Kaigon the Miscreant

Berrolt's page

No posts. Alias of Andostre.


About Berrolt

Shifter
Male dwarf shifter 16 (Ultimate Wilderness 26)
N Medium humanoid (dwarf)
Hero Points 2
Init +6; Senses darkvision 60 ft.; Perception +31 (+33 to notice unusual stonework)
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Defense
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AC 35, touch 32, flat-footed 31 (+11 defensive instinct, +3 deflection, +4 Dex, +4 enhancement, +3 natural)
hp 224 (16d10+64)
Fort +18, Ref +19, Will +17; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive instinct +11/+7, defensive training, freedom of movement (constant)
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Offense
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Speed 30 ft.
Melee adamantine heavy pick +26/+21/+16/+11 (1d6+9/×4) or
. . dagger +25/+20/+15/+10 (1d4+9/19-20) or
. . 2 claws +29 (2d8+13 plus 1d6 acid)
Ranged sling +20 (1d4+9)
Special Attacks aspects (bat[UW], deinonychus[UW], electric eel, tiger[UW]), hatred, shifter claws, shifter's fury, wild shape (23 hours/day)
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Statistics
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Str 28, Dex 18, Con 14, Int 16, Wis 25, Cha 12
Base Atk +16; CMB +25; CMD 53 (57 vs. bull rush, 57 vs. trip)
Feats Chimeric Adept, Combat Expertise, Deadly Aim, Energized Wild Shape[UW], Improved Natural Attack (claw), Power Attack, Powerful Shape[UM], Steel Soul[APG], Step Up, Toughness, Wild Vigor[UW]
Traits life of toil, reactionary
Skills Acrobatics +19, Appraise +3 (+5 to assess nonmagical metals or gemstones), Bluff +3, Climb +15, Diplomacy +3 (+1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Fly +10, Intimidate +13, Knowledge (dungeoneering) +11, Knowledge (geography) +19, Knowledge (local) +9, Knowledge (nature) +22, Knowledge (planes) +11, Perception +31 (+33 to notice unusual stonework), Profession (gardener) +26, Ride +10, Sense Motive +7 (+5 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Stealth +23, Survival +15 (+20 when tracking), Swim +18; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Aklo, Common, Druidic, Dwarven, Sylvan, Terran
SQ finesse weapon attack attribute, greater chimeric aspect, hero points, pride, shifter aspect (minor: 19 min./day, major: 0 sust 23 hours/day), track +8, trackless step, wild empathy +17, woodland stride
Combat Gear grappler's mask[APG], potion of endure elements, antitoxin; Other Gear adamantine heavy pick, dagger, sling, sling bullets (10), boots of striding and springing, lenses of detection, lesser talisman of life's breath[OA] (2), minor cloak of displacement, ring of eloquence[ACG], ring of freedom of movement, bedroll, belt pouch, belt pouch, blanket[APG], chalk (5), deliquescent gloves (worth 8,000 gp), hammer, masterwork backpack[APG], mug/tankard, piton (5), sack, silk rope (50 ft.), trail rations (4), waterskin, 323 gp, 1 sp, 3 cp
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Special Abilities
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Chimeric Adept When wild shaping, simultaneously activate 1 forms minor aspect.
Combat Expertise +/-5 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -5/+10 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Instinct +11/+7 (Ex) +11 AC & CMD unarmored and unshielded or +7 with nonmetal armor or shield
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Energized Wild Shape One natural attack while wild shaped deals +1d6 points of energy damage; gain energy resistance 10 (choose between acid, cold, electricity, or fire)
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Greater Chimeric Aspect (Su) Assume the minor forms of three aspects at a time.
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.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Powerful Shape While in wild shape, you are treated as one size category larger
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Shifter Aspect (19 minutes/day) (Su) Gain abilities of selected animal aspects.
Shifter Aspect (Bat, darkvision and blindsense) (Su) Minor Form: darkvision and blindsense. Major Form: dire bat.
Shifter Aspect (Deinonychus, +6 Init) (Su) Minor Form: +6 bonus to Initiative. Major Form: deinonychus.
Shifter Aspect (Electric Eel, deal extra 1d6 electricity) (Su) Minor Form: deal extra 1d6 electricity. Major Form: electric eel.
Shifter Aspect (Tiger, +6 Dex) (Su) Minor Form: +6 enhancement bonus to Dexterity. Major Form: dire tiger.
Shifter's Fury (Ex) Can choose one natural attack to make iterative attacks with, as though BAB = Shifter level.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +8 Add the listed bonus to Survival checks made to track.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +17 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (23 hours/day) (Su) Shapeshift into a major form of your aspects.
Wild Vigor (7/day) Gain temporary hits points equal to your base attack bonus when you use wild shape.
Woodland Stride (Ex) Move through undergrowth at normal speed.

10 Minute Background:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

1) Berrolt comes from a sweltering jungle world where dwarves live in mountain ranges that reach high above the rainforest canopy, separated from nearly every other race who reside in the jungles below.
2) Parties of the isolated dwarves would raid the jungles for resources that were scarce in the mountains and below ground: mainly food, herbs, and lumber. Berrolt, however, became captivated by flora and fauna and life of the jungle, and started to spend more and more time there.
3) His allegiance in question, the dwarves of his homeland exiled him to the jungles he seemeed to prefer. The denizens of the jungle, however, never fully embraced him because of his ancestry. Berrolt lived a solitary life, his dwarven taciturn demeanor preventing him from reaching out to others.
4) A circle of druids, who took a more balanced approach to things, did provide Berrolt with the skills he needed to survive. It was through this contact that Berrolt was introduced to the Green Faith, which lead to his path as a Shifter, taking forms of various jungle denizens of his homeworld.
5) When a planar rift to the elemental plane of fire, caused by the sudden reactivation of a volcano, threatened to extend that volcano's eruption, Berrolt was approached by a band of his jungle's heroes. They asked him to act as a guide into the mountains he hailed from so that they could find and close the rift. Berrolt agreed. As they travelled and battled their way closer to the rift, Berrolt found the heroes' actions and comraderie inspiring. The heroes managed to close the rift, but the action caused an explosion that sucked Berrolt out of his world. He eventually arrived on the Lady's demi-plane.
6) Since becoming a Collector, Berrolt has come to appreciate having a group of comrades that he can get to know and that can come to know him. He is more civilized now that he actually lives in a civilization.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1) Berrolt would love to be accepted into a community of dwarves. He does not consider the clans of dwarves from his homeworld honorable due to their society based on raiding from others, so this new community that accepts him would have to be seen as honorable for him to accept them in return.
2) Berrolt sees the demi-plane of the Lady as a prime place to spread the philosophy of the Green Faith. He would like to see it take foothold here.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

1) Berrolt has killed another Field Collector (named Talbot d'Amore) back when he was a Gamma. The man was arrogant and boorish, and he was mocking Berrolt and another member of Berrolt's team about their primitive origins. Berrolt, still being socially awkward and unused to being in a society, responded to such threatening behavior the same way he had in the jungle: he ambushed the threat from a position of tactical advantage, and then he left no evidence of his work. Berrolt regrets the murder now that he is more used to civilization, but he is hoping that it will all blow over. So far, it seems to have.
2) Engram Gildermont, a captain of sorts among Field Collectors who helps assign and organize missions, knows of Berrolt's heinous action. He has not confronted Berrolt or reported the murder for reasons yet to be revealed. (Perhaps he's saving it as leverage for blackmail; perhaps he wanted d'Amore dead for his own reasons; perhaps he did report it, but was told to let it go.)
3) ???

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1) Avelina Knoll is a young human woman whom Berrolt saved from a crisis during one of his Collection missions early in his career. Not knowing what to do with her, he brought her back to the Lady's demi-plane, and he has a father-figure type of relationship with her. Avelina has grown up and entered the ranks of Collector herself, and is part of a successful Gamma team.
2) Seyua Stoneheart is a female dwarf Collector, who used to be friends with Talbot d'Amore, although she does not suspect Berrolt for Talbot's disappearance. She did appreciate Talbot's mocking, however, as once she learned that Berrolt was exiled from his clan on his homeworld, she deduced that he was not a dwarf with honor.
3) Duncan "Nanners" Aldo is an awakened monkey that serves as a Keeper in the Archive of things. Duncan and Berrolt became friends when Berrolt recognized Duncan as something similar to a species from his homeworld, but assumed he was a lost companion. Berrolt's genuine surprise when Duncan calmly spoke to him explaining his mistake makes both of them chuckle to this day. Duncan misses the native plants and fruits from his homeworld, so Berrolt will often bring back edibles that he thinks the monky might like.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1) Berrolt grew up in a warrior culture, but that is heavily modified by his years living (mostly) alone in the jungle, with only wild beasts for as examples of how to survive. He can be cunning and savage, and this worked well for him for many years.
2) Berrolt realizes the benefits of having social interactions and even friends. He values his Collection team and his friends highly, and he believes it is important to support them, even when he doesn't agree with them.
3) Berrolt enjoys the sturdy clothes preferred by dwarves, but he also lived many years in the jungle where clothes weren't a priority. Nowadays, he wears an amalgamation of those two aesthetics: heavy boots and leather pants, but bare-chested.
4) Berrolt and others of a similar mind maintain a garden on the Lady's demi-plane, where they tend plants and other flora from across the dimensions. All of the gardeners have an unspoken agreement that this garden is a place of solitude, and there is little socializing that goes on.

Image, although replace the axes with claws