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Billi Hardstone's page

268 posts. Alias of Chainmail.


Full Name

Billi Hardstone

Race

Dwarf Fighter 3 HP 49/49 | Harrow 0/1 | AC 21 (23 with shield raised) | F +10 R +7 W +9 | +2 Init/Perc +9 | Axe +11 1d8 +4 S | Spd 20 | Active Conditions: None

Classes/Levels

Exploration: Search 7gp owed Sable

About Billi Hardstone

Ancestry: Dwarf (Darkvision) Owe Sable 7gp
Background: Drug Addict
Harrow Cards: Juggler, paladin

Drug Addict:
You became addicted to shiver, a drug distilled from the venom of tropical arachnids known as dream spiders. The drug induces sleep filled with vivid dreams, during which the user's body shakes and shivers, giving the substance its street name. You've always thought of shiver as a problem of the lower class, but then you overdosed on the stuff. You've done a bit of investigating and have learned that the villain who you addicted in the first place was a crime lord named Gaedren Lamm. Unfortunately, the guards seem to be focused on the bigger dealers. They don't have time to devote many resources to what they've called "a bit player in a beggar's problem." It would seem that if Gaedren's operation is to be stopped, it falls to you.
Had a Personal Addiction: You were the addict. You blame Gaedren for your brush with death and hate how his drugs are causing similar problems among other youths. Fortunately, your body recovers quickly from toxins.
Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost.
You are trained in the Medicine skill and a Lore skill related to the settlement you are in. You gain the Inoculation skill feat.

Alignment Lawful Good [Diety = Torag]
Languages Common, Dwarvish, Undercommon
Perception +9 (Expert)

appearance:
Billi is a fastidious dwarf with an amazing sense of fashion and hygiene for a dwarf. He scrupulously keeps all facial hair meticulously groomed and his martial equipment spotlessly maintained. He has taken to using two Shoanti bolas to keep two ponytails in place.
One look and it appears the weight of the world is weighing on this short humanoid. He seems to carry a mug and indulge in frequent draughts of ale from a small barrel he carries in his backpack.

character background:
Billi son of Arnag, son of Dwain.. was born the second son of very conservative parents. He was a precocious child-- he learned to walk before his older brother, he learned to talk before his older brother, and he could outwrestle his older brother in just a few years. This did not make his brother or his father happy, and caused some strain in the family. Clan, hearth, home, were everything, but he was tearing his family apart.

Billi left at an early age and joined a mining expedition where he could labor in the deepest parts of the mountains for days at a time.
As a miner, he learned to love the stone and what he could get out of the stone. He took up crafting things while in the mines and made stone statues of the finest quality.

Billi decided to go the deepest parts of the mountain to leave his family crest and other dwarves would visit remote areas to find out Billi was there. His older brother followed suit and died in a cave in trying to best some of Billi's best digs.

Billi left before he could see the reaction to the death of his brother.
He is out in the wide world finding a cause to remove the guilt and shame of being much better than an older brother. Then he found out his parents were killed in a senseless killing in an alley in Korvosa.
Investigating their death only had Billi jump at the opportunity to put his troubles behind with a drug called shiver. This addiction is a personal and deep shame that Billi must turn around.

crunch:

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Statistics
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Str 18, Dex 10, Con 16, Int 12, Wis 14, Cha 8

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Actions
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Speed 15 feet
Melee Waraxe +11 (1d8 S/1d12 2H) (3gp) B2
Thrown
4 javelins +7 (1d6 P 30')
light hammer +7 (1d6B 10')

defenses:

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Hit Points 49
AC 20 (22 with shield)
Fort +10, Ref +7*, Will +9
*=+3 vs damaging effects

Skills:

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Acrobatics +0
Arcana +1
**Athletics +11
*Crafting +6
Deception -1
Diplomacy -1
Intimidation -1
*Lore (Korvosa) +6
*Medicine +7
*Nature +7
Occultism +1
Performance -1
*Religion +7
Society +1
Stealth +0
*Survival +7
Thievery +0

Feats and Abilities:

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Strong-blooded Dwarf
Your blood runs hearty and strong, and you can shake off toxins. You gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison.
ANCESTRY FEATS:
Dwarven Weapon Familiarity

CLASS CHOICES:
1: Sudden Charge
2: Archetype=Beastmaster (Beastmaster Dedication)
You gain access to an animal companion
3: Bravery (Having faced countless foes and the chaos of battle, you have learned how to stand strong in the face of fear and keep on fighting. Your proficiency rank for Will saves increases to expert. When you roll a success at a Will save against a fear effect, you get a critical success instead. In addition, anytime you gain the frightened condition, reduce its value by 1)
3: General Feat: Incredible Initiative

SKILL FEATS:
B: Innoculation: You have practice combating plague, and your patients are less likely to succumb to the same disease again for a time. When you successfully Treat a Disease on someone and they fully recover from the disease, they gain a +2 circumstance bonus to saving throws against that same disease for 1 week.
2: Battlefield Medic (Treat wounds in encounter mode)

stuff:

Encumbered at 10 bulk, overloaded at 15 bulk
WORN: Backpack B1, Signal Whistle, clan dagger L

WEAPONS: Waraxe (1d8S) (in hands/primary) [sweep +1 attack different target, 2H 1d12S] B2
2 shoanti bolas (currently in hair) 1gp (uncommon, trip 1d6 20ft))
javelins(2/4) .2gp 30 ft
light hammer (.3gp) 1d6B
Armor: Full Plate (30gp) B4
Bulwark: The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a fireball, you add a +3 modifier instead of your Dexterity modifier.
Steel Shield (2gp) (in hands)
Bulk 1; Hardness 5; HP (BT) 20 (10)
Adventurer’s pack (1.5gp) B1
backpack (containing the other goods), bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks - 2 days rations, soap, 5 torches, and a waterskin.
10 Candles (.1gp), mug (.01gp), signal whistle (.08gp), caltrops (.6gp), 4/10 pitons (.1gp)

WEALTH: 0

Perception – Expert
Simple Weapons – Expert
Unarmed – Expert
Martial/Dwarvern - Expert
Advanced - Trained

Unarmored - Trained
All armor - Trained
Fighter DC - Trained

Fortitude – Expert
Reflex – Expert
Will – Trained