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About Jaegr "Knock Knock"Initiative 3 [+5 Underground]
Melee +2 Keen Cold Iron Pick Axe +12 (1d8+11/19-20 x4 + Crushing Blow) [+2 to Confirm Critical Hits]
Languages Common, Dwarven, Undercommon Hero Points 1 Skills:
3 Skill Points/Level +1 Non Combat (16 Total) + Free Ranks in Endurance, Knowledge (Warfare), and Survival Acrobatics 3 (1+3CS+3Dex-4Armor) [+5 Underground]
Feats:
Dwarf Exotic Weapon (Pick Axe)
Equipment:
Cold Iron Pick Axe - "The Finisher"(Ancestral Weapon)
Class/Racial Abilities:
Weapon and Armor Proficiency: Jaegr has Martial proficiency with all weapons, and is proficient with all armor. Jaegr also chose Exotic Weapon (Pickaxe). Dwarven Craftsmanship (Ex): Mountain dwarves receive Skill Synergy (artisan) as a bonus feat, providing a bonus to Craft and Knowledge (lore) checks. Slow and Steady (Ex): Dwarves have a base land speed of 20 ft. per round, but their speed is never modified by armor (ignore armor check penalties to Endurance) or encumbrance. Defensive Training: Jaegr received Giant-Slayer as a bonus feat. This gives him a +4 dodge bonus to his Armor Class against giants, or a +2 dodge bonus against any non-giant creature two or more size categories larger than him. This benefit does not apply if he loses his Dex bonus to AC. Favored Class Bonus +2 to Confirm Critical Hits (+4 total=Critical Focus Feat) Favored Enemy (uncivilized humanoids +1/constructs and oozes +1): Jaegr gains an insight bonus on Bluff, Knowledge, Perception, and Survival checks when using these skills against the listed creatures. Likewise, he gets a specialization bonus on attack rolls and damage against such creatures. He may make Knowledge or related skill checks untrained when attempting to identify these creatures and their weaknesses. Jaegr can score critical hits and precision damage against oozes. Constructs are no longer immune to any feats, fighter talents, or ki powers he possesses that normally allow a Fortitude save. In addition, constructs damaged to less than half their full hp total by your attacks take penalties as if fatigued; those to below one-fourth as if exhausted. As a standard action, Jaegr can automatically determine the presence or absence of favored enemies in a cone (10ft' UH and 5' Oozes and constructs). By concentrating a second round, he learns the number of such creatures present and their specific type(s). A third round tells him the location and status (exhausted, fatigued, unhurt, etc.) of each favored enemy in that area. Favored Terrain (Ex): Jagr has favored terrain (underground), with a +2 bonus. The darkvision normally provided by this favored terrain starts at 60 ft. range, rather than 20 ft. (+2 bonus on initiative checks and Athletics, Perception, Profession (mining), Stealth, and Survival skill checks). He can always take 10 on applicable skills while in a favored terrain, even if conditions would normally prevent him from doing so; if not threatened or distracted, he can take 20, even if there is a penalty for failure. He can use the Stealth skill in his favored terrain even if the terrain doesn’t grant cover or concealment. While in his favored terrain, he can also use the Stealth skill while being observed. While Underground, Jaegr gains the ability to move at full speed through certain features that normally impede or stop movement, or that make movement more hazardous (rubble, dense rubble, stairs, narrow spaces/squeezing). Features that are magically manipulated to impede motion still affect him. While traveling through his favored terrain he normally leaves little trace; add his Survival skill bonus to the DC of attempts to track him through a favored terrain (though he can leave a normal, more obvious trail if he desires). Arcane Resistance (Ex): You receive a +2 racial bonus on saving throws against spells and spell-like abilities. Bravery (Ex): When Jaegr is subjected to a fear effect, the impact is lessened by one category. Effects that normally apply the panicked condition make Jaegr frightened instead; conditions that normally apply the frightened condition leave you shaken instead; and you can shrug off effects that would normally leave another person shaken. Agorophobia (weakness): Each time you venture outdoors (above ground) during the day, you must succeed at a DC 15 Will save or be shaken until you can go indoors again. Light Sensitivity (weakness): You are dazzled in full daylight or when within the radius of a daylight spell.
Background:
Jaegr Gnaugh (Sounds like Knock) was the son of cleric. It was assumed since birth that Jaegr would follow in his father's footsteps. Jaegr, however, knew early on he was not cut out for being in the faith. However in Dverge society he didn't have much choice. As he neared coming of age Jaegr volunteered for a stint working in one of the mining companies out on the edge of Dverge controlled territory. While it was only for a few years, it gave Jaegr some time to think of a way out. While this wasn't an uncommon request for any dwarf, and any number of the faith had done the same before him, his father was unhappy but unable to stop him. While working on the fringe, he received not only training in mining, but also was taught how to fight as the miners are always in danger. He was a natural at fighting, even more than mining. He made a name for himself during a Duergar raid. A group of Duergar had snuck into their compound (more a defensive position with temporary walls and doors). Jaegr and a couple of the crew had returned early and when they found themselves shut out, Jaegr brought out his Pick Axe and destroyed the door while chanting his family name. Jaegr and the crew killed the Duergar before they could do too much damage. Jaegr earned the nickname "Knock Knock" for breaking through the door. As he neared the end of his term of service, Jaegr still had no plan to escape the life of a priest. He was given word his father had fallen ill and needed to return home. He made it home right before his father died. His father told Jaegr their faith was already an old obscure faith and he was concerned on it disappearing altogether. On his deathbed, in front of other witnesses, his father dying request was for him to immediately apply for training for priesthood in his faith. Feeling he had no chance, Jaegr agreed he would do so. After his father passed, and as he prepared to make the journey to apply for priesthood, he heard news of a pair Dverge who had left to the surface. The story was on every Dverge's lips as this barely ever happens. Jaegr also learned one of those Dverge was from his father's religion. Jaegr had his out. Before leaving he claimed his great grandfather's pick axe. Jaegr headed out for the surface instead of joining the priests. This Rim was a priest and Jaegr could petition him, thus fulfilling his father's wishes. The surface was a huge area, who knows how long it could take to him to find Rim, could be years or decades. Maybe by then he could figure something else out or convince him that he was unsuitable for service. Dice:
[ooc]Jaegr Initiative:[ooc] [dice]1d20+3[/dice] Combat
Saves [+2 vs spell and spell-like]
Skills
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