Harsk

Dundin Larringfass's page

261 posts. Alias of Chainmail.


Full Name

Dundin Larringfass

Race

Dwarf HP 44/44; AC 17(20)/ff14(17)/t13; Fort +7, Ref +8, Will +3 Init +3; Per+8/10stone cmd=21(25br/trip)

About Dundin Larringfass

background:

Dundin grew up in the Mountainblood Clan, a prolific and wealthy bit of dwarves that lived in the Menador Mountains in Avistan. The Mountainblood Clan became ambitious, and rather than be withdrawn and reclusive, they traded with the government of Molthune and became wealthy and powerful. Although many of the clan advised against becoming too tight with the Lords of Molthune, the chief of the Mountainblood Clan became tempted by promises of wealth and glory. They made the mistake of running afoul of powerful foes in Cheliax.
The diabolical Chelaxians sent a pair of rune giants upon the Mountainblood Clan. The wholesale slaughter of the clan took less than three days, and Dundin escaped into the wilds and would have perished if he hadn't met his druidic mentor Popkin.
A clanless, penniless dwarf, Dundin sought refuge in the court of Molthune. Without prospects, the Lords of Molthune sent Dundin away without acknowledging any culpability in the massacre of his people. Wandering away from Molthune, Dundin fell in with Cham Larringfass, a halfling who was leaving Molthune at the same time as Dundin. The strong hardy dwarf became a manual laborer and was taken in my the hobbit goodwife who felt the need for the lonely boy to have some attachment to people. His strong desire to please his surrogate mother made Dundin follow Cham into Belkzen. Fortunately they ended up in the human settlement of Trunau where Cham runs the Ramblinghouse.
Cham cares little for 'bigguns' with a noticeable favoritism for the smaller races, but she has a soft spot for the quiet and often surly dwarf who is anxious to please her. Dundin has taken the surname of Larringfass, as Cham is really the only family he has known.
Dundin has taken to worship Chaldira Zuzuristan, the same diety as Cham. He is often teased about following a 'little girlie elven goddess', and this has gotten him into many fights. He wears the three notched shortsword symbol of hers on his helmet with pride.
Dundin knows two giants slaughtered his entire clan. By his estimation, he has to kill 267 giants to make things even. He does not know if he carve that many notches on his war axe, but he sure is going to try.

Dundin ministats:

AC: 17 (20 with shield); ff 14 (17 with shield); Touch: 13
+2 w/ adaption (+2 natural armor) to all but touch
HP=44/44
CMD=21 (+4 bull rush and trip when on solid ground)
Fort Save: +7
Ref Save: +8
Will Save: +3
action
XXX to go

Basics:

Dundin Laringfass
Level 4 Dwarf Ranger (Infiltrator)
Alignment CG
Deity: Chaldira Zuzuristan
Speed: 20ft
Senses: Perception +8 (+10 stonework)
ST = 18
DX = 14 (16)
CO = 16
IN = 12
WI = 14
CH = 8

Other numbers:

Height: 4'4" | Weight: 182 lbs. | Hair: Black | Eyes: brown

HP: 37

Speed: 20 ft. | 4 squares

Initiative: +2

AC: 17 | Touch: 12 | Flat-Footed: 15
+4 vs giants and creatures of giant subtype

Fortitude: +7 | Reflex: +8 | Will: +3
Glory of Old (Dwarf) You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Roll With It: You’ve trained with some of the best
giantslayers out there, and have learned how to avoid the
worst effects of a giant’s powerful attacks. You gain a +1
trait bonus on Reflex saves. In addition, once per day, when
a creature with the giant subtype successfully confirms a
critical hit against you with a weapon or a slam attack (not
a spell or special ability), you can roll with the attack. You
take normal damage from the blow, as if the critical had not
been confirmed. You must be aware of the attack and able
to react to it—if you are denied your Dexterity bonus to AC,
you can’t use this ability. If you are a dwarf or a gnome, you
can use this ability twice per day.

Base Attack Bonus: 4

CMB: +8 | CMD: 21

Attacks:

War Axe +8
Throwing axe +6
TWF War Axe +6 / Light shield +6

Dwarf racial abilities:

Standard Racial Traits
•Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.

•Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
•Type: Dwarves are humanoids with the dwarf subtype.
•Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
•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. See the Linguistics skill page for more information about these languages.

Defense 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 Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Feat and Skill Racial Traits
•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.
•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.

Senses Racial Traits
•Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Offense Racial Traits
•Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these 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.

Languages: Common, Giant and Dwarven.


Ranger Class Abilities:

Favored Enemy Level 1 = humanoid(giant)
Favored Enemy (Ex)
At 1st level, a ranger selects a creature type from the ranger favored enemies table. 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.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

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.

Combat Style Feat (Ex)
At 2nd level, a ranger must select one combat style to pursue. The choices depend on if the Advanced Player's Guide is being used.
•If Core Rules only: archery or two-weapon combat.
•If Advanced Player's Guide allowed: crossbow, mounted combat, natural weapon, two-handed weapon, and weapon and shield).

The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Weapon and Shield
If the character selects weapon and shield style, he can choose from the following list whenever he gains a combat style feat:
Improved Shield Bash, Shield Focus, Shield Slam and Two-Weapon Fighting.
•At 6th level, he adds Saving Shield and Shield Master to the list.
•At 10th level, he adds Bashing Finish and Greater Shield Focus to the list.

Endurance
A ranger gains Endurance as a bonus feat at 3rd level.
Endurance
Harsh conditions or long exertions do not easily tire you.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

At 3rd level, an infiltrator learns how to copy the unusual abilities of his prey. He chooses one type of creature he has selected as a favored enemy, such as “aberrations.” The Ranger selects one ability or feat from the adaptation list for that type (see below). A Ranger can use adaptations for 10 minutes per day per Ranger level he possesses. This duration does not need to be consecutive, but it must be used in 10-minute increments. If the adaptation requires the Ranger to make a more specific choice (such as what skill to use with Skill Focus), this choice is permanent and cannot be changed.

At 8th, 13th, and 15th-level, the Ranger chooses another one of his favored enemy types and selects one adaptation from that type’s list, as well as an additional adaptation from any one list of a creature type he’s selected (including the one just chosen, if so desired). The infiltrator can only use one adaptation at a time. The ranger can use the camouflage and hide in plain sight class features whenever he is using adaptations.
Level 3 adaption: natural armor +2
Humanoid (giant): low-light vision, Lunge, natural armor +2, resist energy 10 (choose cold, electricity, or fire), Throw Anything.
This class ability replaces favored terrain.

Hunter's Bond (Ex)
At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses.

This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level –3.

Spells
Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance.

To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier.

Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3.

Ranger Spells:

1) Lead Blades, Lead Blades

Special Abilities and Ninth Battalion info:

Power of the Giants: From the energies leaking into the darkness below Bloodmarch Hill and liberating the artifacts lost there, you have found you now have the mystical ability to match their size and strength when fighting them. Once per day, you can cast Enlarge Person (self only) as a spell-like ability. The caster level for this effect is First Level.

Siege’s Resolve: Through your trial by fire, you have proven capable of fending off overwhelming numbers while defending allies. As a free action on your turn, one time only, you can gain a +2 insight bonus to your Armor Class for 1 minute when threatened by three or more opponents. Against creatures with the giant or orc subtype, this bonus increases to +3 and also extends to any allies that are immediately adjacent to you.

A few days after the Battle of Bloodmarch Hill Agrit Staginsdar sent a special message to Dundin requesting his presence at a special meeting at her shop, the House of Wonders. The shop was closed after the recent battle for renovations but a small meeting room in the back was cleared save for a few chairs, a table of food and pair of kegs, and three dwarves waiting for the weary ranger. Agrit introduced Dundin to the other pair of dwarves, an aged, battle scarred mountain dwarf named Chardson Helmrunner and a slightly younger hill dwarf known around Trunau as Holgarin Stoneshield. Helmrunner is a distant relation to the general of the Ninth Battalion while Stoneshield is a commander for forces located in the "Conquered Lands," the stretch of plains from the former Hordeline to Lastwall's current borders.

The trio spends the remainder of the day and much of the evening drinking with and informing the young Hero of Trunau about the history of the Ninth Battalion, the importance of dwarven solidarity, and what role Dundin himself can play in protecting the future of dwarves, both in Trunau and the wilder lands of the Hold of Belkzen. Dundin learns of small units of battalion forces operating behind the scenes striking out at orcish raiders and related operations across the region, as well as larger groups patrolling the mountains waging a guerilla style campaign against an upswing in giant tribe migrations. While no useful information is available, the group hopes that if Dundin discovers anything of importance in his travels he will quickly and openly share it with the Battalion.

The group mentions that while Agrit has turned her back on her own martial heritage she is still a true and loyal daughter of the citadel and will act as the ranger's contact with the Battalion. The group then spends the remainder of the night feasting, singing battle songs, and honoring those dwarves fallen to the blades of their enemies, past and present.
You have 10PP for faction abilities

Skills:

6+1(INT)=7/level
Acrobatics +10 (4, +3 Dex, +3 Class Skill)
Appraise +0
Bluff 0
Climb +8 (1, +4 Str, +3 Class Skill)
Craft N
Diplomacy -1
Disable Device N
Disguise -1
Escape Artist +2
Fly +2
Handle Animal N
Heal +2
Intimidate -1
Knowledge Nature +8 (3 +2 Int +3 Class Skill)
Knowledge Geography +6 (1 +2 Int +3 Class Skill)
Knowledge Dungeoneering +6 (1 +2 Int +3 Class Skill)
Linguistics N
Perception +9 (4 +2 Wis +3 Class Skill) (+2 stonework)
Perform N
Profession N
Ride +6 (1, +2 Dex, +3 Class Skill)
Sense Motive +10 (4, +2 Wis, +3 Class Skill, +1 trait)
Sleight of Hand +1
Stealth +10 (4 +3 Dex, +3 Class Skill)
Survival +9 (4 +2 Wis, +3 Class Skill)
Survival to Track +13 (+4 ranger level)
Swim +8 (1 +4 Str, +3 Class Skill)
Use Magic Device NA

Feats:

Vengeance (lvl 1)
Benefit: You gain a +1 bonus on saving throws, attack rolls, and weapon damage rolls against giants and known minions of giants.
Goal: Thwart giants.
Completion Benefit: You gain a +1 bonus on all saving throws. This bonus stacks with this feat's bonus against giants and their minions, should they survive.
Shield Slam (lvl 2 ranger)
Two Weapon fighting (lvl 3)
Endurance (Ranger bonus lvl 3)

Traits/Drawbacks:

Drawback--Pride
You can’t abide challenges to your dignity, authority, or honor.
Effect: When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
Roll With It: You’ve trained with some of the best
giantslayers out there, and have learned how to avoid the
worst effects of a giant’s powerful attacks. You gain a +1
trait bonus on Reflex saves. In addition, once per day, when
a creature with the giant subtype successfully confirms a
critical hit against you with a weapon or a slam attack (not
a spell or special ability), you can roll with the attack. You
take normal damage from the blow, as if the critical had not
been confirmed. You must be aware of the attack and able
to react to it—if you are denied your Dexterity bonus to AC,
you can’t use this ability. If you are a dwarf or a gnome, you
can use this ability twice per day.
Glory of Old (Dwarf) You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Suspicious: +1 to Sense Motive and Sense Motive is a Class Skill
Lessons of Chaldira: Reroll one failed save 1/day

Gear:

Format (cost in gp/weight in lb)
Small spiked shield - klar (+2) (4169/11)
Belt of Dexterity (+2) (4000/-)
3 Potions of Cure Light Wounds
1 Potion of Cure Moderate Wounds
1 Antitoxin vials
4 Smokesticks
1 Tangleburn Bag
1 Thunderstone
2 flasks Acid
2 Alchemist’s Fires
1 Tanglefoot Bags
1 Fuse Grenade
50 feet of Rope, 1 coil
Composite longbow (+4 Str bonus)
Quiver 20 arrows
Throwing axe (2 left of 2) (16/4)
Light hammers (2 left of 4) (4/4)
Masterwork Chain shirt(250/25)
Snowshoes(1/5)
*Backpack (2/2)
*Cold Weather Outfit (8/7)
*crowbar (2/5)
*50' silk rope w/ grapnel (11/9)
*2 torches (.02/2)
flint and steel (1/0)
*2 large sacks (.2/1)
2 waterproof bags(.2/1)
snowshoes
1 filled liter waterskin (1/4)
*bedroll (.1/5)
4 winter blankets (2/12)
Inkpen w/ 1 oz vial (8.1/0)
16 sheets of paper (8/0)
2 days trail rations (1/2)
515.38gp

Animal Companion Wolverine Bobo:

Badger
Starting Statistics
Size Small; Speed 30 ft., burrow 10 ft., climb 10 ft.; AC +2 natural armor; Attack bite (1d4), 2 claws (1d3); Ability Scores Str 10, Dex 17, Con 15, Int 2, Wis 12, Cha 10; Special Attacks rage (as a barbarian, 6 rounds per day); Special Qualities low-light vision, scent.
AC=15
Feat=Weapon Finesse
Natural attacks = +1 Bab +3 Dex +1 small = +5
HP=17; Fort +5; Ref +6; W +1

Appearance:

You smell Dundin before you see him, and that is because he detests personal hygiene. He only bathes when Cham withholds food and refuses to smell him anymore.
Dundin is not physically attractive at all, and has an unkempt beard and shock of brown hair. He grows hair from his back out his collar, and often uses it as a back collar.
Then Dundin's dress is a poorly matched with a few earth tones augmented by the pastels halflings like to wear for color. Dundin wears a helmet with the symbol of Chaldira Zuzarisan, the three notched short sword, prominently displayed.
The only quality item is a well oiled set of leather boots. Prone to wander off on his own for many leagues, Dundin appreciates the importance of foot care.
Dundin's most prized possession is his heavy metal shield. His shield is dented and the handle has been reforged as Dundin uses his shield as a surrogate sled in the winter time. Battered in a few places, but fully serviceable, it has the motto of the Mountainblood Clan. 'Dwarves are capable of dishing out punishment, but they are truly prized for the punishment they can take' Below that is inscribed the words many a dwarven mother put on her son's shield when he went off to battle. In this case the words were inscribed by Dundin's grandmother when she gave the shield to Dundin's father: 'Return with your shield or on it'