Harsk

Dolgrin Swifthammer's page

2 posts. Alias of overfiend_87.


Full Name

Dolgrin Swifthammer

Race

Dwarf

Classes/Levels

Ranger/1st

Gender

Male

Size

Medium

Age

60

Special Abilities

1st favoured enemy, track, wild empathy

Alignment

Neutral Good

Languages

Common, Dwarf

Occupation

Scout

Strength 15
Dexterity 16
Constitution 16
Intelligence 10
Wisdom 14
Charisma 5

About Dolgrin Swifthammer

HP, Speed & Initiative:

Max HP: 17 (10 + Con + Favoured Class + Toughness)
Current HP: 17
Death Value: -16
Speed: 20 feet
Initiative: +3

Experience:

XP: 0/2000

Skills, Feats, Traits, Racial & Class Features:

Class skills: Climb, Craft, Handle Animal, Heal, Intimidate, Knowledge (Dungeoneering), Knowledge (Nature), Knowledge (Geography), Perception, Profession, Ride, Spellcraft, Stealth, Survival and Swim

Armour Check Penalty: -3 from Hide

Skill Modifiers

Conditional- See Greed in Racial Features

Knowledge (Dungeoneering)= 4 (+1 Skill Point, +3 Class Skill)
Knowledge (Nature)= 4 (+1 Skill Point, +3 Class Skill)
Knowledge (Geography) = 4 (+1 Skill Point, +3 Class Skill)

Perception= 2 (+2 Wisdom)

Conditional- Free check within 10 feet of trap within stonework and when faced with unusual stonework anywhere. +2 on these checks. See Stonecunning

Sense Motive= 6 (+1 Skillpoint, +2 Wisdom, +3 Class Skill)
Stealth= 4 (+1 Skill Point, +3 Dexterity, +3 Class Skill, -3 whilst wearing Hide)
Survival= 6 (+1 Skill Point, +2 Wisdom, +3 Class Skill)

Class Features:
Simple & Martial Weapon Proficiency
Armour Proficiency (Light, Medium)
Shield Proficiency (except Tower)

1st favoured enemy: Humanoid (Goblinoid)
+2 bonus to Bluff, Knowledge, Perception, Sense Motive and survival against creatures of this type. Likewise gains a +2 bonus to weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy: 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. The ranger adds his ranger level and his Charisma bonus to determine the wild empaphy check result. Takes a -4 when attempting to influence a magical beast with an intelligence score of 1 or 2.

Racial Features:

# Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.

# 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. See Vision and Light.

# Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

# 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.

# Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

# Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

# Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

# Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially 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.

Feats: Toughness (1st level feat)


Offence:

BAB: +1
CMB: +3 (+1 BAB, +2 Strength)
CMD: 16 (10 + 3 Dex + 2 Strength, +1 BAB)

Common Attack Rolls

Dwarven Waraxe- +3 (+1 BAB, +2 Strength) 1d10+2 20x3 slashing.

Composite Longbow- +4 (+1 BAB, +3 Dexterity) 1d8 20x3 110 feet range, piercing damage


Defence:

AC: 17 (+4 Studded Leather, +3 dexterity)
Flat-Footed: 14(+4 Studded Leather)
Touch: 13 (+3 Dxterity)

AC (Longbow, composite): 17 (+4 Studded Leather, +3 dexterity)
Flat-Footed: 14 (+4 Studded Leather)
Touch: 13 (+3 dexterity)

CMD: 16 (+1 BAB, +2 Strength, +3 Dexterity)
Conditional: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Fort: +5 (+2 Base +3 Constitutione)
Reflex: +5 (+2 Base, +3 Dexterity)
Will: +2 (+2 Wisdom)


Gear:

Longbow, composite (100 Gold)
Dwarven Waraxe (30 Gold)
Hide (15 Gold)
50 arrows (5 Gold)
backpack (2 Gold)
waterskin 2 (2 Gold)
rations 12 (6 Gold)
bedroll (1 Silver)
rope, hemp (1 Gold)
tent (10 Gold)
3 gold
9 silver

appearence:

Dolgin is your typical red haired dwarf with a large bear and long hair done in some kind of wild fashion, but tied up to keep his eyes sharp and able to make sure he isn't surprised in combat.

He has green eyes that show that not only is there pain in his past, but he approches it by blanking out all emotion and staying on the task that counts. Though he seems distrustworthy, he proves with actions that he is far more trusting and willing to cover anyone's back.


Background:

Dolgrin Swifthammer was trained as a scout by other dwarves in his homeland. Scouting out any incoming patrols and taking time in tracking down the enemy so that they could be finished off and never return to their lands.

One night, Dolgrin woke to screams and in his horror, found that a neighbor had returned to the village after a routine scouting mission, slaughtered his entire family and left in the night, blood dripping from him. Dolgrin managed to look at him. It was Harsk Stonecarver, his own childhood friend and the look on his face was frenzied and covered in blood.

After this Dolgrin decided to leave the village, in search of his best friend and find out what happened to corrupt him in such a way and twist him into this rampaging lunitic? He had no idea, but knew he had to track him down and find out. The least he could do was avenge his friend's soul and kill him to deliver him into peace.