Rust Monster

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Goblin Squad Member. RPG Superstar 8 Season Star Voter, 9 Season Dedicated Voter. Organized Play Member. 3 posts (4 including aliases). No reviews. 2 lists. No wishlists. 2 Organized Play characters.


Full Name

Trapper, Brother of Keith

Race

Dwarf

Classes/Levels

Rogue Level 2

Gender

Male

Size

M

Age

100

Alignment

NG

Deity

Torag

Location

Five Kings Mountains

Languages

Common, Dwarf, Goblin

Occupation

Trapper, woodworker, genealogist

Strength 12
Dexterity 18
Constitution 13
Intelligence 12
Wisdom 10
Charisma 9

About Trapper, Brother of Keith

Trapper
Dwarf Rogue Level 2
NG Medium Humanoid (dwarf)
God: Torag
Init +4
Senses
Perception +5

XP = 120 + 225 + 445 + 1000 = 1790

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Quirks
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Genealogist
Chews on roots
Rolls silver piece over his fingers
Gets brain freeze when drinking ale (drinks anyway)
Blunt-spoken

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Defense
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AC = 17, touch = xx, flat-footed = xx

hp = 16
HD = 2
Fortitude Save = +1
Reflex Save = +8
Will Save = +0

--> Armor Class Calculation = 10 + 3 (studded leather) +4 (DEX) = 17
--> hp calculation = 8 (1st-level) +1 (CON) + 6 (2nd-level) +1 (CON) = 16
--> Fort calculation +0 +1 (CON) = +1
--> Reflext calculation = +3 +4 (DEX) +1 (2nd-level) = +8
--> Will calculation +0 +0 (WIS) = +0

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Offense
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Speed = 20 feet
Weapon S M Crit
Short Bow 1d4 1d6 x3
Warhammer 1d6 1d8 x3
BAB = 0
CMB = +2
CMD = 15
Initiative = +4 (+0 +4)
Melee Attack = +1 (+0 +1)
Ranged Attack = +4 (+0 +4)
Darkvision = 60 feet
Hatred + 1 vs. Goblins and Orcs
Hardy + 2 vs. Poison and Spells
Weapon Familiarity = Battleaxe and war hammer

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Statistics
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Str 12
Dex 18
Con 13 (includes +2 Dwarf trait)
Int 12
Wis 10 (includes +2 Dwarf trait)
Cha 9 (includes -1 Dwarf trait)

ABILITY MODS
STR = +1
DEX = +4
CON = +1
INT = +1
WIS = 0
CHA = -1

BAB = +0
CMB = +1 (base attack) +1 (STR) = +2
CMD = 10 +1 (STR) +4 (DEX) = 15

CLASS FEATURES
Sneak Attack = +1d6
--> If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
Trap Finding = +2
--> A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion
--> At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. .
Rogue Talent:
--> Minor Magic (Sp): A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 10 + the rogue's Intelligence modifier.

FEATS
Point Blank Shot

SKILLS
Skill ranks = 8 + INT per level = 9 x 2 = 18

Acrobatics = +1 (assigned) +3 (class)
Appraise = +2 (gold or gems)
Bluff =
Climb = +1 (assigned) +3 (class) +1 (assigned)
Craft = +1 (assigned)
Diplomacy =
Disable Device = +1 (assigned) +3 (class) +1 (assigned)
Disguise = +1 (assigned) +3 (class)
Escape Artist = +2 (assigned)
Intimidate =
Knowledge
--> Dungeoneering = +1 (assigned) +3 (class)
--> Local = +1 (assigned) +3 (class)
Linguistics =
Perception = +1 (assigned) +3 (class) +1(assigned) [+2(stonework)]
Profession =
Sense Motive =
Sleight of Hand = +1 (assigned) +3 (class)
Stealth = +1 (assigned) +3 (class)
Swim = +1 (assigned)
Use Magic Device = +2 (assigned)

RACIAL TRAITS
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Speed = 20 feet
Darkvision = 60 feet.
+4 dodge bonus to AC against monsters of the giant subtype. AC vs. Giants = 21
+2 racial bonus on Appraise skill checks precious metals or gemstones.
+1 bonus on attack rolls vs. orc and goblinoid .
+2 racial bonus on saving throws against poison, spells, and spell-like abilities.
+4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Common, Dwarven, Goblin.

EQUIPMENT
Light Armor
Shortbow
Arrows (18 remaining)
Short sword
Studded Leather Armor
Dagger
War Hammer
Chalk
Rope
Thieves' Tools
Crowbar
Adventurer's Kit

Money = 19 gp

In their modest home in the side of a hill near the Highhelm Sky Fortress, Trapper, his brothers and elderly parents discovered a bizarre, crumbling Pathfinder Chronicle during an excavation of their cottage's ancient basement. The Chronicle contained a legal document showing that his family, the Beer-Bashers, were heirs to a small fort on the Isle of Kortos.

Baffled by the discovery, and believing the work to be of singular importance, Trapper and his brothers -- along with an adopted human brother (a Ranger-Investigator from Galt) -- travelled downriver to the Isle of Kortos.

While the Beer-Bashers had always remained faithful to their Dwarven alignment and god, experiences with evil cutthroats, dire wolves and smelly, flotsam-raiser goblins caused a profound morality shift, nudging the Beer-Bashers into Neutral Good territory.

Unable to find employment or affordable housing in Absolom, the Beer-Bashers brothers moved to Diobel, where Trapper sought answers to two seemingly unrelated questions:

1) Why was Trapper’s family heir to a worthless heap of stone (their dreams shattered of finding they owned a grand castle) on the Isle of Kortos?

2) Why had a branch of the Beer-Bashers gone off to fight "an unspeakable evil" in remote Varisia?

To fund his research Trapper took odd jobs under false names along the waterfront. Skilled with his hands Trapper found woodworking jobs on the crime-infested docks, installing secret floors, traps and false floors on merchant ships. While there, he learned a lot of roguish skills.

After several years the Beer-Basher clan split their research efforts: The older Dwarfs remained in Diobel while Trapper and their adopted human brother sailed northwest to the Varisian Gulf.

Trapper's arrival in (what-should-have-been) the sleepy town of Sandpoint was fraught with terror. He found himself face-to-face with the mass murderer Chopper. Through quick wit and rogue skills, though, Trapper was able to ingratiate himself to the townsfolk of Sandpoint as he helped with the murderer’s capture.

Now, at the age of 100, Trapper has returned to the foothills east of the Five Kings Mountains, searching for "The Great Tomes", legendary journals kept by his forefathers.

Trapper's quizzical expression is due to the extensive number of paper cuts he gets on his fingers trying to chronicle his family tree.

Not always the sharpest ax in the armory, Trapper does have a secondary goal of increasing his Wisdom. His brothers often say, "Trapper cannot see the cave for the rocks."