Warden Rogard Hammerfell

Arodwumm the Outcast's page

91 posts. Alias of French Wolf.


Race

Dwarf

Classes/Levels

Rogue 1

About Arodwumm the Outcast

Background

Stats
Male dwarven rogue 1
LE Medium Humanoid
Init +4; Senses Darkvision 60ft., Perception

AC 14, touch 14, flat-footed 10
HP: 12 (1d8+3(Con)+1(Fav)
Current hp: 12,

Fort +3, Ref +6, Will +1;

Spd 20ft.
Melee
Ranged

Base Atk +0; CMB +1, CMD 15

Abilities
Str 12, Dex 18, Con 14, Int 8, Wis 8, Cha 14
SQ gnome racial abilities,
Favoured class (rogue)
Feats Iron Will
Languages Common, gnome

Skills [ACP=?, 7pts at 1st level]
Appraise +4 (1r)
Bluff +4 (1r)
Diplomacy +0
Disable Device +8 (1r)
Escape Artist +8 (1r)
Perception +4 (1r)
Intimidate +1,
Stealth +8 (1r)

Equipment
Masterwork quarterstaff 300gp
holy symbol of Magic
grey robes
dagger 2gp
wand of cure light wounds (7 charges) 150gp
wand of mage armour (10 charges) 150gp
wand of enlarge person (9 charges) 150gp
scroll of magic weapon 25gp
scroll of comprehend langauges 25gp
scroll of shield 25gp
scroll of sleep 25gp
light crossbow 35gp
10 bolts 1gp
bag of dried bread and cheese 1sp
11gp 9sp[/spoiler]

Racial Information, Languages, Experience

Spoiler:

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: 60 feet vision in the dark.
Stonecunning: Dwarves treat any Profession skill related to stone as a class skill. In addition, they receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive the check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.
Keen Senses: Dwarves receive a +2 bonus on taste- and touch-based Perception skill checks.
Greed:Dwarves can make Appraise skill checks as if trained when attempting to determine the price of nonmagical goods that contain precious metals or gemstones.
Hearty: Dwarves receive a +2 racial bonus on saving throws against poison, spells and spell=like abilities.
Weapon Familiarity: Dwarves are proficient with battleaxes, handaxes, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblin subtype die to special training against these hated foes.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant type.
Stability: Dwarves receive a +4 bonus to their combat maneuver bonus when resisting a bull rush or trip attempt while standing on the ground.
Languages:Dwarves begin play speaking Common and Dwarven. Dwarves with high intelligence scores can choose any of the following: Elemental, Giant, Gnome, Goblin, Orc, and Undercommon
Favoured Class: The favored class of dwarves is fighter or cleric and the choice must be made at first level.

Languages: Iskandria, Dwarven, Goblin, Elemental, Ancient Iskandrian

Experience Pts: 400

Arodwumm's Background
[spoiler]Arodwumm regards himself as a prophet. Someone who knows that the Black Night is coming. A time when the demons will fill the skies and rain down death and destruction on everyone.

Originally a lowly priest of the Temple of the Archmagi, he began having visions and dreams of strange portents. At first Arodwumm shrugged them off as a sign of too much "holy water" in the local inn. Then they became stronger and more potent.
He was being visited by a demon spirit that gripped his mind and started to shred it piece by piece. Above all it warned of the Black Night when the Abyss would open. As a gift, Arodwumm received the power of demon speech or Abyssal.
Other dwarves took to avoiding the strange mumbling priest always found poring over texts and old maps in the library.

The magi knew they had to act when the mad dwarf began giving speeches on the Temple steps warning everyone of the coming doom. They tried to help him but he was as stubborn as the next dwarf. All that the clan could do was heal the madness. For a time it left him.

Arodwumm festered, beginning to hate the other dwarves for their stupidity and dislike the way he had been treated by his patronising clan.

One night he put his plans for revenge into action. The prophet entered the Temple and stole as much of the magic as he could. Then he fled into the wilderness. He needed wealth to make himself safe from harm when the Black Night came, so his travels took him to Grimmbold Manor. Outcast and contemptuous of most people, the dirty figure was ridiculed and mistreated as he preached.

Now he nears the Manor...