Dwarf Fighter

Durom Stonehammer's page

99 posts. Alias of Roidrage.


Full Name

Durom Stonehammer

Race

Hill dwarf

Classes/Levels

Inquistor(Reorx/Paladine);2/ Ranger-2

Age

85

Alignment

NG

Languages

Common, Dwarven, Goblin

Occupation

Blacksmith/craftsman

Strength 16
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 14
Charisma 8

About Durom Stonehammer

Dorum Stonehammer
NG Medium Dwarf Inquistor-1/Ranger-2
Initiative:+5 Perception:+

Defense:
Armor Class:18, Touch:13, Flatfooted:15
CMD: 1
Max HP:42 Current HP:42
Fortitude +7, Reflex +6, Will +5

Offense:
Speed: 20ft
BAB: +3
CMB: +6

Melee:

Ranged:


Class Features:
Favored Enemy (Human): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

Combat Style Feat (Crossbow): Deadly aim

Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Artifice Domain

Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.

Artificer's Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.


Racial Features:
slow and Steady
Darkvision:60ft
Defensive Training:+4 to AC againist giant subtype.
Greed:+2 to appraise skill precious metals and gemstones.
Hatred:+1 to attack goblin subtype.
Hardy:+2 to save vs poison, spells, and spell like abilites.
Stability:+4 CMD vs bull rush and trip
Stonecunning:+2 to perception for stone structures.

Feats:
Point Blank shot, Rapid shot, CS:Deadly Aim.

Traits:
Mathematical Prodigy,Armor Expert.

Skills:
Bluff:+3 (1R+3Class-1Cha)
Diplomancy:+3(1R+3Class-1Cha)
Climb:+7(1R+3Class+3Str)
Craft(Weapons):+8 (4R+3Class+1Int)
Intimidate:+5(2R+3Class-1Cha+1Sterngaze.)
Knowledge(engineering):+7(2R+1int+3Class+1trait)
Knowledge(dungeoneering):+6(2R+1int+3Class)
Knowledge(nature):+5(1R+1int+3Class)
Knowledge(Religion):+6(2R+1int+3Class)
Perception:+7 (2R+2Wis+3Class)
Profession(Metalworking):+6 (1R+2wis+3Class)
Ride:+7(1R+3dex+3class)
Sense Motive:+7 (1R+2wis+3class+1sterngaze)
Stealth:+7 (1R+3Dex+3Class)
Survival:+9(11)(3R+2wis+3Class+2tracking)
Swim:+7(1R+3str+3Class)

Spells:
O-Level spells(DC-12):Create Water, Detect Poison, Stabilize, Sift, Guidence.
1st Level Spells(DC-13):Cure Light Wounds, Magic Weapon, Deadeyes Lore.
[spoiler=Basic Gear]
Mswk Heavy Repeating Crossbow (5 loading cases(25bolts))
Mswk scale mail
Battleaxe(fathers axe)
Masterwork Warhammer(Grandfathers)
Dagger
*Backpack, mswk
-10 pitons
-hammer
-Bedroll
-2 ink vials
-Small steel mirror
-Rations(2)
-Silk rope
-Torches(2)
-Healer's kit
-Artisans tools
-40 spare bolts
Travelers outfit
*Pouches
-Chalk(10)
-Ink pen
-Flint and steel
-Coins(49 stp)
Whetstone
Pony, w/leather barding, saddlebags, and riding saddle.

Role in Group:
In character terms he is a cross between Tanis Halfelven and Flint FireForge, he's basically a grumpy Tanis. That wishes he could find something about the gods but is losing that spirit very rapidly. Otherwise he is a scout, tradesman, and in combat he is range fighter but still pack a punch close up. He can rain down bolts from his repeating crossbow or smash people with his hammer. He is a verstile character that brings a solid set of skills as well as good knoledge on two of the gods, Reorx and Paladine.

Basic Story:
Like all hill dwarves the Stonehammer's hated there mountain cousins for locking them out of the dwarven kingdom(can't remember the name off hand). Each Stonehammer made sure to pass the chip to the younger generations shoulder. Another tradition that got passed along was the Stonehammer's were of a order that believed that they should unite with humans just like the way Reorx did by granting the dwarves the hammer of Kaross, so that they could forge Dragonlances for Paladine to defeat Tiamet. They were hidden priests of both Reorx and Paladine, spreading both relgions and trying reuniting the two races. Well this order started to faultier when the gods abandoned Krynn. Though they tried to keep it alive many of Stonehammers gave up the Order of the Silver hammers, and focused on just surviving. Dorum's grandfather(Guim) was one that still believed the gods would return once again and taught Dorum all about the old gods, when he was a boy. Since Dorum was to young to work the mines with his father, he was taken care of by his Grandfather, teaching the boy the blacksmith trade. It was a trade in which his father was too stubborn to learn. As he learned the trade, Guim started with stories then started training Dorum to be part of the order. Sharing all the knowledge about the gods and the evils they fought. He showed Dorum the two traditional weapons his family had, first was a repeating heavy crossbow, to be able to shoot flying creatures, and silver outlined Warhammer with the symbol of Reorx on one side and Paladine's on the other. Dorum learned the prayers, but no power every showed. As time passed Dorum's Grandfather sadly passed and when he told his father of the training he received, his father spat at the notion and told Dorum not to follow in his grandfather's silly ideas of the gods returning. So he took away the arms and put Dorum to work. Dorum slowly made a name for himself in solace as worthy smith, and handy man. Helping with many of the citizen's pulley systems and such. Dorum wasn't a charm to be around, since his father forced him to work instead of spreading his family legacy, he grumbled a lot but always got the work done and never charged to much. Years had passed and his father died in a mining accident, Dorum found a new family in Solace slowly people wouldn't move away from him as he complained and some came closer when he shared his stories from his youth especially a kender. Though Dorum acted like he thought the friends were always causing too much trouble for him, he always knew he would gladly give his life for any of them. Dorum spent many years thinking of the gods of old, if they truly exstisted and if any of there powers were still here. He started to dismiss this until one day outside his house he tripped over a piece of wood sticking out of the ground as he uncovered, he saw it was his grandfathers crossbow and underneath it was the hammer. Like second nature he was able to figure out how to repair it and with that started to bring back the wonderment of gods just like when he was a child. He shared the stories more and more with group and trained with the crossbow, but people kept making fun of him and said if the gods still exist prove it, PROVE IT. Those words kept echoing in his head. He thought if the hammer of Kaross was still around that might prove something. So he spent his years traveling searching for the hammer all checking old, but the more and more he traveled the more he lost faith the gods his grandfather told of him. As he visited various libraries and still couldn't find his answers. He couldn't find a single person or thing tied to them or there powers. He felt defeated as he returned back to his home in Solace with the only high hopes enjoying ale with his friends.