Shieldbreaker

Arkady Bollerend's page

100 posts. Alias of Mawgrim.


Full Name

Arkady Bollerend

Race

Dwarf

Classes/Levels

Bloodrager (aberrant) 1 :: HP 13/13 :: Init +1 :: Fort +4, Ref +1, Will +1 (+2 vs poison, spells, and spell-like abilities) :: Perception +5, darkvision :: AC 16, Tch 11, FF 15 :: CMB +5, CMD 15 :: bloodrage 0/6 rounds used

Gender

Male

Size

Medium

Age

55

Alignment

Neutral

Deity

Gorum, Our Lord in Iron

Strength 16
Dexterity 12
Constitution 15
Intelligence 10
Wisdom 12
Charisma 12

About Arkady Bollerend

Stat Block:
Arkady Bollerend
Dwarf bloodrager 1 (Pathfinder RPG Advanced Class Guide 15)
N Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 17, touch 11, flat-footed 16 (+5 armor, +1 Dex, +1 shield)
hp 13 (1d10+3)
Fort +4, Ref +1, Will +1; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 30 ft.
Melee dagger +4 (1d4+3/19-20) or
. . longsword +4 (1d8+3/19-20)
Ranged javelin +2 (1d6+3)
Special Attacks bloodrage (6 rounds/day), hatred, staggering strike
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Statistics
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Str 16, Dex 12, Con 15, Int 10, Wis 12, Cha 12
Base Atk +1; CMB +4; CMD 15 (19 vs. bull rush, 19 vs. trip)
Feats Power Attack
Traits against the technic league (weapons), ruthless
Skills Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +2, Knowledge (arcana) +4, Perception +5 (+7 to notice unusual stonework), Survival +5; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ fast movement
Other Gear scale mail, buckler, dagger, javelin (4), longsword, backpack, belt pouch, blanket[APG], flint and steel, waterskin, 1 sp
Gear, left at tavern pot, soap, trail rations (5)
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Special Abilities
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Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Staggering Strike (DC 12) (Su) On critical hit when raging, target is staggered 1 rd (Fort neg).
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

Description:
Arkady stands at a little over four feet tall, with a stern gaze peering out from beneath tufty blond eyebrows. He has a completely shaven head, and a handlebar moustache coupled with a short beard that is patchy and thin. He wears a suit of scale mail and carries a dented buckler with a longsword, and he has javelins strapped to his back. A small dagger sits in a sheath fixed on his right boot.

Background:
Arkady has always lived in Numeria, growing up in his clan’s holds in the hills to the south of Battle of Falheart. They kept mostly to themselves, not large enough to be considered a real threat to the Technic League, nor small enough to be left alone by them either. But the clan always remained defiant, chasing away groups of explorers from the League who were looking for more skymetal deposits to exploit and other discoveries hidden in the hills.

He learned the ways of fighting like most of the young dwarves of his generation, and eventually became one of the hunters for his clan. Fiercely loyal, he would charge into battle and channel his ferocity into the defeat of his target. He would protect those who were more accurate with the throwing axe or the javelin, and ensure that the hunting party returned home safely.

It was on one such hunting trip that his clan met its end at the hands of the Technic League. As he and the rest of the hunters were heading home, a great column of scarlet flames rose up from the direction of the clanholds, and a wall of magical force swept over them a minute later, flattening bushes and trees and bowling the group of dwarves over. The oriented themselves and hustled the remaining few miles to find the hills levelled and most of the clanholds buried. They all rushed into the openings they could find that weren’t completely destroyed and started pulling bodies and survivors out, not realizing the dangers they were in from the lingering effects of the explosion.

Soon afterwards, many of the survivors and rescuers became ill, Arkady included. Most of their hair fell out and they became gaunt and weak, many becoming unable to move far if at all. The clan’s lone surviving shaman did his best to help before succumbing to the wasting sickness himself. In Arkady, though, the sickness eventually passed, having somehow awakened a latent power within him, heightening his power within his rages.

After burying their dead, the few dwarves remaining began to roam the wilds of Numeria, and have been doing so ever since.

This was several years ago, and now Arkady and a distant cousin of his have made their way into Torch, a town they are at least passingly familiar with, having visited it on a number of brief occasions before continuing on.