Harsk

Edrukk Rimeblade's page

4 posts. Alias of michaelane.


Classes/Levels

Stats:
AC 18/11/17 HP 49/49 F+6* R+5* W+2* Init +1 (+7 underground) Per +9 (+13 underground)

About Edrukk Rimeblade

Edrukk Rimeblade
Male dwarf ranger (deep walker, guide) 5
CG Medium humanoid (dwarf)
Init +1 (+7 when underground); Senses darkvision 60 ft.; Perception +9 (+13 when underground)
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Defense
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AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
hp 49 (5d10+15)
Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee mwk armor spikes +10 (1d6+4) or
. . mwk dwarven double waraxe +11 (1d10+4/×3)
Special Attacks combat style (Gorum), ranger's focus, relentless
Ranger (Deep Walker, Guide) Spells Prepared (CL 2nd; concentration +3)
. . 1st—lead blades (2)
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Statistics
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Str 18, Dex 12, Con 14, Int 8, Wis 13, Cha 7
Base Atk +5; CMB +9 (+11 overrun); CMD 20 (20 vs. bull rush, 20 vs. grapple, 22 vs. overrun)
Feats Endurance, Improved Overrun, Power Attack, Spiked Destroyer, Weapon Focus (dwarven double waraxe)
Traits serpent runner (intimidate), tunnel fighter
Skills Acrobatics -2 (-6 to jump), Climb +6, Intimidate +6, Knowledge (dungeoneering) +3 (+7 when underground), Knowledge (geography) +3, Knowledge (nature) +3, Perception +9 (+13 when underground), Stealth +6 (+10 when underground), Survival +7 (+11 when underground, +9/+13 to track; +11/+15 to track vs. humanoids of the Giant subtype), Swim +6; Racial Modifiers lorekeeper
Languages Common, Dwarven
SQ deep knowledge, giant hunter, rock stepper, terrain bond, track +2, wild empathy +3
Other Gear +1 armor spikes breastplate, mwk dwarven double waraxe, boots of friendly terrain, 1,890 gp
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Special Abilities
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Boots of friendly terrain (underground) Boots of friendly terrain turn inhospitable territory into a perfect hunting grounds for any ranger who wears them, so much so that his footprints vanish behind him with each step he takes. Each pair of these supple leather boots corresponds to a specific sort of environment as defined by the ranger's favored terrain class feature (jungle, plains, and so on). A ranger wearing the boots can treat the corresponding environment of the boots as one of his favored terrains, granting him a +2 bonus. If he already has that particular environment as one of his favored terrains, that terrain’s bonus increases by 2.
Darkvision (60 feet) Dwarves can see in the dark up to 60 feet.
Deep Knowledge +2 (Ex) At 3rd level, a deep walker gains a +2 bonus on initiative checks and Knowledge (dungeoneering), Perception, Stealth, and Survival skill checks while underground (in caves and dungeons). Every 5 levels thereafter, the deep walker gains an additional +3 on each of those checks while underground (to a maximum of +11 at 18th level). This ability replaces favored terrain.
Defensive Training +4 Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Endurance 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.
Giant Hunter +1 to attack/+2 to tracking Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.
Improved Overrun You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.
Lorekeeper Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
Power Attack -2/+4 You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Ranger's Focus +4 (2/day) (Ex) At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the ranger's focus until it is reduced to 0 or fewer hit points or surrenders, or until the ranger designates a new focus, whichever occurs first. The ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2. At 4th level, and every 3 levels thereafter, the ranger can use this ability one additional time per day. This ability replaces favored enemy.
Relentless +2 Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.
Rock Stepper Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
Serpent Runner (Intimidate) +2 trait bonus to demoralize opponents.
Spiked Destroyer When you succeed at a bull rush or overrun combat maneuver, you may automatically make an attack roll with your armor spikes against the target of the maneuver as a swift action, using your highest attack bonus.
Terrain Bond (Ex) At 4th level, the guide forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the ranger grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the ranger's allies leave no trail and can't be tracked. The ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires. This ability replaces hunter's bond.
Track +2 A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Tunnel Fighter While underground, you receive a +2 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit).
Wild Empathy +3 (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.

Edrukk's Story:

Edrukk was born in Janderhoff, one of the dwarves' four remaining sky citadels. Edrukk showed an early knack for martial skills and was selected for training in one of the elite Deep Companies of Janderhoff. The young dwarf showed promise, but found himself heavily influenced by a new school of thought running through the Academy that the dwarves should take a more aggressive stance against their Darklands and surface enemies. When Edrukk was deployed, he soon found his philosophy conflicted with that of the older, more conservative leaders of the Deep Companies. He grew frustrated with his superiors lack of aggression toward the monstrosities of the deep and feared that in time, Janderhoff too would join the list of fallen dwarven kingdoms. Unwilling to directly confront the situations, but longing to bloody his urgosh and perhaps eventually fight for the dwarves to retake some of their lost sky citadels, Edrukk left the Deep Companies for Magnimar.

In the human city, Edrukk connected with Jorston "Axetongue" Droaeb, the Master of Games for the Serpent's Run. Jorston convinced him to give the games a try - at least so he could raise some funds to start an adventuring company. For several months, Edrukk fought in staged battles with other warriors and the occasional hamstrung monster. The crowds enjoyed seeing a dwarf battling with unusual weapons like the urgosh and longhammer, but Edrukk soon grew as bored with the arena as he had previously been with guard duty in Janderhoff.

Fortunately, at just about the same time Edrukk was considering moving on, he received word that the new Pathfinder Lodge in Magnimar was seeking recruits and that they actually planned to offer opportunities for adventure. Finally seeing an opportunity to face a challenge, Edrukk soon signed up with Venture-Captain Sheila Heidmarch.


Fun Facts about Edrukk:

- Edrukk worships Angradd, the dwarven god of aggressive tactics and warfare rather than the more conservative Torag who he sees as overly focused on plans and not enough on action.
- Edrukk's greatest hope is to raise funds to form an adventuring company to retake one of the lost sky citadels - especially Koldukar.
- Edrukk's favorite training exercises were those in which the dwarves practiced battle against giants, especially a drill called kneecapping in which the dwarves were required to dodge across a battlefield, smashing targets just over their heads.