World of Bastion
Capt. Gundark Stonehelm
Commander of Fort Zarin in Land of the Covenant
Capt. Gundark Stonehelm
CR 9; XP 6400
Male Dwarf, Dionar Fighter 10
CG Medium Humanoid (dwarf)
Init +0; Senses darkvision; Perception +10
AC 24, touch 13, flat−footed 24 (+11 armor, +3 deflection)
hp 156 (10d10+70)
Fort +17 (+5 circumstance bonus vs. cold weather), Ref +6, Will +8 (+3 vs. fear); +2 vs. poison, spells, and spell−like abilities
Defensive Abilities bravery +3, defensive training; DR 3/
Speed 30 ft.
Melee +3 Holy Adamantine Greataxe +22/+17 (1d12+15+2d6 vs. Evil/x3)
Special Attacks weapon training abilities (axes +2, hammers +1)
Str 24, Dex 11, Con 24, Int 14, Wis 10, Cha 12
Base Atk +10; CMB +17; CMD 30 (30 vs. Bull Rush, 30 vs. Trip)
Feats Blind−Fight, Cleave, Critical Focus, Defensive Combat Training, Furious Focus, Great Cleave, Greater Blind−Fight, Improved Blind−Fight, Intimidating Prowess, Iron Will, Power Attack −3/+6
Skills Acrobatics +3, Appraise +2 (+4 to determine the price of nonmagic items with precious metals or gemstones), Climb +9, Escape Artist −3, Fly −3, Handle Animal +12, Intimidate +13, Perception +10 (+12 to notice unusual stonework, such as traps and hidden doors in stone walls or floors.), Ride +10, Stealth −3, Survival +13, Swim +14
Languages Common, Dwarven, Orc, Undercommon
SQ greed, hardy, hatred, hero points, slow and steady, stability, stonecunning +2
Combat Gear Potion of cure serious wounds, Potion of haste, Potion of heroism, Ring of friend shield; Other Gear +2 Adamantine Full plate, +3 Holy Adamantine Greataxe, Bag of holding II (8 @ 49 lbs), Belt of physical might (Str & Con +4), Boots of striding and springing, Cloak of resistance +3, Gloves of swimming and climbing, Headband of mental prowess (Int & Cha +2)Ride, Ring of protection +3, Backpack, masterwork (1 @ 200 lbs), Bedroll, Cold weather outfit, Silk rope, Snowshoes, Tent, medium, Torch (3), 10000 GP
Blind−Fight Re−roll misses because of concealment, other benefits.
Bravery +3 (Ex) +3 to Will save vs. Fear
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take −2 AC.
Cold weather outfit +5 Fort save vs. cold weather.
Critical Focus +4 to confirm critical hits.
Damage Reduction (3/−) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Greater Blind−Fight Melee attacks treat total concealment as 20%, and invisible ranged attackers you have pinpointed gain no benefits against you.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell−Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Blind−Fight Melee attacks ignore the miss chance for less than total concealment. Invisible attackers within 30’ you have pinpointed gain no advantages to hit you with ranged attacks.
Power Attack −3/+6 You can subtract from your attack roll to add to your damage.
Slow and Steady Your base speed is never modified by encumbrance.
Snowshoes −50% walking penalty for heavy snow.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Weapon Training (Axes) +2 (Ex) +2 Attack, Damage, CMB, CMD with Axes
Weapon Training (Hammers) +1 (Ex) +1 Attack, Damage, CMB, CMD with Hammers