the 2nd lvl racial subst lvl specializes in battling his race’s common enemies. Gain +2 on wpn
dam rolls vs orcs, goblinoids, and giants. This replaces std 2nd lvl fighter bonus feat.

Lvl BAB F ST R ST W ST Special
1 +1 +2 +0 +0 Axe Focus
2 +2 +3 +0 +0 Racial Foes

Lost feat and gained…

Get in the future: Combat reflexes? Quick draw
? Cbt Reflexes: You may make a number of additional attacks of opportunity equal to your Dexterity
bonus.(1+1=2). With this feat, you may also make attacks of opportunity while flat-footed. (F bonus feat)

Added a composite short bow str +3

Ilde Dankil

Isle of lendore Kogaluc