Stronghammer the Dwarf

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Stronghammer the Dwarf

A true dwarf from fantasy land, Stronghammer was in the middle of a battle when fate decided to put him in a new situation. He still maintains all of his adventuring equipment and as such is a formidable fighter, but he out of place.

He sees the heroes of the day as demons, devils, and powerful mages that must be defeated before Pease can be restored to the land.

If he took a chance to listen to the "demons" he may be convinced that they are the heroes, but the longer that takes the less likely that he will listen. He knows that demons are full of lies.

Stronghammer the Dwarf

PL 10 (150PP); Init +5; 30ft (Run); Defense 21/16 (6 Base, 2 Dex, 3 Powers)); BAB +6; +11 Melee (12S Punch or 15S Hammer), +8 Ranged (15S Hammer); SV Dmg +7 (10 Protection), Fort +7, Ref +5, Will +0 (10 Protection); Str 18, Dex 14, Con 20, Int 10, Wis 10, Cha 8 (Total 50PP)

Skills: Climb 4/+8, Craft (Metal Working) 4/+4, Demolitions 4/+4, Spot 4/+4 (Total 16PP)

Feats: Power Attack, Attack Focus (Melee), Endurance, Improved Trip, Great Fortitude, Rapid Healing, Toughness, Darkvision (Total 16PP)

Powers:

  • Density Increase +1 (Source: Natural; Effect: Immovability, Protection, Super Strength; Extras: Shrinking; Permanent) (Cost 5 / Total 5PP)

Equipment

  • Girdle of Giant Strength (Super Strength) +7 (Source: Mystical; Flaw: Device) (Cost 3 / Total 21PP)
  • Dwarven Throwing Hammer (Weapon) +6 (Source: Mystical; Effect: Ranged Weapon; Extra: Mighty Ranged Weapon; Power Stunt: Melee Weapon) (Cost 2 / Total 12+2PP)
  • Magical Armor (Armor) +9 (Source: Mystical; Effect: Protection) (Cost 1 / Total 9PP)
  • Helm Of Protection (Mental Protection) +10 (Source: Mystical; Effect: Mental Protection; Flaw: Device) (Cost 1 / Total 10PP)
  • Ring of Dexterity (Super Dexterity) +3 (Source: Mystical; Flaw: Device) (Cost 3 / Total 9PP)