Bather

Dolum Breaker's page

21 posts. Alias of ZetaGilgamesh.


Full Name

Dolum Breaker Truelock

Race

Dwarf

Classes/Levels

Locksmith/1

Alignment

LN

Occupation

Making locks for dwarven treasure....boring.

About Dolum Breaker

Appearance:

Eyes, hair, style:
Slate grey eyes, black hair and beard, pulled back into a battlebraid, he cuts his beard to a length of only 3 fingers and allows his sideburns to grow long. Mainly because after his beard grows too long it goes grey, which he thinks makes him look too old.

Height: 4’ 1”
Weight:170
Deity:
Homeland: Dongun Hold, Alkenstar City
Age: 52

Background:

The skinny is this: someone has to make locks to keep all the dwarven treasure safe, right? Well that dwarf would be Isiron Truelock, master locksmith and trapmaker. Isiron's apprentice is something of a failure in the locksmithing business though. Dolum tends to find the opening of a lock, the avoidance of traps and the defeat of mechanisms to be far more interesting than the actual creation of said mechanics. To be honest, Dolum has always had an unhealthy interest in opening locks, the dwarven elders had just hoped that that interest could be channeled to better purpose. Isiron has decided to release Dolum from his apprenticeship for the period of 10 years so he can better determine what his path in life is going to be. Isiron also hopes that some time away from Dongun Hold will shake the shake the young dwarf up and when he returns, he hopes he will be ready to be a responsible member of the clan.

Dolum thinks this is the greatest idea since polished gold. He longs to find more impressive locks, mechanisms and traps, and defeat them. He is being dutiful in his search however. He is annotating any interesting mechanisms in a journal, thus recording his conquests, but also taking the most interesting ideas back to Isiron when his 10 years are complete.

StatBlock:

DOLUM BREAKER CR 1/2
Male Dwarf Rogue 1
LN Medium Humanoid (Dwarf)
Init +3; Senses Darkvision; Perception +4
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DEFENSE
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AC 15, touch 13, flat-footed 12. . (+2 armor, +3 Dex)
hp 11 (1d8+3)
Fort +3, Ref +5, Will +0
Defensive Abilities Defensive Training
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OFFENSE
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Spd 20 ft.
Melee Battleaxe +1 (1d8+1/20/x3) and
. . Club +1 (1d6+1/20/x2) and
. . Dagger +1 (1d4+1/19-20/x2) and
. . Dagger +1 (1d4+1/19-20/x2) and
. . Dagger +1 (1d4+1/19-20/x2) and
. . Silver Dagger +1 (1d4/19-20/x2) and
. . Unarmed Strike +1 (1d3+1/20/x2)
Ranged Shortbow +3 (1d6/20/x3)
Special Attacks Sneak Attack +1d6
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STATISTICS
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Str 12, Dex 17, Con 16, Int 14, Wis 10, Cha 10
Base Atk +0; CMB +1; CMD 14
Feats Rogue Weapon Proficiencies, Skill Focus: Disable Device
Traits Iron Liver, Skeptic
Skills Acrobatics +4, Appraise +6, Climb +2, Craft (Locks) +4, Disable Device +8, Escape Artist +0, Fly +0, Knowledge (Dungeoneering) +6, Knowledge (Local) +6, Perception +4, Ride +0, Sleight of Hand +4, Stealth +4, Swim +2
Languages Common, Dwarven, Goblin, Undercommon
SQ Greed, Hardy +2, Hatred +1, Slow and Steady, Stability +4, Stonecunning +2, Trapfinding +1
Combat Gear Arrows (40), Battleaxe, Club, Dagger, Dagger, Dagger, Leather, Shortbow, Silver Dagger; Other Gear Backpack (empty), Bedroll, Bell, Chalk, 1 piece, Flint and steel, Ink (1 oz. vial, black), Inkpen, Journal, Rations, trail (per day), Rope, silk (50 ft.), Sewing needle, Thieves' tools, Waterskin, Whetstone
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SPECIAL ABILITIES
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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.
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.
Skeptic +2 save vs. illusion.
Slow and Steady Your base speed is never modified by encumbrance.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
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.
Trapfinding +1 +1 to find or disable traps.