Carl was a hard working dwarf; strong back, calloused hands. He swung picks, shoveled rock, moved mining carts. That was until the day the mine was attacked by Orcs. He doesn't remember much of what happened except that he took up his pick and ran to the sound of the fighting. He didn't expect the mine itself to deny him this battle. A stone fell from a ceiling rocked by a nearby explosion and bashed Carl's wits out of his head. Senseless, Carl's vision faded to black and the next thing he knew he was being rudely awoken by another dwarf. The next few weeks were a blur, a combination of intircate Dwarven Law couple with the shame of surviving a fight that claimed the lives of over fifty of his brothers and sisters. The Clan was devestated, and the Elder needed a scapegoat. Carl was a nobody, his only distinction was a lack of family and the aforementioned survival. The Elder wrote Carl's name into the Book of Grudges and bid him farewell in less than polite terms. Carl took only a sword from the armory and the tattered remains of his self respect.
Brusque.
Carl shoves open the door to the tavern and stomps in. At the bar he plucks an unlit cigar out of his mouth and says, "Beer. Darkest ya 'ave, Lass!" He puts the cigar back in his mouth chewing it while he fishes a few copper from a pouch on his belt. When the stein arrives, he takes a sniff, and then... he pauses, turns slowly to the room, raises his mug and shouts, "To the End!" He then pounds down the beer, some spilling out and down his violently orange beard and over his ragged looking animal hide shirt. It is obvious that the dwarf has spilled more than his fair share on himself. Turning back to the bar he lays a few more copper down and bellows, "Again!" Seeing the girls shocked look he grins, just for her, winks and says in a loud whisper, "No worries, Lass, I'll b'have in yer tavern."
Appearance:
Sturdy and strong, Carl would be the epitome of the Dwarven Nations. Except for his wildly flambloyant orange mohawk and drunken inking tattoos. He dresses in the clothes that fit him most from whatever rags he finds. His beard is a solid mass of bristle, orange bristles. His boots are in good shape, though worn, as if to say he will be travelling a long road and he must reach the end.
Personality:
Carl never intended to be more than an average Dwarf. When his fortunes turned and he was cast out he took the burden as if it were only his. He does not understand how he should be blamed for the orcs attack, or his own survival but he does accept his fate. His only true desire is to end his shame at the business end of a fierce monster's claws. Until that time he is set to protect any would be friends that respect his deathwish. The glimmer of hope he has, even if he does not recognize it, is that he may save many people by besting the cretures he hopes will slay him.
Crunch:
Carl Ironeater
Male Dwarf Barbarian (Invulnerable Rager) 1
CN Medium Humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 16 (1d12+4)
Fort +5, Ref +2, Will +0; +2 trait bonus vs. fear, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 30 ft.
Melee Greatsword +5 (2d6+6/19-20/x2) and
Javelin +1 (1d6+4/x2)
Special Attacks hatred, rage (7 rounds/day)
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Statistics
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Str 18, Dex 14, Con 16, Int 10, Wis 10, Cha 8
Base Atk +1; CMB +5; CMD 17 (17 vs. Bull Rush, 17 vs. Trip)
Feats Power Attack -1/+2
Traits Courageous, Restless Wayfarer (Knowledge [geography]), Veteran of Battle
Skills Acrobatics +3, Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Climb +5, Escape Artist -1, Fly -1, Intimidate +3, Perception +4 (+6 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -1, Stealth -1, Swim +1
Languages Common, Dwarven, Giant
SQ fast movement +10, greed, hardy, slow and steady, stability, stonecunning +2
Other Gear Hide armor, Greatsword, Javelin (2), Backpack (empty), Crowbar, Flint and steel, Iron spike (6), Rope, Torch (2), Waterskin (2), 2 PP, 9 GP, 9 SP, 3 CP
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Special Abilities
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Courageous +2 save vs. fear.
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.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Veteran of Battle +1 Initiative, draw a weapon as a free action during the surprise round.