Race |
Dwarf |
Classes/Levels |
Rng 2/Rog 1 | A 16 T 13 F 13 | hp 24/27 | F +5 R +8 W +2 | In +5 | Per +8 |
Gender |
Male |
Size |
Medium |
About Bofur II
Bofur
Male dwarf ranger 2/rogue 1
LN Medium humanoid (dwarf)
Init +5; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 27 (3HD, 1d8+2d10+6)
Fort +5, Ref +8, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee battleaxe +4 (1d8+2/×3)
Ranged heavy crossbow +5 (1d10/19-20)
Special Attacks combat style (crossbow), favored enemy (humans +2), hatred, sneak attack +1d6
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 15, Int 10, Wis 14, Cha 8
Base Atk +2; CMB +4; CMD 17 (21 vs. bull rush, 21 vs. trip)
Feats Point-Blank Shot, Precise Shot, Rapid Reload
Point-Blank Shot You get +1 bonus to attack and weapon damage with ranged weapons up to 30 feet.
Precise Shot You can shoot or throw ranged weapons at opponents engaged in melee without the standard -4 penalty.
Rapid Reload (Heavy crossbow) You can reload fast with one type of Crossbow or Firearm.
Traits reactionary, scouting for fiends
Reactionary Gain a +2 bonus on initiative checks.
Scouting for Fiends You gain +1 to attack rolls vs. evil outsiders.
Skills Acrobatics +8 (+4 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +6, Disable Device +7, Escape Artist +3, Handle Animal +4, Heal +7, Knowledge (geography) +5, Knowledge (nature) +5, Perception +8 (+10 to notice unusual stonework), Stealth +9, Survival +7, Swim +6; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ track +1, trapfinding +1, wild empathy +1
Combat Gear acid, alchemist's fire, antitoxin, ghast retch flask, tanglefoot bag, potion of spider climb; Other Gear studded leather, battleaxe, crossbow bolts (24), heavy crossbow, backpack, manacles, signal whistle, teapot, trail rations (4), whetstone, 735 gp, 16 sp, 7 cp
--------------------
Special Abilities
--------------------
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
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.
Sneak Attack +1d6 Attackds deal extra dam if flank foe or if foe is flat-footed.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Bofur is an uncommon dwarf. He enjoys the wide skies of the open plains more than claustrophobic tunnels, prefers the taste of tea to alcohol, and handles his battles at range rather than in melee. As a young dwarf, he eschewed the company of his fellows, finding that few things made him happier than crouching in a tree stand with his bow, listening to the wind through the forest leaves and waiting for prey to wander by. That all changed twenty years ago when his elder brother, a captain named Sigur, led a dwarven war band from Janderhoff against a small party of raiding humans. Out of affection, Sigur offered his less-experienced sibling the chance to come and prove himself as chief scout and second-in-command. Calm and peaceful by nature, Bofur turned him down, failing to see the honor his brother was doing him until several days after the company had departed. Traveling light and fast, Bofur caught up with his brother quickly—but not quickly enough. Misjudging the size and skill of the raiding party, Sigur had led his band into an ambush, where it was slaughtered to the last dwarf.
With his brother's blood still fresh on his hands, Bofur went mad with rage. That night, he stalked through the raiders' underground camp like a vengeful wraith, slaughtering raider after raider with his crossbow before melting back into the forest, only to reappear elsewhere and take another victim. When the last invader was left gurgling in the dust, Bofur took up his brother's axe and slipped off into the trees, vowing to forever be the voice of justice in the wild places, to keep balance and prevent the sacrifices of noble warriors like his brother.
Bofur, like many of his kind, is gruff and taciturn, but there ends most of his connection to dwarven society. Something of a loner, he prefers to spend his time outdoors, communing with nature, though he occasionally travels alongside others whose goals match his own. Uninterested in the beer and ale so strongly associated with dwarves in the minds of human society, Bofur instead drinks pot after pot of strong tea to keep his senses sharp. While he never lets his brother's axe out of his sight, he wields it only as a last resort, knowing his true skills lie in the hunt and striking from darkness.