Dwarf Wizard

Argus Ironeye's page

291 posts. Alias of Movin.


Full Name

Argus Ironeye

Race

Dwarf

Classes/Levels

Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Gender

Male

Size

Medium

Special Abilities

Monkly prowess,

Alignment

Neutral

Deity

Torag?

Location

A palce

Languages

common, dwarf

Occupation

Huntsman

Homepage URL

Picture

Strength 16
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 19
Charisma 6

About Argus Ironeye

Argus Ironeye
Male Dwarf Monk (ZAM/Quigong)
CG Medium humanoid (Dwarf)
Init +2; Senses Perception +8 (10 involving stonework)
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Defense
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AC 16, Touch 16, Flat-footed 10 (+2dex, +4wis)
hp11 (1d8+3)
Fort +4, Ref +5, Will +6
+3vs. spells SLA and Psn
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Offense
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Speed 20 ft.
Melee:
+3 Fist 1d6+3 B x2
+3 Heavy pick 1d6+4 x4
+3 Kama 1d6+3 S x2
+2 Chakramx5 1d8+3 S x2 *
*Chakram are sharpened daily, adds +1 damage to first strike made with each one.
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Statistics
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Str 16, Dex 14, Con 14, Int 8, Wis 19, Cha 6
Base Atk +0; CMB +0; CMD 19
Feats: Precise shot(B) (Big game hunter)
Traits: Grounded (Racial), Glory of the old (Regional), Defensive Strategist (Torag)
Drawback: Paranoid
Skills: Acrobatics +6 Perception+8 Sense motive+8
Situational: +2 in balanced based arcobatics rolls (grounded)
+2 perception on stone stuff. Auto detection roll for traps in stonework at 10ft (Stonecunning)
Languages: Common Dwarf
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Special Abilities
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Hardy(Glory of the old) Get a +2(3) bonus to poison, spells and spell like abilities.
Mine sight: darkvision 90ft, Dazzled(-1) in bright light, -2 on saves agaisnt effects with the light descriptor. Trades normal darkvision
Mountaineer: Don't lose dex when balancing/climbing, immune to altitude sickness. Trades Stability
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.
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.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
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.

Monk
Flurry of Bows. -1/-1
Bonus feat: Precise shot
Perfect strike 1/day Longbow

Languages Common, Dwarf
SQ

Dwarf traits:
Medium: Dwarves are Medium creatures and receive 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.
Minesight: trade normal darm vision. -2 "light" effects. dazzled in bright light
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Craftsman
Source Advanced Race Guide pg. 1 (Amazon), Advanced Player's Guide pg. 1 (Amazon)
Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.

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.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Mountaineer
Source Advanced Race Guide pg. 1 (Amazon)
Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces. This racial trait replaces stability.
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.

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.

Gear list/ prices:

Gear.
8gp heavy pick
5gp 5x chakram
2gp Kama
12gp pathfinders kit
27gp
8 gold remains.
1 sp 10 pieces of chalk
1gp 10x vials of lamp oil
1gp 2x casting plaster
2gp Beartrap
4gp 9sp left.

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Special Abilities
Perfect strike (1/day)
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Fairly pragmatic outlook but disapproves of deception after an agreement has been made.
He is also crass enough to drive away most mules and does not often realize the dangers in just talking. He has an acquired dislike of others, repeat contact will likely give others an acquired dislike of him as well.

Long ago there was a great dwarf hero, one of a clan known for its prideful skill both in forging and combat. One day the god of deception came to the clan home and challenged the leader to a challenge of archery. Much as the proud warrior struggled he was unable to best a deity uninterested in playing fair. Unaware of the deception the Warrior discarded his helm blaming it for his failure and took chase after the departing archer. Leagues later he caught up to him and challenged him again, he lost and discarded another part of his armor blaming it. Many leagues and more failed challenges passed, the Dwarf having discarded every piece of his armor and weapons, his heritage and family long lost to travel. With one more act of desperation he challenged the archer to lose a final time. The last article of home he held, an ancient runestone, was hurled into a nearby lake blamed for the failure. The deity revealed its ruse and laughed at the dwarfs misfortune, informing the man that for the sake of his stubborn pride he had discarded everything of his life. Willfully shunting blame on the work and pride of others for the sake of his own.
Legends say that the Dwarf left the meeting place in shame to seek a new place in the world. Other tellings say that the God stole the dwarf's memories for each act of hubris he made along the path he traveled. Regardless the Hero never returned home and even now tales abound of the unnamed heros weapons and armor serving their bearers proudly only to fail at critical moments cursed as they were for failing their first master.

Argus does not remember his past before this place, he remembers this story though. He traded a telling to the groundskeepers for a loaf of bread once.
He still wonders why the man looked at him so sadly after the story.

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Grey piece
The Stubborn Pebble
Background: The stubborn pebble has as little history to it as Argus does himself. Whatever legends it might have participated in go untold

Description: The pebble is an age worn fragment of granite worn into obscurity. The number of veins and purity of the visible colors in the rock mark it as being quite valuable were it not such a small scrap of stone. Scratches on the largest side reveal that once there was something written there but whatever it was is long faded, the rock has traveled a long way only to stick itself solidly in your boot. Almost a shame to get rid of it.
Examining the rock gives the feeling of shade enveloping the observer. Almost as though one were in a cavern deep underground.

Slotted Item: Boots

Cantrip: Penumbra

Special Quality: Regardless of what efforts are taken to remove it, the Stubborn pebble always returns to its master. Preferably in an uncomfortable spot in their footwear. But it will also settle onto the sole of the owners foot if they lack the common sense to wear shoes.