Ulfen Guard

Bescha Stonecrusher-Rumbleroar's page

21 posts. Alias of Isthill.


Full Name

Bescha Stonecrusher-Rumbleroar

Race

Dwarf

Classes/Levels

Abjurer 1

Gender

F

Size

M

Age

140

Alignment

LN

Strength 13
Dexterity 13
Constitution 14
Intelligence 18
Wisdom 13
Charisma 8

About Bescha Stonecrusher-Rumbleroar

Crunch:
Bescha Stonecrusher-Rumbleroar
Human Abjurer (Counterspell) 1
LN Medium humanoid (Dwarf)
Init +4; Perception +2, Darkvision 60 ft.
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Defense
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AC 11, touch 11, flat-footed 10 (+0 armor, +1 Dex) (+4 against giants)
hp 12 (1d6+2CON+3TOUGH+1FCB)
Fort +3, Ref +2, Will +4
Resist (Choice) 5
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Offense
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Speed 20 ft. (Never modified by encumbrance)
Melee Mwk. Warhammer + 2 (1d8+1/x3) or Dagger + 1 (1d4+1/19-20)
Ranged Touch Spell (cantrip) +2 (1d3) or
Heavy crossbow +2 (1d10/19-20)
Wizard Spells Prepared (CL 1st)
(3 Cantrips, 3 1st)
0 : Acid Splash, Detect Magic, Prestidigitation
1 : Mage Armor, Magic Missile, Ray of Fatigue, Shield (A)
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Statistics
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Str 13, Dex 13, Con 14, Int 18, Wis 13, Cha 8
Base Atk +0; CMB +1; CMD 12 (+4 against Bull Rush, Trip)
Feats : Scribe Scroll, Toughness, Arcane Strike
Traits : Reactionary, Breadth of Experience, Suspicious
Drawbacks : Scarred
Skills : Appraise +8, Kn. Arcana +10, Kn. Dungeoneering +10, Kn. Local +10, Perception +2, Profession (Woodcutter) +7, Sense Motive +6, Spellcraft +8
Languages Common, Dwarven, Giant, Undercommon, Terran, Goblin
SQ : Greed (+2 Appraise on gems), Stonecunning (+2 Perception on weird rocks), Hatred (+1 ATK against orc and goblinoids), Weapon Familiarity, Unstoppable (Toughness, +1 Fort)
Combat Gear : Mwk. Warhammer, Dagger, Heavy Crossbow, 30 Bolts, 2 Alchemist’s Fire, 4 Acid Flasks, Spellbook (Primary), chalk, backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, spell component pouch, torches (10), trail rations (5 days), waterskin, rope (100 ft) (21 gp + 2gp + 2gp + 50gp + 3gp + 40gp + 40gp) = (158gp Spent)
42 gp in change
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Special Abilities
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Banned Schools: Illusion + Enchantment
Resistance: You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.
Disruption: At 1st level, you gain the ability to disrupt spellcasting with a touch. As a melee touch attack, you can place a disruptive field around the target. While the field is in place, the target must make a concentration check to cast any spell or to use a spell-like ability in addition to any other required concentration checks. The DC of this check is equal to 15 + twice the spell’s level. If the check is failed, the target’s spell is wasted. This field lasts for a number of rounds equal to 1/2 your wizard level (minimum 1). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Arcane Bond: Warhammer
Abjuration Arcane School: 1 Extra Abjuration spell per level prepared per day

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Spells Known
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0th: Resistance, Acid Splash, Drench, Detect Magic, Detect Poison, Read Magic, Daze, Bleed, Disrupt Undead, Touch of Fatigue, Jolt, Mage Hand, Mending, Message, Open/Close, Root, Arcane Mark, Prestidigitation

1st: Endure Elements, Mage Armor, Magic Missile, Protection from Chaos, Ray of Fatigue, Shield, Stunning Barrier

(Spellbook Pages Used: 25)

Ability Score Breakdown:

STR : 14 - 1 AGE = 13
DEX : 14 - 1 AGE = 13
CON : 13 - 1 AGE + 2 DWARF = 14
INT : 17 + 1 AGE = 18
WIS : 10 + 2 DWARF + 1 AGE = 13
CHA : 9 - 2 DWARF + 1 AGE = 8

Backstory:

At 140 years old, Bescha isn’t as spry as she used to be, but the recently widowed dwarf still has an itch for adventure. As a young’n, she had big dreams, of fighting goblins and giants, tales told by her own father, who had his own short-term career as a travelling guard, seeing the world and smashing skulls with his warhammer. He had given that hammer to her, and she spent the day running around, swinging the thing with gusto at the boulders and trees that she scratched faces into.

When she grew up, she almost immediately set off into the world to make her name as an adventurer - father’s warhammer in hand, she made it about two miles out of Daggor before finding the man who would be her future husband bent over and bleeding - a pair of goblins had ambushed the scholarly dwarf and tried to take his shiny things. Bescha was victorious, but not without taking several severe attacks, leaving scars on her face and arms. Bescha sighed, and took the wounded man back to the town to nurse him (and herself) back to health.

After a week, she knew she was in love with Aird Rumbleroar - she spent the next 80 years staying in Daggor as they carved out a small life for themselves. He ran a small library, while she would actually make money with physical labor in the logcutting business. At the end of the day, they’d come home and read together, savoring whatever books they could import into the small town. Her father’s warhammer rested upon the hearth of their home.

Eventually they had a pair of children, themselves - Wen and Bhu, a boy and a girl, who they raised with dwarven discipline but adventuring spirit, and eventually their pair of children grew up, and began to experience the same wanderlust Bescha had felt so long ago - and then they left town to make their name as adventurers.

Years passed, with only occasional correspondence from their children, and Aird began to grow deathly ill. With limited healing resources in Daggor, Bescha began to look through all of the arcane knowledge the pair had collected for the library, learning magic use in some vain attempt to grow powerful enough to save her husband. With her already strong connection to her father’s hammer, she found it to be a capable focus for her magic. However, despite her rapid growth in magic use, she couldn’t possibly have been able to grow strong enough to cure him. He passed in his sleep and was buried in the local cemetery.

Now, she remains quietly friendly, still chopping down trees and being cordial with the town, but keeps the library closed and spends most of her free time within. She’s stayed focused on her wizardly studies, and has been stockpiling gear, finally hoping to follow her hundred-year-old life goal of being an adventurer once again.

Personality:

Bescha is a practical and hearty soul. She is quick to correct others and use her life experience to inform on day to day tasks, but accepts where she may not know as much as someone else. Still, her time as a mother has given her a great deal of both protective and suspicious instincts, and she has some desire to protect the things that she’s grown close to - at this point, however, that is simply her children (who likely can handle themselves).

Appearance:

Bescha is short and stocky, and though it’s clear that age is beginning to take its hold on the dwarf (with a few grey streaks running through her red hair), she still has some level of musculature and spryness left in her. She wears comfortable clothing (all shades of black), stained through some years of sweat and manual labor, and carries her weatherproof spellbook on her right side and her father’s warhammer, inset with jade, on her left. She always wears her iron wedding ring.