Harsk

Art Halfstone's page

101 posts. Alias of Patcher.


About Art Halfstone

Current Condition
HP: 12
Condition: Normal

Arthur "Art" Halfstone
Male Dwarf
Rogue 1/Magus 1
CG Medium Humanoid (Dwarf)
Init: +2, Senses: Darkvision (60 ft.), Perception: +6
Languages: Common, Dwarven, Halfling*, Orc
Abilities: Str 14, Dex 15, Con 11, Int 14, Wis 14, Cha 10
Favoured Class: Rogue
Favoured Class Bonus
1st - Skill point (Stealth)
2nd - N/A

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DEFENSE
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AC 14, Touch 12, Flat-footed 12, CMD 14
HP 13 (2HD)
Fort: +2, Ref: +4, Will: +4
Spell Resistance 7

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OFFENSE
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Speed: 20 ft. (4 Squares)
Tremble (Battleaxe) +2 (1d8+2)/x3)
Ripple (Short Sword) +2 (1d6+2/19-20)
Masterwork Short Sword +3 (1d6+2/19-20)
Elena (Light Crossbow) +2 (1d6/19-20)
Space: 5 ft. Reach: 5 ft.
Base Atk: +0, CMB: +2
Notes: +1 to base damage when flanking

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STATISTICS AND EVERYTHING ELSE
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SPELLS:

None.

FEATS:

Two-Weapon Fighting

SKILLS:

Acrobatics +6, Acrobatics (Jump) +2, Appraise +6, Appraise (Precious metals and gemstones) +8, Bluff +4, Climb +6, Craft (Weapons) +6, Disable Device +7, Escape Artist +2, Fly +2, Heal +2, Knowledge (Local) +6, Perception +7, Perception (Notice unusual stonework) +9, Perception (Trapfinding) +8, Profession (Blacksmith) +6, Sense Motive +6, Sleight of Hand +6, Spellcraft + 6m Stealth +6, Survival +2, Use Magic Device +4

RACIAL:

Defensive Training (Ex)
Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.
Greed (Ex)
Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.
Hatred (Ex)
Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Magic Resistant (Ex)
Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a -2 penalty on all concentration checks made in relation to arcane spells.
Stability (Ex)
Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Steady (Ex)
Dwarves never have their speed reduced by armor or encumbrance.
Stonecunning (Ex)
Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.
Weapon Familiarity (Ex)
Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

TRAITS:

Trait - Dirty Fighter
When Art hits a foe he is flanking, he deals an additional 1 point of damage (this damage is added to your base damage and is multiplied on a critical hit). This additional damage is a trait bonus.
Trait - Adopted
Art was adopted and raised by Halflings. He gains the Halfling racial trait Well-Informed.
Trait - Well-Informed
Art knows everyone and is connected to everything thanks to Jimes. He gains a +1 trait bonus on Diplomacy checks to gather information, and on Knowledge (Local) skills.

CLASS:

Sneak Attack (Ex)
If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Trapfinding (Ex)
You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Arcane Pool (Su)
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

Spell Combat (Ex)
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

BACKGROUND:

It was a cold morning when a dwarven lady was found dead in the outskirts of Kassen, with a scarcely alive infant tucked into her arms; when the guards found the child, a wave of rumours roused the town. It was initially Father Prasst who was to take care of the child and raise him, but when the Halfhills lost their newborn to a brutal cold, young Arthur was adopted by the halfling family in their grief, and he was the Halfstone that kept the family together. As a child, he was a big grinner and adopted well to halfling traditions, though at an age of twenty he had already grown a foot taller than his "old man"; nobody questioned him a dwarf, with his red ruffled hair and beard. During his twenty-first year, he became an apprentice under Braggar Ironhame, who taught him of Dwarven traditions, as well as how to wield both hammer and axe: while a natural with metal and hammer, Art thought dwarves old-fashioned and dull. But he endured, and found an enjoyable hobby and job.

It was Jimes "Short Change" Higgins who piqued Art's interest the most, however; when he caught the halfling half-attempting to pick his pockets, an attempt the halfling still insists failed because he was "hardly trying", there began a sense of respect and understanding. During evenings at the Seven Silvers, Art would enjoy the halfling's stories and observe the trickeries Jimes would play on the taverns' patrons, taking his time to understand and learn the subtleties that hammer on steel doesn't possess. While he still can't truly compare to Jimes, he does occasionally join the halfling in schemes to earn a few extra copper.

Most folks know him as a blacksmith working with Ironhame, and as a regular at the Seven Silvers, and some know of his frequent 'visits' to another Dwarf in the city, Torstein. He's lived there for his entire life, and has grown fond of the city's hovels, houses, alleys and streets. Though he might appear aloof and simple-minded, he does his best to bring cheer and joy to the town, whether it be through horrendous singing, jokes that fall flat or genuine concern.

DESCRIPTION:

He stands at four feet tall; broad around the shoulders, dark-red hair and beard that reaches down to his chest. His body hair is almost excessive, a carpet that drapes across the chest, legs and arms, making him look like a small, stunted bear. His fingers are rough and thick, with scars and burn marks mainly on the left hand.

When he's travelling, his short sword hangs from his belt on the left side in a sheath; while his battleaxe is strapped on his upper back. The crossbow and bolts are strapped right above his rear. The axe he has named Tremble, the sword is called Ripple, and the crossbow's name is Elena. He forged the axe and sword personally, as a rite of passage, and as such he considers them his most precious possessions.

EQUIPMENT:

Adventuring Attire (44 lbs)
Battleaxe (Back) (6 lbs) (10 gp)
Short Sword (Belt) (2 lbs) (10 gp)
Masterwork Short Sword (Belt) (2 lbs)
Light Crossbow (Waist) (4 lbs) (35 gp)
Crossbow Bolts (39) (Waist) (4 lbs) 2 gp)
Leather Armour (Worn) (15 lbs) (10 gp)
Waterskin (Belt) (4 lbs)
Traveller's Outfit (Worn) (5 lbs) (1 gp)
Backpack (Back) (2 lbs)

Backpack (38 lbs)
Rations x5 (5 lbs)
Small Tent (15 lbs)
Winter Blanket (3 lbs)
50 feet hemp rope (10 lbs)
Grappling Hook (4 lbs)
Thieves' Tools (1 lbs)

Crafter's Attire
Artisan's Outfit (4 lbs) (1 gp)

ENCUMBRANCE:

Wealth: 60 gp
Light load: 58 lbs or less
Medium load: 59-116 lbs
Heavy load: 117-175 lbs
Total encumbrance: 82 lbs

*Houseruled. DM Stompinator allowed Halfling as a language because of his background.

Created using PCGen, modified by Patcher.