| Full Name |
Aggghh the Unclean |
| Size |
M |
| Alignment |
CG |
| Deity |
Maradin |
| Languages |
Dwarf,Common |
| Strength |
14 |
| Dexterity |
16 |
| Constitution |
14 |
| Intelligence |
10 |
| Wisdom |
12 |
| Charisma |
8 |
About Aggghhh the Unclean
Full Name : Aughh the Unclean
Race: Dwarf
Classes/Levels : Ranger 1
Gender : M
Size : M
Age
Special Abilities :
Alignment: CG
Deity : Moradin
Location : Diamond Lake
Languages : Dwarven,Common
Occupation : Cook,Grumpy Old Man
Strength 14 (+2)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 10
Wisdom 12 (+1)
Charisma 8 (-1)
Height: 4'8" Weight: Non of yer dern business! Hair: Bald Eyes: Grey
Favored Class: Ranger (Skill)
EXP:
Hit Points: 12
Spd: 20
Init: +7
AC: (+4 armor shield +3 Dex)/Touch 13/FF 14 )
BAB: +1
CMB:
CMD:
Saves: Fort +5 Ref +5 Will +1 +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Weapons:
Heavy Crossbow +4 1d10 19-20/x2 120 feet
Battle Axe +3 1d8+2 x3
Skills: 7/level
Perception (1+1+3) 5
Profession-Cook (1+1+3) 5
Survival (1+1+3) 5
Handle Animal (1-1+3) 3
Climb (1+2+3) 6
Swim (1+2+3) 6
Know-Nature (1+3) 4
Background Skills 2/Level
Appraise (1) 1
Know-Engineering (1) 1
Feats:Improved Initiative (+4)
Traits: Life of Toil (+1 fort saves)
(+2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.)
Special Abilities:
Ability Score Modifiers: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Dwarves are humanoids with the dwarf subtype.
Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Feat and Skill Racial Traits
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception 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, whether or not they are actively looking.
Senses Racial Traits
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Offense Racial Traits
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
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.
Favored Enemy (Ex)
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. Human +2
Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. +1
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.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Equipment
Heavy Crossbow 50 gp
20 Crossbow Bolts 2 gp
Battleaxe 10 gp
Armored Coat 50 gp (+4 armor +3 max dex -2 ACP)
63 GP
Backstory: Agggghh is actually named Augier but due to a persistent hygene problem, is more often than not named Agghh due to people proclaiming "Agghhh! What is that smell!" Thus he spends a fair amount of money on many different soaps and deodorants in a seemingly vain attempt to cure his problems.
Born from a couple In Janderhoff, Agghh came down to Diamond Lake to try his luck in the mines and ruins but adue to the best pickings being long gone and not being very skilled in mining with the exception of some basic engineering skills, Agghh found that he had a budding talent for cooking and sought his fortune at the various taverns and inns.
Unfortunately, due to a rather malodorous aura surrounding him, he discovered that the only place that will let him work in their kitchen is The Hungry Gar, were the diners are not picky about the condition of the food or dining area. Harboring a growing dissatisfaction with his lot, Agghhh is seeking any opportunities to increase his fortunes so he can find a way to cure his malady and at last have a chance to delve into culinary excellance.