As with any young dwarf, Ovirid was trained as a warrior, but it became obvious to his superiors that his constant tinkering was something their community could benefit from. He was excused from military service and apprenticed to a pair of traveling tinker gnomes who taught him a great deal about traps, locks, and other mechanisms.
His lessons lasted several years and he enjoyed them greatly, but when he returned home, it was to a community decimated by invasion and disease. When he reached the gate, he found his old sergeant, who refused him entrance. "Lad, ye're family's all gone. Yer ma was one of the first to go to Torag's forges after the disease hit. Yer da and brother fought to heal the stricken until they were overcome, too. They're heroes, boy. But the disease is still within our 'alls -- I cannae let you in after all your family's been through. Go, find another dwarven hall to have you, and do your family proud."
The grief-stricken dwarf didn't even know where to find another dwarven hall that wasn't connected to his former home. He turned from the gate and wandered blindly for a time, coming across a camp circled by colorful wagons. The halflings were only too happy to have him, and Ovirid found himself, quite by accident, with a foster family. He decided he would thereafter be Ovirid Thorvirson, to honor his father, Thorvir Stoneson.
He has traveled with them for a time and learned even more from them, but is starting to yearn for dwarven company. So when he heard a rumor of a dwarven community near "that Keep o' Kerrigan's," he wished his halfling "brethren" well and set out on his own to find the Keep or a caravan headed that direction.
After spending some time in the Cinderlands aiding some dwarven brethren regain possession of an ancient dwarven citadel, he tried to settle down, but found himself wanting to see more of the world. Wishing his new friends well, he traveled from the Cinderlands to the coast where he encountered an old friend from his days with the halfling caravan.
The human, a Pathfinder, was on his way back to Sothis. Ovirid went along and found himself on a expedition into the desert to find legendary pyramids of ancient pharoahs. He left the pyramid with a blindfold and a 5000-year-old curse, but he's confident of his new friends - the curse will be lifted.
Fighter (Shield) 3 / Rogue (favored) 4
Perception +14 vs traps
Trap Sense +1
Speed 20 ft
AC 20, touch 13, flat-footed 20 [17 without Uncanny Dodge] (+4 [armor - masterwork chain shirt], +3 [shield - light shield of arrow catching +2], +3 [Dex])
AC 21, touch 14 vs traps [Trap sense +1]
AC 23, touch 16 [Combat Expertise + Active Defense]
hp 63 (3d10 [fighter]+4d8 [rogue]+14[Con]) wounds 0, nonlethal 0
Combat Expertise (trade -2 to melee attacks and combat maneuver checks to gain +2 dodge bonus to armor class)
Active Defense (+1 dodge bonus to AC when using Combat Expertise, fighting defensively, or using total defense)
+4 dodge bonus to AC vs Giantkin
Arrow Catching: Additional +1 deflection bonus vs projectiles and thrown weapons as they are attracted to the shield. Such weapons targetting another within 5' target the shield's user instead as they veer toward the shield unless the weapon has a higher enhancement bonus than the base AC bonus of the shield.
Tomb Guard: Bonds to any magic weapon and looks like an ankh. Once per day, if the wielder falls below 1 hp, the ankh animates the weapon and fights for you as a dancing weapon but with up to 3 AoO per round. The ankh is affixed to Ovirid's shield.
Fort +6: [+3 fighter base, +1 rogue base, +2 ability]
Ref +8: [+1 fighter base, +4 rogue base, +3 ability]
Will +4: [+1 fighter base, +1 rogue base, +2 ability]
Racial bonus: +2 vs Poison, Spells, Spell-like abilities
Magic item bonus: +2 Reflex to avoid Fire damage [lesser cloak of fire resistance]
Class bonus: +1 Reflex vs traps [Trap Sense +1]
CMD 20 (CMD 24 vs Bull Rush or Trip [racial bonus])
Base Atk +6; CMB +7
+1 to attack vs orc, goblinkin
Sneak Attack +2d6
Melee light pick +9/4 (1d4+1, 20/x4)
Melee light shield +9/4 (1d3+1, 20/x2)
Melee throwing axe +9/4 (1d6+1, 20/x2)
Melee throwing axe +7/2 (1d6+5, 20/x2) with Power Attack
Melee throwing axe +5/0 (1d6+5, 20/x2) with Power Attack and Combat Expertise
Melee throwing axe +7/2 (1d6+1, 20/x2) and light shield +7 (1d3 , 20/x2)
Melee throwing axe +5/0 (1d6+5, 20/x2) and light shield +5 (1d3+2, 20/x2) with Power Attack
Melee throwing axe +3/-2 (1d6+5, 20/x2) and light shield +3 (1d3+2, 20/x2) with Power Attack and Combat Expertise
Ranged light crossbow +9 (1d8, 19-20/x2); Range 80'
Ranged throwing axe +9 (1d6+1, 20/x2); Range 10'
STATS, FEATS & SKILLS
Alignment Neutral Good
STR 13, DEX 16, CON 14, INT 16, WIS 14, CHA 6
Slow and Steady: Base speed of 20', never modified by armor or encumbrance
Darkvision: Range 60'
Defensive Training: +4 dodge bonus to AC vs monsters of the giant subtype
Greed: +2 racial bonus on Appraise checks to determine price of nonmagical items containing precious metals or gemstones
Hatred: +1 bonus on attacks vs orc and goblinoid foes
Hardy: +2 racial bonus on saves vs poison, spells, and spell-like abilities
Stability: +4 racial bonus to CMD when resisting bull rush or trip attempts
Stonecunning: +2 to Perception checks to notice unusual stonework. Automatic check when passing within 10' of such.
Weapon Familiarity: Proficient with battleaxe, heavy pick, and warhammer, and treat "dwarven" exotic weapons as martial
Shielded Fighter Class:
Weapon and Armor Proficiency: All simple and martial weapons and all armor and shields (including tower shields)
Bonus Feats: Improved Shield Bash (retain shield bonus to AC when attacking with shield), Two-Weapon Fighting
Bravery: +1 bonus on Will saves against fear
Active Defense: A +1 dodge bonus to AC when wielding a shield and fighting defensively, using Combat Expertise, or using total defense. As a swift action, share this bonus with one adjacent ally, or half of the bonus (minimum +0) with all adjacent allies, until the beginning of the next turn.
Weapon and Armor Proficiency: All simple weapons plus hand crossbow, rapier, sap, shortbow, and short sword and light armor and not shields
Sneak Attack: +2d6 damage when target is denied their Dexterity bonus to AC or the target is flanked
Trapfinding: Adds half his level to Perception checks to locate traps and to Disable Device checks to disarm a trap. He can use the Disable Device skill to disarm magic traps.
Evasion: If he makes a successful Reflex saving throw for half damage, he instead takes no damage.
Rogue Talent: Finesse Rogue (receives Weapon Finesse as a bonus feat); Trap Spotter (receives free Perception check to notice any traps when within 10' of a trap, rolled by GM)
Trap Sense: +1 bonus to Reflex saves to avoid traps and +1 dodge bonus to AC against attacks made by traps
Uncanny Dodge: He cannot be caught flat-footed.
Combat Gear: Potion of Cure Light Wounds (5)
Other Gear (carried): Light Crossbow (35 gp, 4 lb); Case of 10 bolts (1 gp, 1 lb); Light Pick (4 gp, 3 lb); Throwing Axe (8 gp, 2 lb); Throwing Axe (8 gp, 2 lb); Throwing Axe (8 gp, 2 lb); Throwing Axe (8 gp, 2 lb); Masterwork Chain Shirt (250 gp, 25 lb); +2 Light Shield of Arrow Catching (? gp, 6 lb); Tomb Guard (affixed to shield) (? gp, ? lb); Handy Haversack (2000 gp, 5 lb); Belt Pouch (1 gp, 0.5 lb); Belt Pouch (1 gp, 0.5 lb); Explorer's Outfit (free, 8 lb); Ring of Feather Falling (? gp, 0 lb); Cloak of Lesser Fire Resistance (? gp, ? lb); Golembane Scarab (? gp, ? lb); Goggles of Minute Seeing (? gp, ? lb)
Other Gear (in Belt Pouch - total wt. 3.0 lb): Masterwork Thieves' Tools (100 gp, 2 lb); Potions of Cure Light Wounds (2) (100 gp, 0 lb); Small Steel Mirror (10 gp, 0.5 lb);
Other Gear (in Belt Pouch - total wt. 4.5 lb): Sap (1 gp, 2 lb); Signal Whistle (0.8 gp, 0 lb); Caltrops (1 gp, 2 lb); Flint & Steel (1 gp, 0 lb);
Other Gear (in Haversack - total wt. 5 lb, contains 63.5 lb): Flask of Acid (4) (40 gp, 4 lb); Bedroll (0.1 gp, 5 lb); Block & Tackle (5 gp, 5 lb); Caltrops (2) (2 gp, 4 lb); Silk Rope (2) (20 gp, 10 lb); Grappling Hook (1 gp, 4 lb); Crowbar (2 gp, 5 lb); Everburning Torch (110 gp; 1 lb); Trail Rations (10) (5 gp, 10 lb); Sack (0.1 gp, 0.5 lb); Waterskin (2) (2 gp, 8 lb); Potions of Cure Light Wounds (3) (150 gp, 0 lb);
Other Gear (In Bag of Holding - total wt. ? lb, contains ? lb): Case of 10 bolts (2) (2 gp, 2 lb); Masterwork Trapmaking Tools (55 gp, 5 lb);
Extra: Light Steel Shield (150 gp, 6 lb); Ring of Feather Falling (4) (? gp, 0 lb), 2729 gp;
Sneaking into camp: Other Gear (carried): Light Pick; Belt Pouch; Belt Pouch; Bag of Holding
Other Gear (in Belt Pouch - total wt. 3.0 lb): Potion of Cure Light Wounds (50 gp, 0 lb); Small Steel Mirror (10 gp, 0.5 lb)
Other Gear (in Belt Pouch - total wt. 4.5 lb): Sap (1 gp, 2 lb); Signal Whistle (0.8 gp, 0 lb); Flint & Steel (1 gp, 0 lb);
Other Gear (In Bag of Holding - total wt. ? lb, contains ? lb): Masterwork Trapmaking Tools (55 gp, 5 lb); Masterwork Thieves' Tools (100 gp, 2 lb); Flask of Acid (4) (40 gp, 4 lb); Potions of Cure Light Wounds (4) (200 gp, 0 lb); Crowbar (2 gp, 5 lb); +2 Light Shield of Arrow Catching (? gp, 6 lb); Tomb Guard (affixed to shield) (? gp, ? lb);
Light Load 50
Medium Load 51 - 100
Heavy Load 101 - 150