Dorn Rockfist

Reaver of the Seas, Dockside Ruffian, Boatswain of The Dread Sovereign

Description:

001_DornBanner.png

Name: Dorn Rockfist | Race: Dwarf | Height: 4’2"
Player: Dan | Gender: M | Weight: 146 lbs.
Update: 3 | Age: 60 | Eyes: Green
Align: CN | Size: M | Hair: Red
Deity: Besmara | Speed: 20ft | Hand: Right
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Ability | Temporary | Class Level
Score Mod | Score Mod | Barbarian (Sea Reaver) 5
STR 18 +4 |
DEX 15 +2 |
CON 17 +3 |
INT 12 +1 |
WIS 15 +2 |
CHA 10 0 | XP: 18,850 Next: 23,000
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Total Current Subdual | Total Dex Misc
HP: 48 54 | Init: +8 = 2 + 6
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Total Armr Shld Dex Misc
AC: 16 = 10 + 2 + 1 + 2 + 1
Touch: 12 = 10 + xxx + xxx + 2 + xxx
FlatFoot: 13 = 10 + 2 + 1 + xxx + xxx
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SAVES Ability
Bonus Base Mod Magic
Fort (Con): +7 = 4 + 3 + 0
Ref (Dex): +3 = 1 + 2 + 0
Will (Wis): +3 = 1 + 2 + 0
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Base Total Base Str Size | Base Total Base Dex Size
Melee: +9 = 5 + 4 + xxx | Range: +5 = 3 + 2 + xxx
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Combat Total Base Str Size | Mnvr Total Base Str Dex Size
Mnvr: +8 = 4 + 4 + xxx | Defense: 16 = 10 + 1 + 3 + 2 + xxx
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ABILITIES/FEATS
H Armor Proficiency: Light – no penalties on attack rolls while wearing light armor
H Marine Terror – Can hold breath for number of rounds equal to Constitution modifier. In addition, can move normally through squares of standing water or bog that is 1 foot deep. Does not cost extra movement to move through terrain. Ignore cover bonus to AC when attacking creatures partially immersed in water.
H Rage – Can rage for number of rounds per day equal to 4 + Constitution modifier. At each level after 1st, can rage for additional 2 rounds per day. Temporary Constitution bonuses don’t grant additional rounds. Total number of rounds renewed after resting for 8 hours, but hours need not be consecutive. Can enter rage as free action. Gain +4 morale bonus to Strength and Constitution, and +2 morale bonus to Will saves. Take – 2 penalty to Armor Class. Increase to Constitution grants 2 hit points per hit die, but are lost after rage ends and not lost first like temporary hit points. Cannot use any Charisma, Dexterity, or Intelligence based skills, except Acrobatics, Fly, Intimidate, and Ride, or any ability that requires concentration. Can end rage as free action, and is fatigued for number of rounds equal to twice number of rounds spent in rage. Cannot enter new rage while fatigued or exhausted, but can otherwise enter rage multiple times during single combat encounter or combat. If fall unconscious, rage immediately ends.
H Eyes of the Storm – At 2nd level, a sea reaver ignores any concealment provided by fog, rain, sleet, mist, wind, or other weather effects that is less than total concealment, and any penalties weather applies on Perception checks are halved.
H At 3rd level, a sea reaver gains a +1 bonus on Acrobatics, Climb, Profession (sailor), Survival, and Swim checks made in aquatic terrain, including aboard a ship or along shorelines. These bonuses improve by +1 every three levels after 3rd.
H Sure-Footed – At 5th level, a sea reaver takes no penalties when moving across slick surfaces, whether natural or magical (e.g., grease, ice storm, and sleet storm). She is not at risk of falling, is not denied her Dexterity bonus when moving across such areas, and does not treat them as difficult terrain.
1 Power Attack – May take a – 1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. Bonus to damage is increased by half if you are using a two-handed weapon, a one-handed weapon with two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. Bonus to damage is halved if making attack with off-hand weapon or secondary natural weapon. Penalty increases by – 1 and bonus damage increased by +2 at base attack bonus of +4 and every 4 points thereafter. Must choose to use before attack roll and effects last until next turn.
1 Raging Vitality – When raging, morale bonus to Constitution increases by +2. Rage does not end if unconscious, but must still expend uses of rage per day while unconscious.
3 Improved Initiative – You get a +4 bonus on initiative checks.
5 Reckless Rage – When you use Power Attack while raging or while using raging song, you take an additional –1 penalty on melee attack rolls and combat maneuver checks, and you gain an additional +2 bonus on melee damage rolls. Modify this damage bonus appropriately based on the type of weapon you are using, as normal
for Power Attack.

Slow and Steady – Base speed of 20 feet, but speed is never modified by armor or encumbrance.
Hardy – Gain a +2 bonus on saving throws against poison, spells, and spell-like abilities.
Stability – Gain a +4 bonus to Combat Maneuver Defense when resisting bull rush or trip attempt on stable ground.
Craftsman – Gain a +2 bonus on all Craft and Profession checks related to metal or stone.
Darkvision – Can see perfectly in the dark up to 60 feet.
Saltbeard – Gain a +2 bonus on Profession (sailor) and Survival checks while at sea. Gain +1 racial bonus on attack rolls and +2 dodge bonus to AC against creatures with aquatic or water subtype. Greed racial trait applies only to treasure found in or under water, but applies to all treasure regardless of if it contains metal or gemstones.
Weapon Familiarity – Proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
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MARINE TERROR: 3 rounds
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RAGE (13 rds/per day):
1 +4 Strength, +6 Constitution, +2 Will saves, – 2 Armor Class
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POWER ATTACK – 3 +9
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Rage Powers
2 Lesser Beast Totem
4 Reckless Abandon
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Skills:

Acrobatics +11 = 5 rank + 2 Dex + 3 Trained +1 Sea Reaver
Climb +13 = 5 rank + 4 Str + 3 Trained + 1 Sea Reaver
Perception +11 = 5 rank + 2 Wis + 3 Trained
Profession (Sailor) +13 = 5 rank + 2 Wis + 3 Trained + 1 Trait + 1 Sea Reaver
Swim +14 = 5 rank + 4 Str + 3 Trained + 1 Trait + 1 Sea Reaver

Traits:

Dockside Brawler – +1 trait bonus on damage rolls with brass knuckles and improvised weapons
Pirate – +1 trait bonus on Knowledge (geography) checks and Profession (sailor) checks, and Profession (sailor) is a class skill.
Reactionary – +2 trait bonus to Initiative checks

Drawbacks:

Superstitious – Whenever affected by harmful spell, there is a 50% chance that you must roll saving throw to prevent effect, even if it benefits you. Does not apply to harmless spells cast on self.

Hero Points: Antihero

Languages: Common, Dwarven, Aquan

Gear: Greatsword, Brass Knuckles, Longbow, Leather Armor, Armored Kilt, Arrows (60), Barbarian’s Kit, Bottle of Allnight, Amulet of Natural armor +1

Gold: 543 gp

Weapon: Masterwork Greatsword Weight: 8 lbs.
Move Name Type Atk Damage Crit Range Type Special
Attack | Melee | +10 | 2d6 +6 | 19-20/x2 | x | Slashing | x

Weapon: Brass Knuckles Weight: 1 lb.
Move Name Type Atk Damage Crit Range Type Special
Attack | Melee | +8 | 1d3 +3 | x2 | x | Bludgeoning| x

Weapon: Longbow Weight: 3 lbs.
Move Name Type Atk Damage Crit Range Type Special
Attack | Ranged | +6 | 1d8 | x3 | 100 ft. | Piercing | x

Weapon: Claw x2 Weight: -
Move Name Type Atk Damage Crit Range Type Special
Attack | Melee | +8 | 1d6 +4 x2 | x2 | x | Slashing | x

Bio:

Dorn Rockfist

Pirates of the Fever Sea: Skull and Shackles Bronzeroar