Str 15 +2Dex 12 +1Con 19 +4Int 10 +0Wis 12 +1Cha 8 -1Alignment:Studies: Dwarf Culture, ??Languages: Dwarf, Human?Knowledge: +2Coin/Lifestyle:Total Lifestyle: 0 Appearance: 0 Panache: +0 Prudence: +0Coin in Hand: 10s Stake: 0Reputation and Renown:Legend: 0 Reputation: 10 Renown: 0Maximum Prizes: 1Vitality: 17
Wounds: 19
Fortitude: +5
Reflex: +1
Will: +3
Base Attack Bonus: +1
Initiative: +2
Reach: 1
Size: M
Space: 1x1
Defense: 12 (14 with Broad Axe)
Flat Footed: 11 (13 with Broad Axe)
Speed: 25
Proficiencies
- Trained: Blunt, Hurled
- Forte: Edged
Weapons:
- Broad Axe (Woodchopper), +5, 1d12+1d6+2, L, Threat 19, Reach 1, E2, Hurl, Bleed
- Hatchet (thrown), +3, 1d6+2, L, Threat 20, Range 15x2
Armor:
Tricks:
- Forced Opening: While attacking with a 2-handed melee weapon and not flat-footed, the character may increase his error range by 2 to cause the target to become flanked for 1 full round. With a miss, the character becomes flat-footed at the end of his current Initiative Count.
- Ragged Wound: When making an attack, he may increase his error range by 1 and decrease his damage by 2 to grant his weapon the bleed quality.
- Salt the Wound: When he attacks an opponent who has the bleeding condition, he inflicts an additional 1d6 damage.
Combat Feats/Abilities
- Rage Basics: You gain a +2 morale bonus with Intimidate checks. Also, you gain a stance..
- Berserk Stance (Stance): Your Strength and Constitution scores rise by 3 each. You may not make skill checks while in this stance (but you may still oppose them as normal). When you leave this stance you become fatigued.
- Thick Hide 2: You’re considered to be wearing partial armor that provides Damage Reduction 2. This DR does not stack with other armor (only the best protection applies). If you gain thick hide from multiple sources, your hide offers the highest single DR value + 1 per additional hide benefit (e.g. thick hide 4, thick hide 3, and thick hide 1 offer DR 6).
- Improved Stability: You’re considered 1 Size category larger for carrying capacity, Trample attacks, and resisting Bull Rush and Trip attempts so long as you are standing firmly on the ground and not climbing, flying, or riding.
- Axe Basics: When you wield an axe it gains hurl and you gain a stance.
- Punish the Defiant (Stance): Opponents who haven’t moved since your Initiative Count last round are denied their Dexterity bonus to Defense against your melee attacks.
Class and Origin abilities, Other Feats
- Darkvision I: You ignore the effects of dim and faint light.
- Enlightened Crafting:Your maximum Crafting rank increases to your Career Level + 5.
- Iron Gut: You gain a +2 insight bonus with saves against disease and poisons.
- Reviled: The Disposition of non-ogres decrease by 10.
- Restricted Actions: Kick attacks, as well as Jump and Swim checks you make are considered untrained (see page 63).
- Fast: Your Ground Speed increases by 10 ft.
- Practiced Search: If you spend an action die to boost a Search check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them.
- Tenacious Spirit: You gain 1 additional vitality per level.
- Accurate: Your finely honed physique is your deadliest weapon. Each time you spend 1 action die to boost an attack check, you roll and add the results of 2 dice (e.g. at Career Level 1, 1d4 becomes 2d4).
Biography: