Chronicles Applied
08/25/14 - Scenario 6-01: Trial by Machine
11/10/14 - Scenario 4-18: The Veteran's Vault
Appearance:
This bedraggled dwarf wears a cloak of thick animal fur; his armor and other clothes also seem to be made in the same fashion. He carries a simple spear and has a sack slung across his back. His skin and hair are dark from countless hours under the sun while his muscles bulge from the strain of a difficult life. A silver hammer of Torag hangs from a leather thong about his neck, but this dwarf does not bear the countenance of a religious individual.
Male Dwarf Brawler (Wild Child) 1
Neutral Medium Humanoid
Init +2; Senses Darkvision (60 ft); Perception +5
Defense AC 15, touch 12, flat-footed 13 (+2 armor, +2 Dex, +1 Natural)
hp 13 (1d10 + 3)
Fort +5, Ref +4, Will +0
Defensive Abilities Hardy +2 vs poison, spells and spell-like effects; Stability +4 to CMD vs bull rush/trip
Offense Speed 20 ft.
Melee unarmed strike +4(1d6+3) or spear +4(1d8+4)
Ranged Sling +3(1d4+3) or spear +3(1d8+4)
Statistics Str 16, Dex 14, Con 16, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Improved Unarmed Strike, Ironhide
Traits Beast Bond (Handle Animal), Observant (Perception)
SkillsAcrobatics: +6, Climb: +7, Handle Animal: +5 (+4 with Torag), Perception: +5 (+2 vs flying creatures), Swim: +7
Languages Common, Dwarven
Combat GearLeather armor, spear, sling (10 bullets), potion of mage armor, potion of magic fang, wand of cure light wounds (45 charges); Other Gear Cold Weather Outfit, grappling hook, silver holy symbol of Torag, sack, silk rope (50 ft), twine (50 ft), 1017.7.9 gold
Special Abilities Animal Companion (Ex): At 1st level, a wild child forms a bond with a loyal companion that accompanies the wild child on his adventures. A wild child can begin play with any of the animals available to a druid. The wild child uses his brawler level as his effective druid level for determining the abilities of his animal companion. This ability replaces the bonus combat feats gained at 2nd, 5th, 11th, and 14th levels.
Brawler's Cunning (Ex): If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe).
Sky Sentinel: As creatures with a deep affinity for the ground, dwarves are wary of attacks from above. Enemies on higher ground gain no attack roll bonus against dwarves with this racial trait, and they gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures. This racial trait replaces defensive training, hatred, and stonecunning.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Animal Companion:
Torag
Male Bear
Neutral Small Animal
Init +2; Senses Low-Light Vision; Perception +5
Defense AC 14, touch 12, flat-footed 12 (+2 Dex, +2 Natural)
hp 10 (2d8 + 2)
Fort +5, Ref +5, Will +1
Offense Speed 40 ft.
Melee bite +3(1d4+2), 2 claws +3(1d3+2)
Special Qualitiesscent
Statistics Str 15, Dex 15, Con 13, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14
After having spent so much time int he wilds with only his companion, Torag, to keep him company; Brother Bear is not much for conversation. He also shies away from noisy locations and is apt to hide when he becomes overwhelmed.
He frequently talks to his bear companion as if the animal were his kin and though he calls it by the name of the Dwarven god, there is nothing reverent that might suggest the bear is in fact an avatar of the almighty being.
The bear is very protective of his dwarven companion and frequently nuzzles the bearded fellows hands. Though small, it is obvious that this creature will grow to be something quite ferocious. He quickly obeys the grunts issued by the dwarf and seems to be rather pleased when the two of them can surround an opponent.
History:
When his parents caravan was attacked by a drow raiding party, Bear fell from the wagon and rolled under a brier bush at the based of a large boulder. He passed out when his head struck the boulder and the dark elves missed him in their hurry to depart before sunrise.
After awakening, his head groggy and his vision clouded, Bear found his kinsmen slain and looted. Too young to know the villains or the way home he began to wonder the mountainside in a dreadful state. His grief blinded him, but his instincts and racial heritage kept him alive.
On the second day he came upon a bear cub and its slain mother. The larger creature had become caught in a bladed snare and bled to death. There was no telling how long the poor thing had fought with the trap. The cub needed support and the dwarf was all for helping out.
The two began to travel together, providing what they could to the other and teaching each other a new way of life. The pair learned to take advantage of each others strengths while compensating for the others weaknesses. The bond formed was as strong as any kin.