Gungri

Gungri Gannarson

Stat Str Dex Con Int Wis Cha
Value 16 12 16 16 11 10
Modifier +3 +1 +3 +3 +0 +0

Appraise (Int) 5/8 Jump (Str) 5/8 Search (Int) 8/11
Balance (Dex) 3/4 Knowledge (Eng and Arch) (Int) 3/6 Spot (Wis) 7/7
Craft (Stoneworking) (Int) 6/9 Knowledge (Geology) (Int) 9/12 Survival (Wis) 4/4
Gather Information (Cha) 5/5 Listen (Wis) 7/7 -
Level Feats BAB Fort Ref Will M Known M Readied Special Abilities Bonus Feats Other
1 Warblade Weapon Focus (Dwarvish Waraxe) +1 +2 +0 +0 3 3 Battle Clarity Ref, Weapon Aptitude - -
2 Warblade +2 +3 +0 +0 4 3 Uncanny Dodge - -
3 Warblade Improved Shield Bash +3 +3 +1 +1 5 3 Battle Ardor (Crit) - -
4 Warblade - +4 +4 +1 +1 5 (change) 4 - - +1 Wis
5 Warblade - +5 +4 +1 +1 6 4 - Endurance -
6 Stonelord Weapon Specialisation (Dwarvish Waraxe) +6 +6 +1/+4 +1 6 4 Stone's Blood - -

HP; 75
AC; 10 + 9 + 2 [21] + 4 against creatures 1 size category larger

Attacks:
1d20 + 12 Dwarvish Waraxe 1d10 + 7 (1d10 + 11, 1d10 + 5 if target or wielder is airborne)
1d20 + 10 Heavy Steel Spiked Shield 1d10 + 3

Manoeuvres:

STEEL WIND
Iron Heart (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: Two creatures
You swing your weapon in a broad, deadly arc, striking two foes with a single, mighty blow.
Through a combination of sheer power and unmatched talent, you make an attack that injures multiple opponents.
As you initiate this strike, you make two melee attacks, each against a different foe that you threaten. Resolve each attack separately.

STEELY STRIKE
Iron Heart (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round; see text
You focus yourself for a single, accurate attack, shrugging off your opponent’s blows and ignoring the need for defense as you make your assault.
The Iron Heart discipline teaches focus, allowing you to engage and defeat one opponent at a time. Your other enemies mean nothing to you as you press your attack.
You make a single melee attack as part of this strike. You gain a +4 bonus on the attack roll. All opponents other than the one you attacked gain a +4 bonus on attack rolls against you for 1 round.

STONE BONES
Stone Dragon (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: 1 round
You focus your energy to enhance your defences, drawing on the power of your weapon’s impact with a foe to toughen yourself against a counterattack.
The Stone Dragon tradition teaches its disciples to shrug off attacks through a combination of mental focus, pure toughness, and resilience. When you make a successful melee attack, you attune your mind and body to such an incredible extent that only the sharpest weapons can injure you. Lesser armaments cause mere bruises and minor cuts.
When you use this manoeuvre, you make a single melee attack. If this attack hits, you gain damage reduction 5/adamantine for 1 round.

WALL OF BLADES
Iron Heart (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Your weapon sways back and forth in your hand, ready to block incoming blows. With the speed of a thunderbolt, you clash your weapon against your foe’s blade as he attempts to attack.
Your weapon mastery transforms your blade into an extension of your arm, allowing you to wield it with the speed and timing needed to make a precise block. When an enemy makes a melee or ranged attack against you, you can initiate this counter to oppose that attack by making an attack roll with any melee weapon you are holding.
Use the higher of your AC or your attack roll as your effective AC against the incoming attack. You can’t use this maneuver if you are denied your Dexterity bonus to AC against your attacker. You can decide to use this ability after you learn the result of your opponent’s attack.

STONE VISE
Stone Dragon (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: Creature struck
Duration: 1 round
Saving Throw: Fortitude partial
You make a crushing blow that staggers your opponent, leaving it unable to move.
By making a powerful, focused blow, you leave your opponent unable to move. The crushing weight of your blow forces it to waste a precious moment regaining its footing.
As part of this maneuver, you make a single melee attack. This attack deals an extra 1d6 points of damage. If the creature hit is standing on the ground, your attack also drops the target’s speed to 0 feet (for all movement capabilities) for 1 round. It can otherwise act normally.
A successful Fortitude save (DC 12 + your Str modifier) by the creature struck negates the immobilization, but not the extra damage.
This manoeuvre functions only against opponents standing on the ground. A flying creature or a levitating target need not save against the speed reduction effect, but still takes the extra damage.

BONECRUSHER
Stone Dragon (Strike)
Level: Crusader 3, swordsage 3, warblade
3
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: See text
Save: Fortitude partial; see text
You deliver your attack, and your enemy’s eyes jerk wide open in panic as his skeleton begins to fracture in hundreds of places.
As part of this manoeuvre, you make a melee attack. If your attack hits, it deals an extra 4d6 points of damage. The creature struck must succeed on a fortitude save (DC 13 + your Str modifier) or its skeletal structure becomes massively weakened, and all rolls made to confirm a critical hit against the target gain a +10 bonus. A successful save does not negate the extra damage. This effect lasts until the target’s hit points are restored to their full normal total, whether by magical or normal healing.
Creatures without a discernible anatomy or that are immune to critical hits are immune to this manoeuvre’s special effect. The extra damage still
applies against such targets.

Stances:

STONEFOOT STANCE
Stone Dragon (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You crouch and set your feet flat on the ground, drawing the resilience of the earth into your body.
The students of the Stone Dragon discipline model their defences after the earth itself. The wind might batter the mountain, the river might cut through the plains, but in the end the stone and rock shrug off such assaults. While you are in this stance, you gain a +2 bonus on Strength checks and a +2 bonus to AC against creatures of a size category larger
than yours.
This stance immediately ends if you move more than 5 feet for any reason, such as from a bull rush attack, a telekinesis spell, and so forth.

PUNISHING STANCE
Iron Heart (Stance)
Level: Warblade 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You chop down violently with your weapon, lending extra force to your blows. These attacks come at a cost, as your enemies slash
at your undefended legs and flanks.
You hold your weapon overhead, allowing you to chop down with superior force. However, this fighting stance leaves you vulnerable to an opponent’s attacks. Only an initiate of the Iron Heart tradition can manage the perilous balance between trading attack power for defence. A lesser warrior would leave himself nearly helpless to resist an opponent’s attacks. While you are in this stance, you deal an extra 1d6 points of damage with all melee attacks. You also take a –2 penalty to AC, because this fighting stance emphasizes power over a defensive posture.

Abilities:

Battle Clarity (Ex): You can enter a state of almost mystical awareness of the battlefield around you. As long as you are not flat-footed, you gain an insight bonus equal to your Intelligence bonus (maximum equals your warblade level) on your Reflex saves.

Weapon Aptitude (Ex): Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your warblade level –2. For example, as a 6th-level warblade, you could take Weapon Specialization, since you’re treated as being a 4th-level fighter for this purpose. These effective fighter levels stack with any actual fighter levels you have. Thus, a fighter 2/warblade 4 would also qualify for Weapon Specialization.
You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session.
You can adjust any number of your feats in this way, and you don’t have to adjust them all in the same way. However, you can’t change the weapon choices insuch a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon
Focus (longsword) and Weapon Specialization (longsword), you can’t change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way.

Uncanny Dodge (Ex): At 2nd level, you gain the ability to react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if you are immobilized.

Battle Ardor (Ex): The sheer love of battle lends uncanny strength to your blows. Starting at 3rd level, you gain an insight bonus equal to your Intelligence bonus on rolls made to confirm critical hits.

Earth’s Blood (Sp): Once per day, a stonelord can take a standard action to heal her own wounds using a clump of mud.
This ability heals a number of hit points equal to 1d8 + her stonelord class level.

Feats;

Weapon Focus (Dwarvish Waraxe)
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Improved Shield Back
Prerequisite: Shield Proficiency.
Benefit: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.
Normal: Without this feat, a character who performs a shield bash loses the shield’s shield bonus to AC until his or her next turn.

Weapon Specialization (Dwarvish Waraxe)
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Endurance
You are capable of amazing feats of stamina.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage (see page 84),
Constitution checks made to continue running (see page 144), Constitution checks made to avoid nonlethal damage from a forced march (see page 164), Constitution checks made to hold your breath (see page 84), Constitution checks made to avoid nonlethal damage from starvation or thirst

Equipment;
11500/13000 (1500 flakes in pocket, in the form of various small gemstones, worth between 10 and 50 flakes. Most are marked with the Guild crest)

680 gp- Adventuring kit (Rations, water, tent, bedroll, flint and tinder, maps, note paper, pencil)

Stone, Dwarven 1750 GP +9 AC +0 Dex -7 check 40% spell fail 20/15ft speed 80lb
Anti-Impact: Armor with the anti-impact quality is designed to cushion the blow from massive blunt traumas.
Anti-impact armor doesn’t give extra protection against weapon damage (beyond its AC bonus), but bludgeoning
damage that affects all or most of the entire body (such as constriction and falling damage) is halved. +2000

Heavy Steel Shield 30GP +2 AC -2 check 15% spell fail 15 lb
Shield Spikes 10 gp increase damage one dice size
Bashing +1000 gp increase damage two dice sizes

Waraxe, Dwarven 2Hand 1d10 20 / x3 — S 30 gp 8 lbs 5 10
Earthbound- If the wielder and his/her opponent are both touching the ground, the weapon had a +2 bonus to attack & damage rolls.
If the wielder is flying, the weapon loses its Enhancement bonus on attack rolls (but keeps its +1 bonus due to being Masterwork). +2000

Rod of Ropes
This versatile item meets your every rope-related need.
Description: Crafted from the darkest teak and repeatedly stained until it holds a lustrous black shine, this rod is a sculpted, 18-inch-long baton. Closer inspection (Search DC 15) reveals three barely perceptible concave indentations in the middle third of the rod.
Activation: The three indentations act as buttons. Pressing any one of the rod’s buttons requires a move action.
Effect: The rod has three functions, each of which can be employed an unlimited number of times. However, no two functions can be used at the same time
Rope:
When you press button 1, rope begins to extrude from one end of the rod at the rate of 60 feet per round. The rod can extrude 300 feet of rope in this manner. Pressing the button a second time stops the rope from extruding.
Pressing it a third time draws the rope back in, also at a rate of 60 feet per round. Any knot in the rope automatically unties when it comes within 30 feet of the rod. This rope has the same hardness and hit points as the rest of the rod.
Grappling Hook and Rope:
When you press button 2, a small leather wrist loop springs from one end of the rod and three sharp grappling hooks sprout from the other end.
Pressing the button again launches one-third of the rod (the end with the three hooks) in the direction you aim it. A length of rope up to 300 feet long trails behind the launched section and connects it with the end you hold; all 300 feet of rope can discharge in 1 round. The rope stops unreeling if the hooks strike something solid (including a creature) or if you give the rod a quick backward jerk. Pressing the button a third time retracts the rope, drawing the held end toward the hooked end if it is secured properly.
The retracting feature can pull up to 1,000 pounds with it, drawing up 60 feet of rope per round. The rope has the same hardness and hit points as the rest of the rod.
This function can be used to attack and push back opponents within 30 feet (beyond that distance it lacks sufficient power). On a successful ranged attack (no range increment) the hooked end deals 1d6 points of damage. The force of the blow is considerable, and those struck by it are subject to a bull rush effect (treat the hooked end as having a +5 bonus on its opposed check). The hooked end cannot pursue a pushed opponent.
Grappling Hooks and Slide:
When you press button 3, three sharp grappling hooks sprout from each end of the rod. Pressing the button again launches the two ends of the rod (each one-third of its length) in opposite directions simultaneously. A length of rope up to 300 feet long trails behind each launched section and connects it with the middle third you hold (all 600 feet of rope can discharge in 1 round). The grappling hooks work exactly as described above, including the possibility of bull rushing opponents. Pressing the button a third time causes part of the middle section to expand slightly in diameter and slide freely along the extruded rope. The slide can be released from the remaining part of the middle section by squeezing it to loosen it. Two hand loops allow you to slide down the rope if it is at an angle. Regardless of the angle of the rope or the load on it (up to 1,000 pounds), if attached firmly the rope does not sag.
Pushing any button a second time returns the rod to its previous (unactivated) state.
Price: 4,000 gp.

Racial Traits:

Darkvision- Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.

Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls,
stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like.
Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within
10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.

Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes (see Chapter 7:Equipment) as martial
weapons, rather than exotic weapons.

Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

+2 racial bonus on saving throws against poison: Dwarves are hardy and resistant to toxins.

+2 racial bonus on saving throws against spells and spell-like effects: dwarves have an innate resistance to magic spells.

+1 racial bonus to attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears):
Dwarves are trained in the special combat techniques that allow them to fight their common enemies more effectively.

+4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants): This bonus represents
special training that dwarves undergo, during which they learn tricks that previous generations developed in their battles with
giants. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge
bonus, too.

+2 racial bonus on Appraise checks that are related to stone or metal items: Dwarves are familiar with valuable items of all kinds,
especially those made of stone or metal.

+2 racial bonus on Craft checks that are related to stone or metal: Dwarves are especially capable with stonework and metalwork.

Automatic Languages: Common and Dwarven. Bonus Languages: Terran

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