Squire Worthless Filth

Completely random...since he's going to die anyways...


Race: Plains Dwarf
Gender: Male
Class (level): Warlord 7th
Favored Class: Warlord
Alignment: ???
Experience: 25170
Next Level: 34000
Age: 145 years

  • Born Guilder
  • Abecedart
  • Ardent
  • Ardent
  • Miller
  • Arbalester
  • Delver


Hit Points: (7d10+17) = 60
Str: 16
Dex: 10
Con: 13
Int: 14
Wis: 18
Cha: 14
Cash: 0gp, 0sp
Languages: Khuzda, Kurit, Përbashkët
AC: 22 (0 Dex, 1 size, 9 armor, 2 shield)
CMD: 19 (20 vs. Disarm, 23 vs. Trip or Bull Rush)

Attack: +11 melee, +8 ranged

  • BAB: +7
  • CMB: +9
    • Warhammer: +10/5 melee (includes Power Attack)
      • Damage: 1d6+7 damage, x3 Crit
    • Warhammer (Thrown): +7/2 ranged (20-ft. range)
      • Damage: 1d6+7 damage, x3 Crit


  • Fort: +6
  • Ref: +3
  • Will: +9
    • +2 vs. Fear
    • +2 vs. Cold
    • +4 vs. Poison, Disease, Spells, and Spell-like abilities


  • Land Speed: 20-ft.
  • Initiative: +9

Skill Points: 48

Weapon/Armor Proficiencies:

  • All Simple Weapons
  • All Martial Weapons
  • Repeating Crossbow
  • Light Armor
  • Medium Armor
  • Heavy Armor
  • Shields
  • Tower Shields

Skills: (includes armor check penalties)

  • Acrobatics (1 rank): +4
    • +2 to balance
  • Appraise (3 ranks): +8
  • Bluff (2 ranks): +7
  • Climb (3 ranks): +9
  • Craft [bowyer/fletcher] (2 ranks): +7
  • Diplomacy (3 rank): +8
    • +4 to convince an enemy not to hurt him
  • Intimidate (3 ranks): +11
  • Knowledge [dungeoneering] (3 ranks): +8
  • Knowledge [engineering] (1 rank): +6
  • Knowledge [history] (1 rank): +6
  • Perception (1 rank): +8
  • Profession [blacksmith] (3 ranks): +10
  • Profession [miller] (3 ranks): +10
  • Profession [brewer] (5 ranks): +12
  • Profession [farmer] (2 ranks): +9
  • Profession [miner] (2 ranks): +9
  • Ride (7 ranks): +10
  • Stealth (1 ranks): +10
  • Survival (2 ranks): +12

Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (bowyer/fletcher) (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex) and Survival (Wis).


Bounding Hammer
Prerequisites: Proficiency with hammer, base attack bonus +6.
Benefit: As a standard action, you may throw a hammer at an opponent within 20 feet. If you hit (whether or not the attack damages the target), the hammer rebounds off of the creature and lands in your square. If you have the Snatch Arrows feat, you may choose to catch the hammer when it enters your square (though this does not give you the ability to immediately throw the hammer). This ability may not work against some creatures or in certain circumstances as determined by the GM; for example, your weapon does not bounce off Incorporeal creatures (unless it has the ghost touch ability), it may stick to creatures with the adhesive ability, the slowing effect of fighting underwater prevents you from using this feat, and so on.
Normal: A thrown weapon drops in the square where it hits your target.

Devil’s Foe
Prerequisites: Face 10 different devils in combat and take damage or suffer some other sort of injury from five or more attacks made by each one without falling unconscious, fleeing, or otherwise becoming unable to strike back at them.
Benefit: Your attacks count as Good-aligned for the purposes of bypassing the damage reduction of devils.

Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Steel Soul
Prerequisites: Dwarf, hardy racial trait.
Benefit: You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf’s hardy racial trait.

Power Attack [Bonus]
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –2 penalty on all melee attack rolls and combat maneuver checks to gain a +4 bonus on all melee damage rolls. This bonus to damage is increased by half (150%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Improved Initiative [Bonus]
Benefit: You get a +4 bonus on initiative checks.

Intimidating Prowess [Bonus]
Benefit: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.


Deep Marker [Race Trait]
Benefit: You gain a +1 trait bonus on Survival checks, and a +1 trait bonus on saving throws against fear effects.

Grounded [Race Trait]
Benefit: You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.

Blackblade Student [Regional Trait]
Benefits: You gain a +2 trait bonus on Initiative and a +1 bonus on CMD to resist disarm attempts.

Race Abilities
  • +2 Constitution, +2 Dexterity, –2 Strength: Plains Dwarves are surprisingly nimble and can thrive under conditions that would kill others, but are much weaker than their brethren.
  • Small: Plains Dwarves are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
  • Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
  • Darkvision: Dwarves can see in the dark up to 60 feet. (see darkvision).
  • Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
  • Survival Instinct: Plains Dwarves receive a +2 racial bonus on Stealth and Survival skill checks. They may use the Survival skill even in cities to forage for food and basic necessities.
  • Cold Tolerant: Plains dwarves gain a +2 racial bonus on saving throws against cold damage and cold effects. Plains dwarves can also exist comfortably in conditions between –20° and 90° F (severe cold to hot) without having to make Fortitude saves.
  • Hardy: Plains Dwarves receive a +2 racial bonus on saving throws against poison, disease, spells, and spell-like abilities.
  • Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
  • Pitiable: Plains Dwarf diplomacy consists of flattery, begging, crying, cringing, and pleading. Plains dwarves receive a +4 racial bonus on Diplomacy checks made to convince an enemy not to harm them.

Class Abilities:

Combat Leader (Ex): At 1st level, the warlord begins to demonstrate the brilliance of their battlefield leadership. The warlord and all allies within 50 feet gain a +3 bonus to initiative.

Commanding Presence (Ex): The mere appearance of a warlord upon the field of battle has a positive impact among his allies. All allies that can see the warlord gain a +1 bonus to attack and weapons damage rolls.

Inspiration (Ex): During battle, the warlord exhorts his comrades with words of courage and determination. This inspiration affects all allies within a 30-foot radius centered on the warlord, and bestows 4d6 temporary hit points. These temporary hit points last until the battle ends, or until they are removed through damage. A warlord may inspire a number of times per day equal to 3 + his Charisma modifier (5/day). This is a standard action and does not provoke an attack of opportunity. The warlord can choose whether or not to include himself in this effect.

Hold the Line (Ex): At 3rd level, the warlord gains the ability to bolster a defensive line. When forming a defensive line (fighting defensively and standing adjacent to one another), the warlord and all allies gain a +2 competence bonus to AC.

Rallying Presence (Ex): At 5th level the warlord gains the ability to rally others. The warlord and all allies within 20 feet gain a +1 morale bonus on saves against fear spells and effects.


Encumberance: X lbs. (Light Load)

  • Carrying Capacity:
    • Light Load: 0-60 lbs.
    • Medium Load: 61-120 lbs.
    • Heavy Load: 121-180 lbs.


  • Masterwork Small Full Plate Armor
  • Masterwork Small Heavy Shield
  • Masterwork Small Warhammer
  • War Pony
  • Masterwork Chain Barding
  • Military Saddle
  • Silver and Sapphire Holy Symbol of Mitra
  • Ring of Delayed Doom (1 stone)
  • Standard Adventurer’s Pack
    • Bedroll, Rations, Torches, Wooden Stakes, Rope, etc.


Servants: All given hazard pay and paid 2 weeks in advance, All plains dwarves

  • 1 Cavalryman
    • War Pony
    • Splint Mail
    • Heavy Wooden Shield
    • Lance
  • 3 Rat-Catchers
    • Spear
    • Leather Armor
    • 1 dose Greenblood Oil
  • 3 Crossbowmen
    • Light Crossbow
    • Leather Armor
  • 4 Thieves
    • Dagger
    • Leather Armor
    • Thieves Tools
  • 10 Conscripts
    • Shortsword
    • Leather Armor
    • Small Wooden Shield

  • Location
    • Contact: profession, how you know them

Squire Worthless Filth

The World of Tel-Avi Brand_Darklight SirKnightly