Torag

Bonifacius the Bold's page

113 posts. Alias of Helikon.


Full Name

Bonifacius the Bold

Race

Dwarf

Classes/Levels

Inquisitor 3

Stats:
hp 28/28 AC 15|T 10 |FF 15, F +6|R +1|W +6,(+5 if S,SLA,Po) Init +3, Per +9

Gender

Male

Size

medium

Age

44

Special Abilities

Judgement

Alignment

Lawful Neutral

Deity

Erastil

Languages

Common, Dwarven, orcish

Homepage URL

Bonifacius

Strength 20
Dexterity 26
Constitution 22
Intelligence 12
Wisdom 22
Charisma 8

About Bonifacius the Bold

Combat:

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Defense
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Armor Class: 40 FF 30 T 32 (10 + 8 Dex + 8 Armor+6 shield + 5Defl+1Defl +2 Dodge)
hp 236 (18d8+108)
Fortitude: +22 (9 +6 Con+2 luck+5 Res) +5 if SLA/Poison/Spells
Reflex: +22 (9 +6 Con+2 luck+5 Res) +5 if SLA/Poison/Spells
Will: +22 (9 +6 Con+2 luck+5 Res) +5 if SLA/Poison/Spells
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Offense
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Situational Bonuses:
Judgement (+6 to hit/+6 Damage/+3AC/+3Saves)
Favored Enemy Undead +6, Aberration +2, Humanoid (orc)
RA vs 30feet +7/+7
Bane +2/+2 +4d6

Base Attack Bonus: + 13
Melee Attack Bonus: +18 (13 BAB+ 5 Str)
Range Attack Bonus: +21 (13 BAB+ 8 Dex)
Combat Maneuver Bonus: +18 (13 BAB+ 5Str)
CM DC: 37 (10+12 Base + 5 Str + 8 Dex+2 dodge +5 Deflection)

Melee
• Boar Spear +1 +15 (1d8+16 20/x3/P)
• Dagger: +4/+1 M/R (1d4+3; 19-20/x2; S/P; 10 ft)
Ranged:
• Longbow +27 or +25/+25/+20+15 (1d8+18 19-20/x3/P 70ft)

--------------------
Statistics
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Str 20, Dex 26, Con 22, Int 12, Wis 22, Cha 08
Base Atk +13; CMB +18; CMD 42
Hit Points: 236
Initiative: +16
Armor Check Penalty: 0
Speed: 20 feet (20 in armor)
Saves:
Fort: +15 Ref: +15 Will: +15


Racial Traits:

Ability Score Racial Traits:
Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type:
Dwarves are humanoids with the dwarf subtype.
Base Speed:
(Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages:
Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Defensive Training:
Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy:
Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability:
Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Feat and Skill Racial Traits
Craftsmann
Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to beer, metal or stone.
Darkvision:
Dwarves can see perfectly in the dark up to 60 feet.
Hatred:
Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
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.

Inquisitor:

Favored Class (Inquisitor) +4 to level for Justice
Domain, judgment 1/day, monster lore, orisons, stern gaze

Feather Domain[/b]
Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).

Eyes of the Hawk (Ex): [/b] +9,5
You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.

Animal Companion (Ex):[/b]
At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

Judgment (Su)
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
Destruction: +6
The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing: +5
The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: +6
This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: +5
This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection:+3
The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity:+3
The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: +4 Evil [b]
This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
• [b]Resistance:+10

The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting: Magic
This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Monster Lore (Ex)
The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Meticulous Inspection (Ex): +8,5
A royal accuser gains a morale bonus equal to 1/2 his inquisitor level on all Perception checks (minimum +1)

Cunning Initiative (Ex)
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Monsters and Secrets (Sp):
At 2nd level, a royal accuser can use detect aberration, detect secret doors, and detect undead at will. He can only use one of these at any given time.

Track (Ex)
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

[b]Favored Enemy (Ex): Undead +6, Aberration +2, Humanoid (orc)
At 3rd level, a royal accuser gains favored enemy, as the ranger class feature. He must choose his favored enemy from the following list: aberration, dragon, humanoid (orc), humanoid (shapechanger), and undead. He gains another favored enemy at 9th and 15th levels.

Bane (Su):
At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

Discern Lies (Sp):
At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Informed Hunch (Su):
At 6th level, once per day, a royal accuser can contemplate an ongoing investigation he is involved in and potentially know whether his hunches are on the right track. This functions as augury, except if it succeeds, the royal accuser gets one of the following results in place of weal, woe, or weal and woe. The royal accuser treats his inquisitor level as his caster level.
Correct (if the hunch is the exact truth, such as if a particular individual is responsible for a crime, or if a particular organization is behind a series of events).
Incorrect (if the hunch is entirely off base, such as if a suspected individual had nothing to do with a crime, or a suspected organization had no interest or hand in a series of events).
On the right track (if the hunch is partially correct, such as if a suspected individual participated in a criminal conspiracy or had foreknowledge of the crime in question, or if a suspected organization directly profited from and knew about but did not entirely orchestrate a series of events).

Second Judgment (Ex):
At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.

Stalwart (Ex):
At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.

Greater Bane (Su):
At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.

Greater Detect Magic (Sp):
At 12th level, a royal accuser can use greater detect magic (Ultimate Intrigue 212) at will.

Exploit Weakness (Ex):
At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.

Third Judgment (Ex):
At 16th level, whenever an inquisitor uses her judgment ability, she selects three different judgments, instead of just two. This only consumes one use of her judgment ability. As a swift action, the inquisitor can change one of these judgments to another type.

Slayer (Ex):
At 17th level, an inquisitor learns to focus her judgment. Whenever an inquisitor uses her judgment ability, she must select one type of judgment. She is treated as if she were 5 levels higher for the purposes of determining the bonus granted by the judgment. Unlike other types of judgment, the one enhanced by this ability cannot be changed for the remainder of the judgment

Evangelist
Weapon and Armor Proficiency: An evangelist is proficient with all simple weapons and light armor. An evangelist also gains weapon proficiency with her chosen deity’s favored weapon.

Obedience (Ex):
In order to maintain the abilities granted by this prestige class, including all abilities gained from aligned class (see below), an evangelist must perform a daily obedience to her chosen deity (see page 10).

Skilled:
Evangelists possess a range of skills across multiple disciplines. At 1st level, an evangelist selects two skills to add to her class skill list. Once selected, these class skills can’t be changed.

Aligned Class (Ex):
Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class.

Protective Grace (Su):
The evangelist’s chosen deity rewards her with heightened awareness and reaction skills, making her more difficult to strike in combat. At 2nd level, the evangelist gains a +1 dodge bonus to AC. This bonus increases to +2 at 7th level. The evangelist loses this bonus when she is denied her Dexterity bonus to AC.

Divine Boon:
As the evangelist gains levels, she gains boons from her chosen deity. The nature of these boons varies depending on the evangelist’s chosen deity. Each deity grants three boons, each more powerful than the last. At 3rd level, the evangelist gains the first boon. At 6th level, she gains the second boon, and at 9th level, she gains the third boon. Consult the Deific Obedience feat on page 210 and the core deity descriptions in Chapter 1 for details on these divine boons. When a divine boon grants a spelllike ability, the evangelist’s caster level for the spell-like ability equals her total character level. This ability allows an evangelist to access these boons earlier than with the Deific Obedience feat alone; it does not grant additional uses of the boons once the character reaches the necessary Hit Dice to earn the boons normally.
1: Family's Bond (Sp)
cure light wounds 3/day, shield other 2/day, or prayer 1/day
2: Twin Fang (Ex)
Once per day as a standard action, you can summon an exact double of your animal companion. The double acts and thinks like your animal companion in every way, and obeys your commands just as the original would. Your original animal companion and its double understand and trust each other perfectly. The double remains for 1 round for every Hit Die you possess, and then vanishes. If you don’t have an animal companion, you instead gain the ability to use summon nature’s ally V as a spell-like ability once per day.
3: Faithful Archer (Ex)
You are particularly skilled at using Erastil’s favored weapon. When using a longbow, you add your Wisdom bonus on attack and damage rolls against targets within 30 feet.

Gift of Tongues:
At 4th level, the evangelist may select a new language as a gift from her chosen deity. She gains the ability to speak and write this new language f luently, so as to better communicate with those she meets in the course of her travels. At 8th level, the evangelist selects a second language to learn. The ability to comprehend these languages is an instantaneous divine gift, and spells and effects that dispel persistent effects can’t remove the evangelist’s gift of tongues.

Multitude of Talents (Ex):
The evangelist finds herself in many strange situations requiring a variety of skills. Starting at 5th level, the evangelist gains a +4 sacred or profane bonus on any skill check attempted with a skill in which the character has no ranks. This bonus applies only to skill checks that can be made untrained.

Spiritual Form (Su):
Upon reaching 10th level, the evangelist gains the ability to assume a spiritual form. Assuming this form is a standard action, and the evangelist can remain in spiritual form for a number of minutes per day equal to her character level. This duration does not need to be consecutive, but it must be used in 1-minute increments. Returning to her normal form is a free action.

The evangelist’s spiritual form grants her telepathy to a range of 100 feet, as well as two variable abilities. Upon reaching 10th level, the evangelist must choose the form of these two abilities, and once she has selected them they can’t be changed. First, she chooses one ability score to which she gains a +4 bonus when in spiritual form. Wisdom
Second, she chooses one physical transformation from the following to gain when she transforms: wings (fly speed of 40 feet with good maneuverability), gills (ability to breathe water and a swim speed of 30 feet), or a single natural attack (a claw, bite, gore, slam, or tail sting that deals damage as appropriate for the evangelist’s size) as well as a temporary appendage capable of making such an attack if necessary.

Feats, Traits &Skills:

Feats:
(1) Steel Soul
You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf´s hardy trait.
(3)Point Blank Shot
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 fee
(5)Deific Obiance
Plant five seeds in fertile earth, spacing them out in the shape of an arrow. The seeds may be those of any plant that can potentially grow in the region, though edible plants are preferred. The seeds don’t need to be from a type of plant that could thrive in that soil—all they must have is a chance at survival. If no suitable earth exists, place a small bundle of seeds (again, those that grow edible plants are preferred), a small bundle of preserved food, or a quiver of arrows in a place where a passerby might see it. Mark your gifts with Erastil’s sign, and say a prayer for the health and safety of the communities in the area and those who may be in need of Erastil’s guidance. Gain a +4 sacred bonus on Survival checks.
(7)Precise Shot
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
(9)Rapid Shot
When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
(11)Clustered Shot
You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
(13)Manyshot
When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger’s favored enemy bonus. Damage reduction and resistances apply separately to each arrow.
(15)Improved Critical Longbow
When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.

Traits:
Glory of old
In your veins flows the blood of dwarven heroes of old. Your receive a +1 trait bonus against spells, spell-like abilities and poison.
Fate´s Favored
The fates watch over you. Whenever you are under the effect of a luck bonus increase the number by one.

Skills: Skillpoints gained/level 18x(6+1)= 126
Acrobatics: 29 (18 ranks;+3 trained ; +8 Dex; -2 armor+2Luck)
• Appraise: +3 (0 ranks; +0 trained; +1 Int+2Luck)
*Bluff: 1 (0 ranks; +0 trained; -1 Cha+2Luck)
• *[Climb: 9 (1 ranks; +3 trained; +5 Str; -2 armor+2Luck)
*Diplomacy: 5 (1 ranks; +3 trained; -1 Cha+2Luck)
• *Disguise: +1 (0 ranks; +0 trained; -1 Cha+2Luck)
• Escape Artist: 8 (0 ranks;+0 trained ; 8 Dex; -2 armor +2 luck)
• Fly: 29 (18 ranks; +3 trained; +8 Dex; -2 armor+2 luck))
*Heal: +6 (1 ranks; +8 trained; +2 Wis+2 luck)
*Intimidate: +5 (3 ranks; +3 trained; -1 Cha +1SG)
*Know (arcana): 7 (1 ranks; +3 trained; +1 Int+2Luck)
• Know (engineering): 4 (1 ranks; +0 trained; +1 Int+2Luck)
*Know (Geog.): 7 (1 ranks; +3 trained; +1 Int+2Luck)
*Know (Dung): 7 (1 ranks; +3 trained; +1 Int+2Luck)
*Know (Local): 9 (3 ranks; +3 trained; +1 Int+2Luck)
*Know (planes): 7 (1 ranks; +3 trained; +1 Int+2Luck)
*Know (religion): 9 (3 ranks; +3 trained; +1 Int+2Luck)
*Linguistics: +3 (0 ranks; +0 trained; +1 Int+2Luck)
• Perform (): 1 (0 ranks; +0 trained; -1 Cha+2Luck)
• [i]*Perception:
+52 (18 ranks; +3 trained; +6 Wis+18 +5Circ+2Luck)
• Ride: 8 (0 ranks;+0 trained ; 8 Dex; -2 armor +2 luck)
*Sense Motive: +29 (18 ranks; +3 trained; +6 Wis+2Luck)
*Stealth: 8 (0 ranks;+0 trained ; 8 Dex; -2 armor +2 luck)
*Spellcraft: [/i ] 7 (1 ranks; +3 trained; +1 Int+2Luck)
• [i]*Survival:
+29 (18 ranks; +3 trained; +6 Wis+2Luck)
+*Swim: 9 (1 ranks; +3 trained; +5 Str; -2 armor+2Luck)


Spells:

Concentration:1d20 +1 level +3 stat
Orisons: (Create Water, Detect Magic, Guidance, Read Magic)
Spells per Day: 1+1
Level 1:
Divine Favor, Cure light Wounds, Bless, Heighten Awarness; Alarm, Hunters Lore
Level 2:
Weapon of Awe, Invisibility, See Invisibility, Hunter´s Lore, Blistering Invective, Cure moderate Wounds
Level 3:
Invisibility Purge,Daybreak Arrow, Burst of Speed, Dimensional Anchor, Heroism,Prayer
Level 4:
Death Ward, Divination, Divine Power, Persistant Vigor, Named Bullet, Stoneskin
Level 5:
Break Enchantment, Ghostbane Dirge, Mass, Lend Judgement, greater,Rightous Might, True Seeing
Level 6:
Heal, Heroes Feat, Holy WordNamed Bullet, Greater

Equipment:

Weapons:
Holy Adaptive Composite Longbow +3 51375
Boar spear +1 2300
Alchemistical Silver Battle aspergillum 26
Armor
Celestial Armor 22400
Light Fortification Buckler +5 36000
Miscenellous:
Belt of Physical Perfection +6 144000
Cassock of the Clergy 4600
Bane Baldric 10000
Eyes of the eagle 2500
Boots of speed 10000
Gloves of Reconaissance 2000
Jingasa of the Fortunate Soldier 5000
Headband of Wisdom +6 36000
Cloak of Displacement, Minor 24000
Bracers of Archery 25000
Ring of Protection +5 50000
Ring of Freedom o M 40000
Stone of Good luck 20000
Rod of Extend Spell, lesser 3000
Inquisitors Kit 30gp 34 lbs
Backpack
Bedroll
beltpouch
candles (10)
cheap holy text
flint and steel
iron pot
manacles
mess kit
rope
soap
spell component pouch
torches (10)
trail rations(5)
waterskin
wooden holy symbol
Explorers Outfit
Artisan´s Outfit 1gp (4lb)
Tools (Brewer) 5 gp
Formula book for mead, ale and stout 5gp
Holy water 25gp
Carrying Capacity:
Light Load: 0 lbs - 76 lbs
Medium Load: 77 lbs - 153 lbs
Heavy Load: 154 lbs - 230 lbs
Lift Over Head: 230 lbs
Lift Off Ground: 460 lbs
Push or Drag: 1150 lbs
Carried Possessions (84 lbs):
Pouch with Coins (1 lbs):
CP: 50
SP: 15
GP: 8
PP:

Character Description:

Bonifacius is a small dwarf, with an abnormal strong beard braided backward when working. His hair is of a golden hue, similar to the finest mead. He is quite strong, from many hours carrying barrels and lifting sacks of barley and hops. He also has a small potbelly speaking of his fondness of ale and good food. Apart from his tools and weapons he is not very clean and the smell of yeast seems to be imprinted in his hair.
Story/Background:
Bonifacius was born 40 years ago in the principality of Urek to the clan of Goldmead, a very proud and extremy old clan, who had to flee their homeland during the twin cataclysm.
His first name was Littlenugget for his golden hairs. His young years were quite normal, although his father was never very happy with him, as even the belt could not teach the young dwarf the obedience and loyalty that was to be expected. It was not that Bonifacius was very rebellious or did not listen to the stories of old, far from it, but the slavish obedience to family and clan was not in him.
At the dwarf got older he joined the families brewers guild. His curiosity and common sense made him a great apprentice, but again his curiosity and rebellious streak caused friction. He choose the name Bonifacius after he finished his apprenticeship and instead of staying with clan and family he joined the brotherhood of Hanseath, enjoying the freedom of a journeymans trip.

THE PLEDGE:

I will not PvP!
I will keep player and character knowledge seperate!
I will post at least 3 times between Monday and Friday and 1 time during the weekends. (If I cannot make this, I must let us know)
I will respect the GM's and each other's time and the fact that we all have real lives too.
Addition:
I know that this is a game and the idea of a game is to have fun

Deadeye:

White Lion
Size Large;
HP:15 H15
BAB +11
Fo +12 Re+15 Will +7
Speed 40 ft.;
AC 24 +14 na +6 Dex + 5 Armor
AC +14 natural armor;
Attack bite +20(1d8+13), 2 claws +20 (1d6+9)rake +20(1d6+9);
Ability Scores Str 28, Dex 22, Con 16, Int 2, Wis 15, Cha 6;
Feats: Armor Prof light,
Perc + 16
Stealth +12
Special Qualities low-light vision, scent. grab, pounce, rake (1d6).
Link, share spells,Evasion,Devotion,Multiattack, Improved evasion
Equipment:
3000 Mithral Chainshirt +1
16000 Amulet of Mighty fists Holy +1