Tamarack 15

Player: Amanda
Race: Dwarf
Level: Fighter 13 Barbarian 2
Alignment: Chaotic Neutral
Age: 57
Ht/Wt: 4’1, 155 lbs.
Eyes: Brown
Hair: Reddish brown

Str 23 +6/+8R (14 base +7 lvl +2 "Star" [Deck of Many Things])
Dex 22 +7 (15 base +7 lvl)
Con 16 +3/+5R (13 +2 racial +1 lvl)
Int 14 +2 (14 base)
Wis 8 -1 (6 +2 racial)
Cha 13 +1 (15 -2 racial)
Hit Dice 7d10+2d12+27
HP ____/146
AC: 37 (Armor +13, +7 dex +3 NAT (Tunic), +3 ring, +1 insight) (Touch 21, Flat 29); -2 in rage
Saves: Fort +17 (+18 vs. poison) Ref +16 Will +8 (+9 vs. Fear)


Initiative +4 / Speed 40 ft
BAB: +13/+8/+3
CMB/CMD: +18/32

Two Weapon Fighting
Single Attack Left Hand (Cold Iron) Right Hand (Adamantine/Silvered/Magic)
Standard +27 (1d8+11+1d6 shock [+2d6 vs evil]) +26/+21/+16 (1d8+11+1d6 shock [+2d6 vs evil]) +26/+21/+16 (1d8+11 + 1d6 Fire)

[ADD 1d10 + 7 if hitting with both weapons]

Rage +29 (1d8+13+1d6 shock [+2d6 vs evil]) +28/+23 (1d8+13+1d6 shock [+2d6 vs evil]) +28/+23 (1d8+13 + 1d6 Fire)

Crit x3 (Multiply underlined numbers only)

MW Composite Longbow +22/+17/+12 (1d8+6 damage) Crit x3, 110 ft. range increment
MW Cold Iron Short Sword +21/+16/+11 (1d6+4 damage) Crit 19-20/x2

Special attacks Power attack -3 to hit +6 damage
Bluff +10 (5 r +3 cl +1 Cha +1 Trait)
Climb +9/+6 (1 r +3 cl +5 Str) [-3 arm]
Intimidate +22 (12 r +3 cl +1 Cha +1 Trait +5 Str)
Knowledge [nobility] +4 (2 r +2 Int)
Knowledge [nature] +5 (3r +2 Int)
Profession [sailor] +9 (7 r +3 cl -1 Wis)
Linguistics +2 (2r +2 Int)
Survival +5 (3r +3 cl -1 Wis)
Acrobatics +21/+18 (6r +3 cl +7 Dex +5 Boots) [-3 arm]
Swim +11/+8 (2r +3cl +5 Str) [-3 arm]
Perception -5 (0r -1 Wis -4 Flaw)
Athalish, Dwarven, Goblin, Orc, Thausic, Lonic
Two-Weapon Fighting (1st level feat)
Improved Two-Weapon Fighting (Fighter level 1 feat)
Equal Two-Weapon Fighting (3rd level feat)
Two-Weapon Rend (Fighter Level 9 feat)
Greater Two weapon Fighting (Level 13 feat)
Double Slice (5th level feat)
Intimidating Prowess (7th level feat)
Weapon Specialization (Warhammer) (9th level feat)
Greater Weapon Specialization (Warhammer) (12th level fighter feat)
Weapon Focus (Warhammer) (Fighter level 2 feat)
Greater Weapon Focus (Warhammer) (Fighter Level 8 feat)
Power Attack (Fighter level 4 feat)
Dazzling Display (Fighter level 6 feat)

Full round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. If you are successful, the audience is shaken (–2 penalty on attack rolls, saving throws, skill checks, and ability checks) for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten opponents in this way if they are within 30 feet and can clearly see and hear you.

Shatter Defenses

If you hit an opponent with your hammer who is shaken, frightened or panicked, they are flat-footed to your attacks until end of your next turn.

Bully (+1 to intimidate, always class skill)
Fast-Talker (+1 to bluff, always class skill)
FLAW: Inattentive (-4 Perception)
Special Abilities
Darkvision 60 ft.
Rock Stepper: Many dwarves can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning. Source: Rival Guide.
Greed (Appraise = class skill to determine the price of non-magical goods with precious metals/gemstones)
Hearty (+2 vs. poison/spells/spell-like abilities)
Hatred (+1 to attack vs. orc/goblin subtype)
Defensive Training (+4 to dodge vs. giant type)
Stability (+4 to combat maneuver when resisting bull rush or trip attempt when standing on the ground)
Bravery (+1 to Will saves vs. Fear)
Fast Movement
Rage per day: [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
Rage Power: Intimidating Glare (Intimidate (houserule) = swift action)
Uncanny Dodge
Armour Training (-2 ac penalty, +2 Dex bonus)
Weapon Training (Hammers) +3
Weapon Training (Bows) +2
Weapon Training (Swords) +1
Immunity to Paralysis & Petrification (Cloak)

+1 Flaming Adamantine Warhammer (11300 gp 10 lbs.)
+1 Holy Shocking Cold Iron Warhammer (34,000 gp, 10 lbs.)
Mace (5 gp 4 lbs.)
+4 Mighty Comp Longbow +1 Seeking (4850 gp, 3 lbs)
Arrows, 20 (1 gp, 3 lbs.)
Dusty Rose Ioun stone (+1 insight bonus to AC)
5 MW Arrows: +1 Frost
3 Sleep Arrows
MW cold iron shortsword (300 gp, 2 lbs)
+5 Mithral Fullplate (AC pen -1 max Dex bonus +6 [incl armor training 3], 25 lbs.)
Tunic of Natural Armour +3
Clothing & Accessories
Explorer’s Outfit (8 lbs.)
Ring of opposite gender (as per alter self, waist up only) - carried
Ring of Protection +3 (18000 gp) - always worn
Ring of Friend Shield (Kiana) (50000/pair) - always worn
Ring of the Ram - 49 charges (8600 gp) - carried

The wearer can command the ring to give forth a ram-like force, manifested by a vaguely discernible shape that resembles the head of a ram or a goat. This force strikes a single target, dealing 1d6 points of damage if 1 charge is expended, 2d6 points if 2 charges are used, or 3d6 points if 3 charges (the maximum) are used. Treat this as a ranged attack with a 50-foot maximum range and no penalties for distance. The force of the blow is considerable, and those struck by the ring are subject to a bull rush if within 30 feet of the ring-wearer. The ram is Large and uses the ring's caster level as its base attack bonus with a Strength of 25. This gives the ram a Combat Maneuver Bonus of +17. The ram gains a +1 bonus on the bull rush attempt if 2 charges are expended, or +2 if 3 charges are expended. In addition to its attack mode, the ring of the ram also has the power to open doors as if it were a character with Strength 25. This expends 1 charge. If 2 charges are expended, the effect is equivalent to a character with Strength 27. If 3 charges are expended, the effect is that of a character with Strength 29.

Boots of Springing & Striding (2525 gp,1 lb)
Helm of Telepathy (27,000 gp, 3 lbs) - Detect Thoughts at will; 1/day Suggestion (DC 14)
Helm of Comprehend Languages and Read Magic (PARTY)

Appearing as a normal helmet, a helm of comprehend languages and read magic grants its wearer the ability to understand the spoken words of any creature and to read text in any language and any magical writing. The wearer gains a +5 competence bonus on Linguistics checks to understand messages written in incomplete, archaic, or exotic forms. Note that understanding a magical text does not necessarily imply spell use.

Cloak of Resistance +4 (w/ immunity to paralysis & petrification)
Items Carried
Backpack (2 gp 2 lbs)
Bedroll (1 sp 5 lbs.)
Mirror (10 gp ½ lb.)
Paper, 20 sheets (8 gp)
Ink (8gp)
Inkpen (1 sp)
Rope, silk (10 gp, 5 lbs)
Soap (5 sp, 1 lb)
10x Thunderstone
Cold Iron Dagger
Potion of Cure Light Wounds x3 (1d8 +1)
Potion of Cure Moderate x3 (2d8 + 3)
Potion of Invisibility
Potion of Bear's Endurance x3 (+2 Fort, +30 HP)
Potion of Haste (Extra attack, +1/hit, +1AC)
Potion of disguise self
Potion of Expeditious Retreat x2
Potion of Heroism (+2/hit & saves)
Potion of Bull's Strength (+2/hit & dmg, +2 CMB/CMD)
Potion of Stone Self (10 DR up to 130 hp)
Potion of Displacement (opponent has 50% miss chance)

Total encumbrance: approx 95 lbs (med)
Carrying capacity 0-58/59-116(-3)/117-175(-6)

Current Gold: 29375 gp, 48 cp

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