Dargrim Rumblecask's page

48 posts. Alias of Kagehiro.


Trap Perception:
+9 (+11 for stonework)


HP: 24/26 | Studied Target: none

(AC 17, T 11, FF 16) | CMD 17 (+4 vs. bull rush/trip) | Fort +6, Ref +4, Will +2 (+3 vs. poison, spells, and SLAs) | Init +1 | Percept +7

About Dargrim Rumblecask

          D A R G R I M    R U M B L E C A S K
                           SHAME of MIRABAR

Male shield dwarf Slayer 1
CG medium humanoid (dwarf)
Init +1; Senses Darkvision 60 ft'; Perception +7


AC 17, touch 11, flat-footed 16 (+6 Armor, +1 Dex) [+1 shield w/ buckler] (+4 dodge bonus vs. giants; +1 dodge bonus to AC against Traps)
HP 26 (2d10 [10, 10] + 6 [Con] + 0 [Favored Class])
Fort +6, Ref +4, Will +2 (+3 bonus on saving throws against poison, spells, and spell-like abilities; +1 bonus to Reflex saves against Traps)
Special: Hardy, Glory of Old, Trap-finding


Speed 20 ft.
Melee +6 earthbreaker (2d6+6/x3) or +5 Power Attack (2d6+9/x3)
. . +6 waraxe (1d10+4/x3) or +5 Power Attack (1d10+6/x3)
Ranged +3 sling (1d4+4/x2 - 50 ft')
Space 5 ft., Reach 5 ft.
Special Attacks: Studied Target, Racial Hatred (+1 attack vs. orcs/goblinoids)


Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

Track: A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.


Str 18, Dex 12, Con 16, Int 8, Wis 15, Cha 8
Base Atk +2; CMB +6; CMD 17 (+4 vs. bull rush and trip while standing on ground)


  • Headstrong - Whenever you witness an action or hear an argument that contradicts your alignment, you must attempt to stop or correct that action or argument. If you either don’t try to stop it or fail in your attempt to stop it (as adjudicated by the GM), you are shaken for 1 hour.


    Glory of Old (Regional - Dwarf) - You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

    Crowd Dodger (Faith - Haela Brightaxe) - You gain a +2 trait bonus on Acrobatics checks to move through another creature's space and to avoid attacks of opportunity for leaving a threatened square.

    Eye for Plunder (Campaign) - You gain a +1 trait bonus on Appraise and Perception checks to find concealed or secret objects (including doors and traps). In addition, you begin the campaign with a selection of mundane trade goods worth 50 gp.

    Feats: Power Attack (1st), Cleave (Ranger Style)

    Skills: (12 [Ranks] - 2 [Int] + 2 [Favored Class]) 12

    • +1/+3 Acrobatics (1 [Rank] + 1 [Dex] + 3 [Class] - 4 [ACP])
    • +4/+8 Climb (1 [Rank] + 4 [Str] +3 [Class] - 4 [ACP])
    • +7 Disable Device (2 [Ranks] + 1 [Dex] + 3 [Class] + 1 [Trapfinding])
    • +7 Perception (2 [Ranks] + 2 [Wis] + 3 [Class]) (+2 stonework; +1 traps; +3 stonework traps)
    • +6 Sense Motive (1 [Rank] + 2 [Wis] + 3 [Class])
    • +2 Stealth (2 [Ranks] + 1 [Dex] + 3 [Class] - 4 [ACP])
    • +7 Survival (2 [Rank] + 2 [Wis] + 3 [Class]) [+1 Tracking]

    Racial Modifiers: +2 Appraise (non-magical goods); +2 Perception (stonework)


    Languages: Common, Dwarven



    • "Lullaby," earthbreaker (14 lbs.)
    • dwarven waraxe (8 lbs.)
    • breastplate (30 lbs.)
    • buckler (5 lbs.)
    • sling
    • sling bullets x10 (5 lbs.)
    • cold-weather outfit (8 lbs.)
    • ranger's kit (28 lbs.) -- backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin
    • folding shovel (12 lbs.)
    • iron holy symbol: Haela Brightaxe (1 lbs.)
    • Maztican chocolate (1 lbs.)
    • honey (5 lbs.)
    • salt (1 lbs.)
    • Mirabaran silver (5 lbs.)
    • 1 fox pelt (1 lbs.)
    • 1 beaver pelt (1 lbs.)

    Currency 0 Pp 0 gp 9 sp 0 cp
    Carrying Capacity | Light: 100 lbs. | Medium: 101-200 lbs. | Heavy: 201-300 lbs.
    Total Weight: 125 lbs. [MEDIUM LOAD]

    Dwarven 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 CMD when resisting trip or bull rush attempts while standing on ground.
    Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
    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.
    Darkvision: 60 feet.
    Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of special training against 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.


    Mirabar -> Boo Mirabar -> Elsewhere!


    Stout and bulky as only a dwarf can be, Dargrim is a marching wall of muscle, hair, and zest. He allows his copper-colored hair and hirsute to flow wild and untamed, free from any band, binding, or braid. A thick mane spills down his back and shoulders with an unruly beard to match. He has an anxious stare about him, his soft green eyes appearing dangerously close to wild beneath the perch of his broad brow. An unseemly scar splits his upper left cheek, climbing all the way to his temple before fading beneath the onslaught of his hair.

    Dargrim's attire lands firmly in the realm of drab, favoring greens, browns, and grays over brighter garments. His gear has seen heavy use, and likely not enough upkeep: scuffs, dings, and nicks as plentiful as the hairs in his beard. He sports a green surcoat that is worn over his dingy breastplate. It disappears into a wide, leather belt before reappearing below in a short sort of kilt that parts at the front. His thick, brown pants have seen better days, still bearing the stains and carnage from wherever his most recent exploits have taken him. His boots are broad and cuffed, each bearing riveted shin plates and mangled, metal protrusions that may have been spurs at one point.

    Ht: 5'1"
    Wt: 195 lbs.
    Eyes: pale green
    Hair: copper red
    Skin: lightly tanned
    Age: 61 years.


    STAND BACK!: Dargrim is always the first into the fray and the last to abandon it. It's probably going to get him killed some day, but he's not about to let a friend or an innocent die on his watch (or steal his glory, of course). He's a highly motivated dwarf, and tends to rouse to action without too much deliberation on the ramifications.

    FREE-SPIRITED: Unlike the grim-and-dour city he hails from, Dargrim is full of life and does as he pleases. And he believes firmly that everyone else should too. Oppression and cruelty are vile weeds to be yanked up, root and stem. All should be free to choose their own path. Those that aren't deserve a free-spirited dwarf to come along and smash the obstacle that's barring their way.

    JOVIAL/OBNOXIOUS: Dargrim is one of those guys that are a little more joyful and boisterous than most can deal with. He means well enough with his gestures of friendship and merrymaking, but Dargrim is typically blind to social cues along the line of irritation and privacy. When confronted with his rudeness, he's usually incredulous about the accusation or scolding.

    VIOLENT: Unfortunately, diplomacy and tact aren't in his repertoire. His solution to most dilemmas is to try his damnedest to brute his way through it. It usually works well when dealing with creatures and criminals. It tends to land him in trouble when dealing with a more civilized environment.