Dwarf (P), Fighter (P) 6th, Inquisitor (P) 3rd, Stalwart Defender (P) 1st Medium Humanoid (Dwarf) Alignment: Neutral [Roknar] Hit Dice: 6d10+30, 3d8+15, 1d12+5 (136 hp) Initiative: +3 Speed: 20' (4 sq) (light enc.) Space/Reach: 5 ft./5 ft. AC: 36 (+12 Armor, +7 Shield, +2 Dex, +1 Dodge, +1 Natural Armor, +1 Deflection, +2 Other, Touch 16, Flat-Footed 33 Saves: Fort +13, Ref +5, Will +6 Abilities: Str 20, Dex 14, Con 20, Int 10, Wis 13, Cha 9 Base Att/CMB/CMD: +9 / +14 / 28(+4*) Single Attack: Magical War Axe: +16 melee (2d8+8+1d6 Sonic/20/x3) Magical War Axe: +16 melee (2d8+14+1d6 Sonic/20/x3)- Power Attack Full Attack: Magical War Axe: +16/+11 melee (2d8+8+1d6 Sonic/20/x3) Magical War Axe: +16/+11 melee (2d8+14+1d6 Sonic/20/x3)- Power Attack ==| FEATS |== Endurance, Diehard, Wpn Focus: Dwarven Waraxe, Shield Focus, Toughness, Dodge, Wpn Specialization: Dwarven Waraxe, Power Attack, Vital Strike, Furious Focus, Shield Wall, Rich Parents Trait, Facial Scar. ==| SKILLS |== Acrobatics -8-4, Appraise +2+2, Bluff -1, Climb -5, Diplomacy -1, Disguise -1, Escape Art -8, Fly -8, Heal +5, Intimidate +12, Perception +14+2, Ride -8, Sense Mot +7, Spellcraft +4, Stealth -8, Survival +5+1, Swim -5+4, Use Mag Dev +2, Cr:Armorsm +2, Kn:Dungeon +5+1. ==| INQUISITOR (P) SPELLS |== Spells per Day: (8/4; save DC 11+spell level): Level 0 - Acid Splash, Create Water, Detect Magic, Light, Sift, Stabilize. Level 1 - Cure Light Wounds, Shield of Faith, True Strike, Remove Fear. ==| Racial Traits: Dwarf (P) |== Slow and Steady: Dwarves have a base speed of 20', but their speed is never modified by armor or encumbrance Stonecunning: Free Perception check to notice unusual stonework, such as traps and hidden doors whenever passing within 10' of those Weapon Familiarity: Proficient with battleaxes, heavy picks, and warhammers. Treat any weapon with the word “dwarven” in its name as a martial weapon ==| Class Features: Fighter (P) 6th |== 4x bonus combat feat Armor Training (Ex): Current armor is a Magical Full Platemail • No speed reduction for a Medium Armor • Reduce the Armor Check penalty by 1 • +1 to the Maximum DEX bonus of the armor Weapon Training (Ex): • Group #1: +1 atk/dmg/CMB/CMD with the 'Monk' group ==| Class Features: Inquisitor (P) 3rd |== Concentration check: 1d20+4 Orisons (Sp): Cast 0-level spells at will Cannot cast spells of opposed alignment Judgment (Su): 1/day, as a swift action, pronounce judgment vs foes • You must participate in the combat to gain judgment bonuses • Select one type of judgment to make. Change type as a swift action Stern Gaze (Ex): +1 morale bonus on all Intimidate and Sense Motive checks Cunning Initiative (Ex): +1 to initiative checks Detect Alignment (Sp): Use detect chaos/evil/good/law at will Solo Tactics (Ex): All your allies are treated as if they possessed the same teamwork feats as you do for the purpose of determining whether you receives a bonus from your teamwork feats 1x Bonus Teamwork feat • 1/day, as a std action, replace the latest teamwork feat by a new one ==| Class Features: Stalwart Defender (P) 1st |== AC Bonus (Ex): +1 to Armor Class Defensive Stance (Ex): • 9 rounds/day < OOOOOOOOO > • Enter (or end) the defensive stance as a free action. You cannot enter a new defensive stance while fatigued or exhausted, or while raging • +4 morale bonus on Strength and Constitution (+20 extra HPs) • +2 dodge bonus to AC • +2 morale bonus on Will saves • You cannot willingly move from your current position through any means • When ended, you are fatigued for twice the rounds spent in the stance ==| Trickery Domain (P) |== Copy Cat (Sp): 4/day < OOOO > As a move action, you can create an illusory double of yourself. This double functions as a single mirror image. You can have no more than one copy cat at a time. This ability does not stack with mirror image and lasts for 3 rounds, unless dispelled/destroyed < OOO > ==| Conditional Bonus - Feats |== +4 to Swim checks made to resist nonlethal damage [Endurance] +4 to CON to continue running, avoid NL-Dmg from forced march [Endurance] +4 to CON to hold breath, avoid NL-Dmg from starvation or thirst [Endurance] +4 Fort to avoid NL-Dmg from hot/cold env., and resist suffocation [Endurance] ==| Conditional Bonus - Fighter (P) Class |== +2 bonus on Will saves against fear [Bravery] ==| Conditional Bonus - Inquisitor (P) Class |== +1 on Knowledge to identify the abilities and weaknesses of creatures [Monster Lore] +1 to Survival made to follow or identify tracks [Track] ==| Conditional Bonus - Dwarf (P) Race |== +1 racial bonus on attack vs Orcs and Goblinoids [Hatred] +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones [Greed] +4 dodge bonus to AC vs creatures of the giant type [Defensive Training] +2 racial bonus on saves vs poison, spells, and spell-like abilities [Hardy] +4 to CMD vs Bull Rush or Trip while standing on the ground [Stability] +2 to Perception vs unusual stonework/trap/hidden door [Stonecunning] ==| Conditional Skill and Synergies |== -4 on Acrobatics checks made to jump [Base Speed] ==| EQUIPMENT |== ARMOR WORN: Magical Full Platemail. SHIELD: Magical Tower Shield. Basic Equipment List, Potion Belt, Magical War Axe, Handy Haversack, Potion of D. Door - CL 7 Potion of Cure Mod - CL 3 Potion of Invisibility ==| MAGICAL ITEMS WORN |== Amulet of Natural Armor +1 Lead Gloves Ring of Protection +1 Belt of Physical Might CON/STR +2 ==| Languages (x2) |== Common, Dwarven ==| MONEY |== Platinum:0 Gold:161 Silver:7 Copper:100. ==| TOTAL CHARACTER VALUE |== 61,151 gp.
Martok Brawnanvil was born in the Barrier peaks, as a child he found that the forges song did not play in his soul and was often ostracized by his fellow dwarves for his items inferior craftsmanship, needless to say this lead to many conflicts with his immediate family and other dwarves.
Martok found solace and a bit of redemption in weapon training, he excelled at using the business end of a dwarven waraxe and used the tower shied to great effect. Unfortunately no matter how good a warrior he was; he could not escape the incessant jibes of his clansman so Martok decided to leave rather than brook the insults.
He made his way into the human lands and makes his living as a sellsword.