In the desert, in a dead-man's house, pockets full of loot.
Languages
Dwarf, Common, Undercommon
Occupation
Tomb-breaker
Strength
10
Dexterity
16
Constitution
14
Intelligence
12
Wisdom
12
Charisma
9
About Ernst "Love" Lowfield
Answers to questions:
1. Visual description of character.
~The alias image is perfect for Love, I built him from it. Slightly sun-burnt, taking Foreign Opportunist campaign trait so he is new to Wati, short bearded as long beards and traps do not mix well. Dresses conservatively and practically. He is a professional, flash is for the client.
2. Why do you care about tomb exploring? Why risk death at the hands of ancient traps or untold horrors buried away? Isn't there an easier way for your character to make a living? Is it just greed for gold or something else?
~First it is something of a family business. The Lowfields have been making, and less publicly, breaking traps and vaults for generations. Think something like the Timsons from the Rumpole novels.
Love seeks to both expand the family business and to establish his own reputation by making a bit of a splash in this lottery. With a good name as a trapsmith and the funds from the tomb Love seeks to prove that the ancients cannot hold a candle to modern builders.
3. Brief history as to how you heard about lottery and came to be in Wati.
~Business contacts among Pahmet dwarf community sent word about the opening. Senior family members being conservative (they are dwarves after all) decided to send Love partly to test the waters pending any real commitment of resources and as a test for the young lad.
Background, Appearance and personality:
Appearance.
Slightly sun-burnt and clearly new to the Wadi. This short bearded young dwarf examines you with small dark eyes. His clothes are simple, clean, and hard wearing. Flash gets you noticed.
~The alias image is perfect for Love, I built him from it. Slightly sun-burnt, taking Foreign Opportunist campaign trait so he is new to Wati, short bearded as long beards and traps do not mix well. Dresses conservatively and practically. He is a professional, flash is for the client.
Personality.
~First it is something of a family business. The Lowfields have been making, and less publicly, breaking traps and vaults for generations. Think something like the Timsons from the Rumpole novels.
Love seeks to both expand the family business and to establish his own reputation by making a bit of a splash in this lottery. With a good name as a trapsmith and the funds from the tomb Love seeks to prove that the ancients cannot hold a candle to modern builders.
Background.
~Business contacts among Pahmet dwarf community sent word about the opening. Senior family members being conservative (they are dwarves after all) decided to send Love partly to test the waters pending any real commitment of resources and as a test for the young lad.
Combat stats:
Perception
Darkvision 120'
Saves:
Fortitude (+1Con+1trait)+2
Reflex (+2Class+3Dex)+5
Will (+1Wisdom)+1
Note:+2 racial vs. poison, spells, and spell-like.
AC/Flatfoot AC
Touch AC
CMB 0
CMD 13
Note:
+4 dodge vs. giant subtype.
+4 racial CMD vs bull rush/trip while standing on the ground.
Hit Points:10
BAB
Initiative +3(dex)
Speed 20
Class, race and special abilities:
Dwarf
~Darkvision, 60 feet.
~Defensive Training, +4 dodge vs. giant subtype.
~Greed, +2 racial to Appraise to determine the price of non-magical goods that contain precious metals or gemstones.
~Hardy,+2 racial vs. poison, spells, and spell-like.
~Hatred, +1 racial to attack rolls vs orc and goblinoid subtypes.
~Slow and Steady, speed is never modified by armor or encumbrance.
~Stability, +4 racial to CMD vs. bull rush/trip while standing on the ground.
~Stonecunning, +2 untyped to Perception to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. Free check to notice such if within 10 feet of them.
~Weapon Familiarity, proficient with battleaxes, heavy picks, and warhammers, any weapon with the word “dwarven” is a martial weapon.
Rogue
~Sneak attack, +1d6
~Trapfinding, +1/2 level (min+1) to Perception skill checks made to locate traps and to all Disable Device skill checks. A rogue can use Disable Device to disarm magic traps.
Traits and Feats:
Traits.
~Campaign, Inquisitive Archaeologist: +2 trait to Knowledge (engineering), and that skill is a class skill. +2 trait on Perception vs.concealed or secret doors in structures built in the style of Ancient Osirion.
~Combat, Resilient:+1 trait bonus on Fortitude saves.