Dwarf

Angmar Firefox's page

343 posts. Alias of Alex Mack.


Full Name

Angmar Firefox

Race

Dwarf

Classes/Levels

Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

Gender

male

Size

4' 10''

Age

43

Alignment

LN

Deity

Angradd

Location

Kelmarane

Languages

Dwarven, Common

Occupation

Caravan Guard and Problem Solver

Strength 17
Dexterity 14
Constitution 16
Intelligence 11
Wisdom 17
Charisma 9

About Angmar Firefox

Background:

Some said there was no place for Dwarves in the dessert. That Dwarves belonged underground, protected from the sun. Angmar didn’t understand them, he’d been born here in Katapesh, he prowled the desert for weeks on end and relished the fire on his back as a smith relished the heat of the forge fire. The Desert to him was a natural habitat, one where only those sturdy and perceptive could seek to persist. Well that was him.
When only a little Dwarfling not even ten years of age his parents caravan had been attacked by Gnolls. They took the streaks of red in his hair for blood and let him lie there among chaos, death and destruction. All alone in the desert, days from the next settlement, it was a death sentence. Not so for a stout little Dwarfling. He heeded his parents’ words, take one step after the next, always look forward and beg your ancestors for guidance. With the iron determination inborn in him and listening to his inner voice young Angmar made his way through the desert.
Weeks later the news of the tragic attack had already spread within Katapesh’s small Dwarven community. A merchant came to the temple of Torag, in his arm he carried a sun scorched young Dwarf with fiery red hair whom he’d found crawling up a sand dune on his way to Katapesh. As is custom within Dwarven communities, the young orphan was raised by the priests of the temple. As he grew to be a young man he would spend more and more time away from the temple, either out on the streets of Katapesh or in Dwarven Craftmen’s shops, or out in the desert where he accompanied traveling merchants, for the young one needed to learn a craft. But Angmar showed little interest for Craftsmanship, but he had developed a strong sense for spirituality, especially for Angradd at whose shrine he would pray every day. Angmar grew and learned and aided his community where he could. And as Angmar was a resourceful young man he quickly became a valuable commodity for his ability to solve problems without kicking up any dirt.
One day however Angmar had gotten in over his head on a mission. He had made his way into the slums of Katapesh to root out a man who had stolen valuable stones from a craftsman and found himself faced with 5 sharp knives. He managed to deal with two and somehow get away and badly injured crawled into a dirty hut in the hopes of evading his pursuers. He had evaded the habitat of a young human girl Haleen, who reflexively stowed the young Dwarf away and when his pursuers came looking managed to turn them away. Angmar was eternally thankful and as a Dwarf never forgets took it on himself to aid the young girl and her siblings in their struggle to survive in the streets of Katapesh. Over the years they developed a close friendship. One that meant much to Angmar; as Haleen was the only non-Dwarf he could call a true friend. But one day when Angmar came to visit Haleen she was gone without a trace. For several years now he has been looking for her, and never heard a word, he had already given up hope but now there were reports that Haleen had been seen in Kelmarane and so that was where Angmar was off to.

Appearance:

Angmar’s most prominent feature is his namesake fiery red hair, while his beard is a swirl of of blonde and orange, a few of the curly locks on his pate actually take on a bright red giving him the appearance that his head is on fire. It’s what distinguishes his line and he is very proud of it. Angmar is fairly tall for a Dwarf and dresses as would most natives of Katapesh in wide white linens. Underneath he wears a shining Breatplate of Dwarven make inlaid with an intricately designed flaming greataxe, the symbol of his god Angradd.

Personality:

As most Dwarves in Katapesh Angmar is all business. He values a deal be it good or bad as his word is good as gold. His business often enough is doing the dirty work for other Dwarves in Katapesh. But he has principals, and everyone knows that. Others might consider him a mercenary; Dwarves are more pragmatic in that respect. When you needed to get something done the faithful of Angradd where there for you to devise a plan and set into motion. Be it rooting out a Goblin warren or getting back your stolen goods from a tricky little Halfling. It had worked that way for centuries back in the homeland and worked that way in Katapesh. Angmar is somewhat conservative in that respect and feels respecting the old ways and your ancestors is all that Dwarves have to stay Dwarves.
On an interpersonal level Angmar is easy to deal with, depending on how you can take the truth. He has little sense for Etiquette or flowery speech he’ll usually just tell you what’s on his mind, some call that honest others might call it socially inept. Angmar doesn’t care. What he does care about is his kin, his friends and money. Roughly in that order but earning Angmar’s friendship can be daunting task for those unfamiliar with Dwarven culture and behavior.

Crunch:

Angmar Firefox
LN Dwarven Inquisitor of Angradd 6
Statblock:
Initiative: +5 (Seize the initiative Power); Perception +12, Darkvision
AC: 20 (Flat Footed 18, Touch 14); HPs: 54; CMD: 19; CMB: 7
Wil: +8 Ref: +4 Fort: +8 All saves at +5 vs. Magic and poison (+1 to all saves for each adjacent Ally)
+1 Evil Outsider Bane Greataxe +8 (1d12+5/20/x3)
+1 Mace +8 (1d8+4/20/x2)

Stats:
Str: 17
Dex 14
Con 16
Int 11
Wis 17
Cha 9

Weapon and Armor Proficiencies:
Light and Medium Armor, Simple Weapons, Bows and Crossbows, Battleaxe, Greataxe.

Feats:
1 Steel Soul
3 Power Attack
5 Additional Traits
7 (Cornugon Smash)

Traits:
Glory of Old (Regional):+1 to saves vs. magic and poison.
Finding Haleen (Campaign): +1 SP and +1HP per level
Fate's Favored (Faith): Luck Bonuses are increased by 1
Second Chance (Religion): Reroll a failed saving throw once per day
Racial Abilities:
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Alt Racial Trait Rock Stepper: Many dwarves can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step.
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.
Alt Racial Trait Sky Sentinel: As creatures with a deep affinity for the ground, dwarves are wary of attacks from above. Enemies on higher ground gain no attack roll bonus against dwarves with this racial trait, and they gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against f lying creatures.
Favored Class Bonus: +1 HP

Class Abilities:
Favored Target +2: A slayer can study an opponent he can see as a move action. The slayer then gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +2 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 2. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
Domain: War (Tactics)
Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Monster Lore:
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.
Detect Alignement: 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.
Stern Gaze (Add half Class level to Intimidate and Sense Motive)
Cunning Initiative (Add Wis to Init)
At 2nd level, a witch hunter who identifies a spell with Spellcraft gains a bonus against its effects, either a +1 bonus on saving throws or a +1 dodge bonus to AC against this spell. This bonus increases every four levels (to a maximum of +5 at 18th level).
Solo Tactics: Allies are considered to posses teamwork feats for the inquisitors benefit.
Sneak Attack: 1d6
Teamwork Feat: Outflank; Precise Strike (Changeable alternatives: Stealth Synergy, Wild Flanking, Shake it Off)
Bane (6 rounds a day): as Swift action give your weapon the Bane Property
Favored Class Bonus (Judgment: Destruction) treated as 3 levels higher
Discern Lies: Discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. Activating this ability is an immediate action.

Skills (7 Ranks per level):
Climb (1 rank) +7
Survival (5 rank) +11
Perception (6 ranks) +12 (+14 vs. flying creatures)
Knowledge (Planes) (1 rank) +4
Knowledge (Arcana) (1 rank) +4
Intimidate (6 ranks) +11
Knowledge (Nature) (1 ranks) +4
Knowledge (Religion) (4 rank) +7
Knowledge (Dungeoneering) (1 rank) +4
Knowledge (Planes)(1 rank) +4
Heal (3 rank) +9
Sense Motive (6 ranks) +15
Stealth (6 ranks) +11

Spells Known:

0 Level
Detect Magic
Detect Poison
Create Water
Read Magic
Light
Guidance

1st Level - 5 per day
Cure Light Wounds
Divine Favor
Protection from Evil
Shield of Faith

2nd Level - 4 per day
Align Weapon
Invisibility
Blistering Invective
Instrument of Agony

Equipment:
Breastplate
Ring of Protection +2
+1 Evil Outsider Bane Greataxe
Traveling Clothes
Backpack
Sleeping Bag
4x Trail Rations
Heavy Shield
+1 Mace