Name: Kongunvir Raginsmith Race: Dwarf Gender: Male Alignment: Lawful Neutral Deity: Moradin Home Plane: Prime Physical Description: Young looking, square jawed, brown hair and beard kept neatly trimmed, large mustache. Kongunvir Reginsmith was the born the 4th son of King Dyathal Reginsmith. The omens were good on the day of his birth and as he grew those around him, and he himself, became aware that he was worthy of his royal blood. He also knew that he would never be king. His three siblings preceeded him in the line for the throne and, unless the unthinkable should occur many times over, one of their progeny would succeed them upon their death. Thus he was left to forge his own destiny and choose the path of the warrior, a well respected profession for a dwarf of any birth. He was trained by the most skilled of his clan, his chosen calling complimented with the education that all heirs were expected to undergo. His skills were honed by a small conflict with a nomadic tribe of orcs who had foolishly tried to settle the land above his hold. He grew distinguished himself from his fellow warriors and grew prideful and arrogant, knowing himself to be of better stock than his fellow dwarves and destined for greatness. Time may have tempered him, but that was not what fate had in store. A great enemy came from below, breaking into the forgotten depths of the hold and surging upwards. His clan fought tooth and nail, giving no ground without bloodying the enemy, but they were outnumbered and their foe was backed by fel magic. Eventually it was just his family and their honour guard left, trapped in their own throne room and waiting their death. When it came Kongunvir threw himself at their ranks, determined to inflict some form of vengeance for the destruction of his people. He never got the chance. He was not sure how it occured but he suddenly found himself in another place, in a strange forest beneath an unfamiliar sky. It took time for Kongunvir to come to terms with what had happened. His family, his people, everyone he knew were dead, all except him. He'd been spirited away in their final moments, kept from his vengeance and kept from dying alongside his father. He could not even return to his hold. This was the least of his troubles, however. The planar elves that discovered him received a less than friendly welcome from the madened dwarf. It was no surprise that he was captured, stripped of his gear and brought before their leader who explained exactly what had happened to him. Kongunvir was no fool, but his mind reeled as it tried to comprehend the information. It was many days before he could speak again and many more before he negotiated his release. Apologies were made and his equipment was siezed, both much to his disdain. They allowed him to keep his weapon at least, though it was damaged and robbed of whatever power it once held. Thus began his wanderings, the princeling distraught and humbled. Kongunvir is arrogant and proud, believing himself to be of a better cut than the common folk of the planes despite much evidence to the contrary. He's been humbled many times more since his first planar journey, however, and hides his flaws as well as he can. He dreams of returning home one day, even though he knows there will be nothing for him there, but knows that it will never happen. He has been cut loose in the multiverse, stripped of his rank and wealth and left to fend for himself. He must find his own way now. Strength (STR): 14 [+2] Level: Fighter 7 Dexterity (DEX): 12 [+1] Experience Points: 23000/34000 Constitution (CON): 18 [+4] BAB: +7/+2 Intelligence (INT): 13 [+1] Fort Save: 5 (+4 Con) = +9 Wisdom (WIS): 15 [+2] Ref Save : 5 (+1 Dex) = +6 Charisma (CHA): 14 [+2] Will Save: 5 (+2 Wis) = +7 Speed/Base Speed: 20 ft Hit Points: (10+6d10)+(7*+4 Con) = 80/80 Melee: Dwarven waraxe, mwk (1d10+5, 20/x3): +7/+2 (+2 Str +1 Enhancement +1 Feat +1 Class) = +12/+7 Armor: Banded mail, mwk (Heavy, +7 Armor, +2 Max Dex, -4 Armor Check, Spell Failure 35%, Spd 15 ft.) Restful Crystal (Can sleep in armor without becoming fatigued) Heavy shield +1, mithral mwk (+3 Shield, +0 Armor Check, Spell Failure 5%) Clasp of cold energy protection (Lesser) (Resistance: cold 10, up to 50 points/day) Other Equipment: Bracers of Quick Strike (Wrist) Extra attack after a full attack 1/day Boots of the Mountain King (Feet) Ignore difficult terrain for movement, no Acrobatics check to climb slopes Ring of Feather Falling (Finger) Automatic feather fall whenever falling more than 5 feet Armor Class: 10 (+1 Dex +7 Armor +3 Shield) = 21, 20 flat-footed, 11 touch Armor Check Penalty: -4 Arcane Spell Failure: 40% Initiative: +1 Dex = +1 CMB: +7 BAB +2 Str +0 Size = +9 CMD: 10 +7 BAB +2 Str +1 Dex +0 Size = 21 FEATS: -Lvl1 Alertness (+2 to Perception and Sense Motive checks) -Ftr1 (bonus) Weapon Focus (dwarven waraxe) (+1 on attack with weapon) -Ftr2 (bonus) Combat Expertise (-2 melee attack bonus/CMB for +2 Dodge bonus) -Lvl3 Power Attack (-2 melee attack bonus/CMB for +4 damage (+6 2H)) -Ftr4 (bonus) Weapon Specialisation (dwarven waraxe) (+2 to damage with weapon) -Lvl5 Cleave (Extra attack on adjacent foe if the first one hits) -Ftr6 (bonus) Vital Strike (Deal twice the normal damage on a single attack) -Lvl7 Second Chance (On a FRA, if your first attack misses, you can skip your other attacks to reroll it) SKILLS: [c] denotes class skill *: Armor check penalty applies Skills: 7/level, +6 FC Total Points: 55 -[c] Bluff [Cha]: 5 (+2 Stat +3 Class) = +10 -[c] Climb* [Str]: 4 (+2 Stat +3 Class -4 Armor) = +5 -[c] Diplomacy [Cha]: 5 (+2 Stat +3 Class) = +10 -[c] Intimidate [Cha]: 6 (+2 Stat +3 Class) = +11 -[c] Knowledge (Dungeon) [Int]: 6 (+1 Stat +3 Class) = +10 -[c] Knowledge (Local) [Int]: 4 (+1 Stat +3 Class) = +8 -[c] Knowledge (History) [Int]: 2 (+1 Stat +3 Class) = +6 -[c] Knowledge (Nobility) [Int]: 2 (+1 Stat +3 Class) = +6 -[c] Knowledge (Religion) [Int]: 2 (+1 Stat +3 Class) = +6 -[c] Perception [Wis]: 7 (+2 Stat +2 Feat +3 Class) = +14 -[c] Sense Motive [Wis]: 7 (+2 Stat +2 Feat +3 Class) = +14 -[c] Survival [Wis]: 3 (+2 Stat +3 Class) = +8 -[c] Swim* [Str]: 2 (+2 Stat +3 Class -4 Armor) = +3 SIZE: Medium LANGUAGES: Common, Dwarven Class Specials: Bonus Feats: A fighter gains a bonus combat-oriented feat at 1st level, and at every even level thereafter. Weapons Experience (Ex): Fighters train obsessively with armor and weapons of all kinds, and using a new weapon is easy and fun. By practicing with a weapon he is not proficient with for a day, a Fighter may permanently gain proficiency with that weapon by succeeding at an Intelligence check DC 10 (you may not take 10 on this check). Combat Focus (Ex): A Fighter is at his best when the chips are down and everything is going to Baator in a handbasket. When the world is on fire, a Fighter keeps his head better than anyone. If the Fighter is in a situation that is stressful and/or dangerous enough that he would normally be unable to "take 10" on skill checks, he may spend a Swift Action to gain Combat Focus. A Fighter may end his Combat Focus at any time to reroll any die roll he makes, and if not used it ends on its own after a number of rounds equal to his Base Attack Bonus. Bravery (Ex): Starting at 2nd level, a Fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd. Armor Training (Ex): Starting at 3rd level, a Fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum -4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor. Problem Solver (Ex): A Fighter of 3rd level can draw upon his intense and diverse training to respond to almost any situation. As a Swift action, he may choose any Combat feat he meets the prerequisites for and use it for a number of rounds equal to his base attack bonus. This ability may be used once per hour. Pack Mule (Ex): Fighters are used to long journeys with a heavy pack and the use of a wide variety of weaponry and equipment. A 3rd level Fighter suffers no penalties for carrying a medium load, and may retrieve stored items from his person without provoking an attack of opportunity. Active Assault (Ex): 5-foot step as immediate action in addition to any other movement during the round. Forge Lore: A 5th level Fighter can produce magical weapons and equipment as if he had a Caster Level equal to his ranks in Craft. Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Further, should the fighter possess any weapon-specific feats for a weapon in this group, it applies to all weapons in the group. Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group. * Axes Improved Delay (Ex): A Fighter of 7th level may delay his action in one round without compromising his Initiative in the next round. In addition, a Fighter may interrupt another action with his delayed action like it was a readied action (though he does not have to announce his intentions before hand). Racial Specials: Slow and Steady (Ex): Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Darkvision (Ex): Dwarves can see in the dark up to 60 feet. Deep Warrior (Ex): Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus to their CMB on attempts made to grapple such creatures (or to continue a grapple). This racial trait replaces the defensive training racial trait. Greed (Ex): Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Hatred (Ex): Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes. Hardy (Ex): Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability (Ex): Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stonecunning (Ex): Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. Weapon Familiarity (Ex): Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon. Equipment and Inventory ----------------------- Equipped: Dwarven waraxe, mwk [ 8 lbs.] < 330 gp> Equipped: Banded mail, mwk [ 35 lbs.] < 400 gp> Armor: Restful crystal [------ lbs.] < 500 gp> Equipped: Heavy shield +1, mithral mwk [ 7.5 lbs.] < 2020 gp> Shield: Clasp of cold energy protection (Lesser) [------ lbs.] < 1500 gp> Worn: Traveler's outfit [ 5 lbs.] Wrist: Bracers of Quick Strike [ 1 lbs.] < 1400 gp> Feet: Boots of the Mountain King [ 1 lbs.] < 1500 gp> Worn: Signet ring [------ lbs.] < 50 gp> Finger: Ring of feather falling [------ lbs.] < 2200 gp> Subtotal: 57.5 lbs. Worn: Backpack [ 2 lbs.] Backpack: Campfire bead [------ lbs.] < 720 gp> Backpack: Fur clothing [ 10 lbs.] Backpack: White tourmaline gems x10 [------ lbs.] < 1000 gp> Backpack: Silk rope [ 5 lbs.] Backpack: Grappling hook [ 4 lbs.] Backpack: Tent [ 20 lbs.] Backpack: Whetstone [ 1 lbs.] Backpack: Potion of Cure Light Wounds x2 [------ lbs.] < 100 gp> Backpack: Potion of Cure Moderate Wounds x2 [------ lbs.] < 600 gp> Backpack: Potion of Bull's Strength x2 [------ lbs.] < 600 gp> Backpack Oil of Magic Weapon [------ lbs.] < 50 gp> Subtotal: 42 lbs. / 62 lbs. Total: 12970 gp GP 4402 Total Weight: 99.5 lbs Loads: 58 lbs Light, 116 lbs Medium, 175 lbs Heavy ========================================================= Magic Items ========================================================= Boots of the Mountain King (MIC, pg. 78) Body Slot: Feet Caster Level: 7th Aura: Moderate; (DC 18) abjuration Activation: --- "These iron-shod red leather boots appear rugged and worn." While wearing boots of the mountain king, you can move more easily than usual over rough and difficult terrain. These boots allow you to ignore increased movement costs and skill check DC increases for light and dense rubble. In addition, you can move up stairs and slopes at normal speed and run or charge downhill without making a Balance check. These boots require no activation. Prerequisites: Craft Wondrous Item, freedom of movement Cost to Create: 750 gp, 2 days --------------------------------------------------------- Bracers of Quick Strike (MIC, pg. 81) Body Slot: Arms Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: Swift (command) "Each of these mithral bracers bears an image of a needle-sharp dagger." When you activate bracers of quick strike, you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell. Bracers of quick strike function once per day. You must wear bracers of quick strike for 24 hours before you can access their abilities. If you take them off, they become inactive until worn for an additional 24 hours. Prerequisites: Craft Wondrous Item, haste Cost to Create: 700 gp, 2 days =========================================================