Harsk

Dalin Mountainbrow's page

1 post. Alias of Wix Leborgne.


Full Name

Dalin Mountainbrow

Race

Dwarf

Classes/Levels

Urban Ranger 1

Gender

Male

Strength 16
Dexterity 13
Constitution 16
Intelligence 10
Wisdom 12
Charisma 10

About Dalin Mountainbrow

Appearance:

Dalin Mountainbrow’s could pass as any commoner dwarf miner and stone mason tradesman going about his business.

Background:

Dalin Mountainbrow’s uncle had borrowed from the wrong kind of people, to fund the penultimate expedition to revive the clans lost Opal mines and territory. When none returned, young Dalin was left to repay the clans debt to Vors the Vicious.
He soon found out that he made a half decent night smuggler, aided in part by the fact people rarely suspect dwarves. It was the Falor House Warehouse operation however that had set him apart, his hand picked crew had tunneled 100 m to the warehouse and picked it dry without ever raising an alarm.

Basics:

Level 1
Ranger (Urban) 1
Favored Class: Ranger
Initiative +1
Perception +5
Darkvision: 60 feet.
Speed 20 ft.
HP: 13
STR 16 (+3)
DEX 13 (+1)
CON 16 (+3)
INT 10 (+0)
WIS 12 (+1)
CHA 10 (+0)

Defense:

AC 15
Touch 11, Flat-footed 14
(+3 Armor, +1 Shield, +1 Dex)

hp 13 (1d10)

Fortitude: +5 (2+3)
Reflex: +3 (2+1)
Will +6 (0+1)
+2 racial bonus on saving throws against poison, spells, and spell-like abilities

Offense:

Heavy Pick +4 (1d6+3) x4
Throwing Axe +2 (1d6+3)
BAB: +1
CMB: +4 (+1+3)
CMD: +15 (+10+1+3+1)
+4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground

Class Features:

Favored Enemy (Ex): Humanoid (human)
He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Spells:

Prepared Orisons

Prepared Level1

Spell-Like Abilities:

Supernatural Abilities:

Traits and Feats:

Feats
XXX (Level 1)

Traits
Suspicious - +1 bonus on Sense Motive, and Sense Motive becomes a class skill.
Propitiation (Any Dwarven deity) - At the start of each day, pick one of the following skills: Appraise, Bluff, Craft (pick one craft skill), Diplomacy, Intimidate, or Knowledge (local). You gain a +2 bonus on that skill until the start of the next day.

Skills:

total ranks 7, *0
Acrobatics () (Dex*): +1
Appraise () (Int): +0
Bluff () (Cha): +0
Climb (r) (Str*): +3
Craft (stonemasonry)(r) (Int): + 8 (+2 rac.+2 tools) x
Diplomacy () (Cha): +0
Disable Device (r) (Dex*): + 5 x
Disguise () (Cha): +0
Escape Artist () (Dex*): +1
Fly () (Dex*): +1
Handle Animal ()(Cha): NA
Heal (r) (Wis): +1
Intimidate (r) (Cha): +0
Knowledge (arcana) () (Int): NA
Knowledge (dungeoneering) (r) (Int): NA
Knowledge (engineering) ()(Int): NA
Knowledge (geography) (r)(Int): NA
Knowledge (history) () (Int): NA
Knowledge (local) (r) (Int): + 4 x
Knowledge (nature) ()(Int): NA
Knowledge (nobility) () (Int): NA
Knowledge (planes) () (Int): NA
Knowledge (religion) () (Int): NA
Linguistics () (Int): NA
Perception (r) (Wis): +5 x
Perform ()(Cha): NA
Profession (Miner) (r) (Wis): +7 (+2 rac) x
Ride (Dex*)(r): +1
Sense Motive (t) (Wis): + 6 x
Sleight of Hand ()(Dex): +1
Spellcraft (r) (Int): NA
Stealth (Dex)(r): +5 x
Survival (Wis)(r): +1
Swim (Str*)(r): +3
Use Magic Device (r) (Cha): NA

Equipment:

Heavy Pick (8)
Throwing Axe (8)
Pathfinder’s Kit (12)
Weight 22 lbs.
This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds.
2 Parchment Sheets (0.4)
Ink (8)
Inkpen (0.1)
2 Empty Sacks (0.2)
Silk rope
Shovel
Thieves’ Tools (30)
Master work tools (stonemasonry) (55)
Signet Ring (Family)

Wealth Calculation:

Start 175

Dwarf Racial Traits:

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Deep Warrior: Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple). This racial trait replaces defensive training.

Craftsman: 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 metal or stone. This racial trait replaces greed.

Ancient Enmity: Dwarves have long been in conflict with elves, especially the hated drow. Dwarves with this racial trait receive a +1 racial bonus on attack rolls against humanoid creatures of the elf subtype. This racial trait replaces hatred.
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.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
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.
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.