Beltias Kreun

Bruendor Cavescouter's page

1,318 posts. Alias of Misroi.


Race

HP 150/155, AC 26/13/24, F +14, R +15, W +6, Init +2, Per +16 (+19 traps)

About Bruendor Cavescouter

BRUENDOR CAVESCOUTER
XP: 9320
Male Dwarf Rogue 7/Ranger 6
LG Medium Humanoid (Dwarf)
Init +2 (+4 underground); Senses Perception +14 (+17 trapfinding)
--------------------
DEFENSE
--------------------
AC 26, touch 13, flat-footed 24. (+7 armor, +1 deflection, +2 Dex, +2 natural, +4 shield) (trap sense +2)
hp 155 (7d8+6d10+78)
Fort +14, Ref +15, Will +6 (evasion, trap sense +2)
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +16/+11 Bloodbane (1d6+4, 15-20/x2)
Melee +16/+16/+11 cold iron speed longsword (1d8+5, 19-20/x2)
Melee +14/+9 sap (1d6+3 nonlethal, 20/x2)
Melee +14/+9 cold iron dagger (1d4+3, 19-20/x2)
Melee +14/+9 silver light mace (1d6+3, 20/x2)
Ranged +14 masterwork light crossbow (1d8, 19-20/x2, 80' RI)
--------------------
STATISTICS
--------------------
Str 16 (+3), Dex 14 (+2), Con 20 (+5), Int 13(+1), Wis 12(+1), Cha 10 (+0)

Base Atk +11; CMB +14; CMD 26

Feats:
Butterfly's Sting (may elect to pass a confirmed critical hit off to the next person to hit that target with a melee attack before the start of my next turn)
Combat Expertise (-2 atk/+2 dodge AC), Endurance (+4 bonus on several specific checks, sleep in light or medium armor without becoming fatigued)
Gang Up (considered flanking if two allies are adjacent to target)
Improved Critical (rapier) (double critical range on rapiers)
Improved Disarm (no AoO when attempting a disarm, +2 to CMB on disarm checks, +2 to CMD to resist disarm)
Improved Feint (Bluff to feint in combat is a move action)
Improved Shield Bash (retain shield bonus to AC when making a shield bash)
Shield Master (no Two-Weapon Fighting penalties on attack rolls made with a shield while wielding another weapon, add shield enhancement bonus to attack and damage)
Toughness (Extra HP)
Two-Weapon Fighting (during full attack may make an off-hand attack with a light weapon at -2 to both primary and secondary attacks)
Weapon Focus (rapier) (+1 to attack with rapiers)

Traits Tunnel Fighter (+2 initiative and +1 damage to critical hit rolls while underground), Well Grounded (+2 balance-related Acrobatics checks, +1 Ref save)

Skills Acrobatics (13) +18, Appraise (6) +10, Bluff (13) +16, Climb (6) +11 (+13 balance), Diplomacy (1) +4, Disable Device (13) +21, Knowledge (dungeoneering) (6) +10, Knowledge (local) (3) +7, Linguistics (3) +7, Perception (13) +16, Profession (miner) (1) +4, Sense Motive (12) +16, Stealth (13) +22, Survival (1) +5, Swim (3) +8. (ACP -1)

Languages Abyssal, Common, Dwarven, Elven, Goblin, Undercommon

SQ Hunter's Bond (companions), Sneak Attack +3d6, Trap Finding, Uncanny Dodge

Spells (concentration +3, CL 2)
1 (2/day): Lead Blades x2

Combat Masterwork Chain Shirt, Rapier, Sap, Morningstar, Masterwork Light Crossbow
--------------------
SPECIAL ABILITIES
--------------------
Favored Class: Rogue (Extra HP: 4, Extra Skill: 2)

Sneak Attack +3d6

Trapfinding: +(Rogue level/2, min=1, current=3) to Perceptions tests to find traps and Disable Device tests to disarm them. May disarm magical traps.

Rogue Talents: Assault Leader (1/day, upon missing a flanked target, one ally who is also flanked with the target may make an immediate melee attack against that target), Combat Trick (Improved Disarm), Weapon Training (gain Weapon Focus), Sacred Sneak Attack (sneak attack damage considered good-aligned versus undead and evil outsiders)

Trap Sense: +2 bonus to Reflex saves made to avoid traps, +2 AC bonus against attacks made by traps.

Favored Enemy: Humanoid (elf) +2, outsiders (evil) +4. Add bonus to all Bluff, Knowledge, Perception, Sense Motive, Survival, weapon attack and weapon damage rolls against favored enemy.

Track: Add (ranger level/2, min 1, current=1) to Survival tests to follow tracks.

Wild Empathy: +3 to influence wild animals.

Combat Style: Weapon & Shield (bonus feat: Two-Weapon Fighting)

Favored Terrain: Underground. +2 bonus on initiative checks, Knowledge (geography), Perception, Stealth, and Survival skill checks. Leave no trail, unless I want to.

Hunter's Bond (companions): move action, grant half favored enemy bonus to all allies within 30' for 1 round.
--------------------
EQUIPMENT
--------------------
Adamantine Chain Shirt, Bloodbane (+1 elfbane rapier), Light Crossbow, 50 Bolts, Masterwork Thieves' Tools, Backpack, Grappling Hook, Silk Rope 50', Rations (2 wks), Caltrops, Clothing (Explorer's Outfit), Cold Iron Dagger, Sap, Silver Light Mace, Bedroll, Blanket, Compass, Oil (1 pt), Chalkboard, Chalk (10 pieces), Bag (Waterproof), 2 Sunrods, Alchemist's Fire, ring of feather falling, slippers of spider climbing, daredevil boots, ring of protection +1, cloak of resistance +2, +1 shadow mithril breastplate, aiudara bracelet, +2 cold iron speed longsword, +2 heavy steel shield, belt of mighty constitution +4, amulet of natural armor +2, 99 gp.

Daredevil Boots:

This pair of magical softpaw boots allows the wearer to gain extra maneuverability while moving through hazardous areas.

As a free action, the wearer can click her heels together to grant herself a +5 competence bonus on Acrobatics checks made to move through threatened squares or to move through an enemy's space without provoking attacks of opportunity for up to 10 rounds per day. The rounds need not be consecutive. Furthermore, anytime the wearer of the boots successfully moves though the space of an enemy without provoking an attack of opportunity, she gains a +2 bonus on attack rolls against that enemy until the end of her turn.

Background:

Bruendor was born in Janderhoff to one of the clan's most prominent subterranean explorers, Azisi Cavescouter. Unlike most of the dwarves, Cavescouters were trained to be explorers, searching for veins of minerals during peacetime and seeking the enemy during war. He and his older brother, Imrik, were both trained by Azisi to be silent explorers of the depths, relying on cunning and stealth to overcome hazards rather than brute force.

Like most of his people, Bruendor enjoyed the bitter taste of ale a bit too much, and often drank to excess during his free time. Janderhoff had experienced a relative quiet from the Darklands, so he would occasionally drink from a hip flask of spirits on his outings.

It was on one such outing that disaster struck. Azisi was leading Imrik and Bruendor on a deep delve when they were ambushed by the drow. It was instantly a fight to the death, and though the dwarves were victorious, it was a costly fight. Bruendor was barely alive, and both his mother and brother were unconscious. He could not bring both of them back to safety, so he had to choose - who would he save? The mother that bore him, or his brother who had his back?

He made his choice. He carried Azisi's unconscious body back to the main depths, and rednezvoused with one of the regular patrols. He passed out soon after that, and woke up in hospice. His mother was seated by his side, her grey eyes regarding him stonily.

"They followed your tracks back to the ambush point to rescue Imrik," she stated flatly. "He wasn't there."

His lip trembled. "Mother, I..."

"NO!", she screamed, slapping him across the cheek. "I am your mother no longer. I have no sons any longer. At least Imrik died a dwarf; you are a fool and a coward." Her face was screwed up with grief and spite. She got up from his bedside, and began to walk away.

"Moth...Azisi..." Bruendor said. Azisi paused, but did not turn back. "He may still be alive."

Her hands clenched into fists, and she said quietly, "If I were you, I would pray that he were dead." With that, she left his room.

Bruendor's wounds eventually healed. He was visited by the priest of Torag , who performed the Sundering upon him - placing Torag's curse upon Bruendor. His beard fell out strand by strand, leaving him clean-shaven. He was exiled from Janderhoff, and was told that until he could repay his debt to dwarven society, he would never be free of Torag's curse. He would need to save the lives of 101 dwarves - once done, Torag would forgive his failure to save the life of a man who had most of his life in front of him.

He wandered for a time, before settling in Riddleport. He now contemplates his next move in a flophouse in Lubbertown.

Goals:

His most fervent wish is to break the enchantment placed upon him. As it was placed by direct deific intervention, it is not easily broken, so he seeks ways to aid any dwarf in need. Additionally, he hopes one day to return to the depths to find his brother. That was all years ago, and Imrik most likely died either as a slave or as a foul sacrifice to the drow's dark gods, but he holds a glimmer of hope that he might free his brother, redressing the wrong he committed years ago. Perhaps then Azisi would have him back as her son. He also hopes to find some way to prove to his mother that he is a capable scout - that he can be trusted to protect Janderhoff from assault by the drow.