Aurvang Braeaxe
AURVANG BRAEAXE CR 5
Male Dwarf Fighter 6
CG Medium Humanoid (Dwarf)
Hero Points 3
Init +2; Senses Darkvision (60 feet); Perception +6
DEFENSE
AC 26, touch 12, flat-footed 24 (+10 armor, +4 shield, +2 Dex)
hp 77 (6d10+24)
Fort +10, Ref +5, Will +4
Defensive Abilities Bravery +2, Defensive Training
OFFENSE
Spd 20 ft.
Melee +1 Mithral Waraxe, Dwarven +13/+8 (1d10+8/20/x3) and
Gauntlet (from Armor) +10/+5 (1d3+4/20/x2) and
Masterwork Maulaxe, Dwarven +12/+7 (1d6+5/20/x3) and
Unarmed Strike +10/+5 (1d3+4/20/x2)
Ranged Masterwork Crossbow, Heavy +5/+0 (1d10/19-20/x2)
Special Attacks Weapon Training: Axes
STATISTICS
Str 18, Dex 14, Con 16/18, Int 10, Wis 12, Cha 10
Base Atk +6; CMB +10; CMD 22
Feats Dazzling Display: Waraxe, Dwarven, Intimidating Prowess, Missile Shield, Shield Focus, Vital Strike, Weapon Focus: Waraxe, Dwarven, Weapon Specialization: Waraxe, Dwarven
Traits Armor Expert, Militant Merchant
Skills Acrobatics -3, Climb +3, Escape Artist -3, Fly -3, Intimidate +13, Knowledge: Dungeoneering +4, Knowledge: Engineering +4, Perception +6, Ride -3, Stealth -3, Swim +3
Languages Common, Dwarven
SQ Armor Training 1 (Ex), Greed, Hardy, Hatred, Hero Points (3), Slow and Steady, Stability, Stonecunning +2
Combat Gear +1 Full Plate, +1 Mithral Waraxe, Dwarven, +1 Snarlshield, Steel, Masterwork Crossbow, Heavy, Masterwork Maulaxe, Dwarven; Other Gear Alchemist's fire (flask) (4), Backpack, Masterwork (17 @ 23 lbs), Bedroll, Belt of Mighty Constitution, +2, Caltrops (2), Cloak of Resistance, +1, Flint and steel, Piton (4), Potion of Cure Moderate Wounds, Potion of Cure Moderate Wounds, Rations, trail (per day) (4), Rope, silk (50 ft.), Signal Horn, Whetstone
SPECIAL ABILITIES
Armor Expert -1 Armor check penalty.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bravery +2 (Ex) +2 Will save vs. Fear
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazzling Display: Waraxe, Dwarven Intimidate check to demoralize can affect those within 30' who see you.
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Hero Points (3) Hero Points can be spent at any time to grant a variety of bonuses.
Militant Merchant You gain a +1 trait bonus to Perception checks made to determine surprise, and Perception is always a class skill for you.
Missile Shield 1/round, when hit by a ranged weapon, take no damage.
Shield Focus +1 Shield AC
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training: Axes +1 (Ex) +1 Attack, Damage, CMB, CMD with Axes