Joran Vhane

Beldain Rockdust's page

42 posts. Alias of TheWanderer123.


Full Name

Beldain Rockdust

Race

| HP: 19/19 | AC: 17 (13 Tch, 14 Fl) | CMB: +4, CMD: 17 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +6, SM: +1

Classes/Levels

| Speed 20ft | 1st Favored Enemy: Undead | Spells: None | Active conditions: Life Pact

Gender

Male CG Dwarf Ranger 2

Strength 14
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 13
Charisma 8

About Beldain Rockdust

Beldain Rockdust, Dwarf Ranger 2
Chaotic Good
Init +3; Senses Darkvision (60 ft.); Perception +6

Defense:

AC 17, touch 13, flat-footed 14 (+3 Dex, +4 armor)
hp 19
Fort +6, Ref +7, Will +2
Defensive Abilities
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
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.

Offense:

Speed 20 ft
Melee Glaive +4 (1d10+3 x3), Warhammer +4 (1d8+3 x3), Long Knife +4 (1d4+2 19-20x2)
Ranged Composite Longbow (14 str) +5 (1d8+2 x3) 110ft.
Rapid Shot Composite Longbow (14 str) +3 (1d8+2 x3) 110ft.
Offensive Abilities
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the goblinoid subtypes due to special training against these hated foes.
Corpse Hunter Trait:You have dedicated yourself to the destruction of undead, and gain a +1 trait bonus on attacks made against undead.

Statistics:

Str 14, Dex 16, Con 14, Int 10, Wis 13, Cha 8
Base Atk +2; CMB +4; CMD 17
Feats Quick draw, Rapid Shot (Ranger Combat Style Feat)
Skills
Climb +4 (1 rank, -1 armor penalty)
Disable Device +7 (1 rank, -1 armor penalty)
Handle Animal +4 (2 ranks)
Heal +5 (1 rank)
Knowledge Dungeoneering +4 (1 rank)
Knowledge Nature +4 (1 rank)
Perception +6 (2 ranks)
Stealth +7 (2 ranks, -1 armor penalty)
Survival +5 (1 rank) (+6 to follow tracks)
Languages Common, Dwarven
Combat Gear MWK Chain Shirt, Composite Longbow (14 str), Quiver w/ 60 Arrows, Glaive, Warhammer, A long knife in a sheath hung from his belt
Other Gear A set of good quality clothes, boots, a black bandana, cloak, belt, and a leather shoulder bag (the shoulder bag will hold one square foot of goods weighing up to twenty pounds), Thieves' Tools, 50’ Hemp Rope, Alchemist’s Fire, Smokestick (x3)
Cash16 cp

Special Abilities:

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially 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.
Criminal Trait:You spent your early life robbing and stealing to get by. You gain a +1 trait bonus on Disable Device, and it is always a class skill for you.
1st Favored Enemy (Ex) - Undead: He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against undead. 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.
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
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.

Background:

Don’t stare. Just don’t. I know it’s hard. It’s not everyday you see an injury like that. The healers did everything they could; managed to preserve his eyesight and kept the damage contained. But his beard...it’s mostly there. They say it was a sorcerer...one of his friends even who didn’t know what he was doing and accidentally...did...that...with acid. He says it doesn’t hurt anymore but you never know how that affects a dwarf on the inside. I don’t recommend you ask either.

That’s probably what ends up driving him away. First from his family and into the arms of the seedy criminal underworld. Then from the underworld and out into nature. He’s a loaner is all. Of course that doesn’t explain why he hates the undead like he does. I mean everybody hates undead but that guy...he REALLY hates them. Don’t ask about that either.

Besides that, he’s not really a bad guy. He looks you in the eye and tells you like it is. I once saw him pull a kid out of the way of an onrushing wagon. He puts the kid down and the kid stares at him then goes crying to his mama. The guy just smiles, chuckles, and goes on his way.


Appearance:

Beldain is generally short and wears his black hair long and unkempt. This includes his beard, except for that spot on the left side of his face. The acid scar starts about a finger’s width below his left eye and extends downward through his beard leaving about three finger’s widths bare of hair but covered in rippling scars. From there, the scars extend down his neck below his clothes.

He has a tattoo on the outside of his left hand of a red flower, the vines of which extend around his wrist and up his arm underneath his clothing. His skin is either naturally olive colored or he is just quite tan from all of his time outdoors.