Joran Vhane

Elroy Moondriver's page

No posts. Alias of Firehawk333.


Full Name

Elroy Moondriver

Race

dwarf

Classes/Levels

swashbuckler 6

Gender

male

Size

4-3 ft

Age

109

Special Abilities

panache

Alignment

neutral good

Deity

nameless green moth

Languages

dwarven, common, gnome

Occupation

Miner

Strength 16
Dexterity 16
Constitution 16
Intelligence 12
Wisdom 12
Charisma 6

About Elroy Moondriver

backstory:
From the town of Mentathalos a young dwarf left when he was twenty, with some adventure gear, his trusty pickaxe, a buckler, and a cloak, Elroy Moondriver wanted to find a skill to master. As he wandered he found a mining town, called Raven-rock, in need of someone to help them rid their mine of aberrations. With his night vision and high senses, Elroy offered to help however much he could, just like the great moth once did. He fought back Flumphs and gricks, but knew that they would return, and decided to stay. Years went by and Elroy mastered the trade of mining and grew to hate the aberration that assaulted the mine on a regular basis. Eventual other warriors came and Elroy taught and showed them how to fight flumps and gricks. As he was no longer needed there and found only respect from the town, who did not like his brash and messy nature, Elroy left, deciding to find some other goal to active. He eventually found a group of researchers, two middle aged human, Ray and Susan, and a gnome, Poshment, who studied stones and their magic properties. The group had no issues with his nature, all being a bit quirky themselves. This group hired him to help mine stones and, latter, help deal with the results from their experiments. Thier project called the jumping portal. They often made gate ways trying to create a portal that could be easy used by anyone. These gateways usually back fired and open a portal to other planes. A few years passed they groups experiments still were not working, so the researchers decided to leave to look for another way. Elroy decided to head out on his own again, and when the researchers heard this they made him a mithril breastplate for all his hard work. And with that they parted ways. Elroy, in his new armor, buckler on his arm, his pick on his hip, and covered in his cloak, set out, debating whether to go back to Mentathalos or not. As he headed back to Mentathalos for at least a visit, a job offer caught his attention. It seemed a company of druids need a miner capable of fighting. Seemed like a good opportunity, at the least for the experience if not the money.

Traits:
Racial
-Hardy= +2 on saving throws against poison, spells, and spell-like ability.
-Craftsman= +2 bonus on all craft and profession checks related to metal or stone.
-Stone cunning= +2 bonus on perception to notice unusual stone work, and gets an automatic check if walking within ten feet of it.
-Dark vision= sees perfectly up to 60 feet in darkness.
-Weapon familiarity= proficient with battle axes, heavy picks, and war hammers, also anything “Dwarven” is martial.
-Hatred= +1 racial bonus on attack and damage roll on humanoids with the orc or gobliniod sub-type.
-Stability= +4 CMD when resisting a bull rush or trip attack.
-Deep warrior= + dodge bonus to AC against aberration monsters and a +2 racial bonus on Combat Maneuver checks to grapple them.

Other
-Trained researcher= +2 to all checks to identify outsider's traits and weaknesses, and you start with an inactive Book Of Lore.
-Moth’s Awareness= +2 perception and stealth checks made in dim light.


skills:
Acrobatics (dex)=2+3+3=8
Bluff (cha)=1+3=4
Climb (str)=1+3+3=7
Craft (weapons) (int)=5+2+3=10
Escape artist (dex)=1+3+3=7
Knowledge (planes) (int)=1+2+1=4
Knowledge (dungenering) (int)= 2+2=4
Knowledge (outsider) (int)=2+2=4
Perception (wis)=6+1+3=10
Profession (miner) (wis)=6+1+3+2=12
Sense motive (wis)=1+1+3=5
Sleight of hand (dex)=1+3+3=7
Swim (str)=1+3+3=7

feats and class abylites:

Feats
-(From campaign) Master Craftsmen (weapons) = +2 to this craft and allows for craft magic arms with ranks in this skill as caster level.
-Weapon focus (heavy pick)= +1 to all attack rolls
-Extra panache=+2 points every day and max panache increased by 2.
-Power attack=when used -2 to hit and +4 damage, and damage half over again if two handing.
-Breathed of experience= you get a +2 bonus on all Knowledge and profesion skill checks, and can make checks with those skills untrained.

Class abilities
-Panache=1+2=3
-swashbuckler finesse= dex to hit for light and one-hand piercing weapons, also uses cha for int for feats. Also counts as weapon finesse for feats.
-Charmed life= A number of times per day, as an immediate action, add cha mod to a saving throw, must be done before the throw. Currently 4/day
-Nimble= dodge bonus to ac, only when wearing light or no armor and anything that causes loss of dex bonus also stops this bonus. Currently +1
-Swashbuckler finesse= bonus to attack and damage rolls with light and one-handed piercing weapons. Also when wielding one off these weapons has improved critical for it. Currently +1
-Favored class bonus (dwarf)= add ¼ effective class level to determine the extra damage dealt by precise deed when wielding light pick or heavy pick. Currently +1 to effective class level