Harsk

Ferrek Silvertarn's page

119 posts. Alias of Bobson.


Full Name

Ferrek Silvertarn

Classes/Levels

66/66 HP | 16 AC | Fort +8, Ref +14 (+3 vs traps), Will +11 (All: -2 v light, +2 v poison, spells & SLA) | Per +27* (+12 vs underground traps, +4 vs stonework) | Auto perception roll against traps

Gender

Male

About Ferrek Silvertarn

Perception totals

  • Base perception: +27
  • Trapfinding: +4 to locate traps
  • Favored Terrain: +4 while underground, +2 while in urban
  • Stonecutting: +4 on stonework, such as traps and hidden doors
  • Canny Observer: +4 to hear the details of a conversation or find concealed or secret objects (including doors and traps)
  • Goldsniffer: +2 trait bonus on checks related to metals, jewels, and gemstones
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    Stone trap: +39 (+43 underground)
    Metal trap: +37 (+41 underground)
    Generic trap: +35 (+39 underground)
    Stone secret door: +35 (+39 underground)
    Generic secret door: +31 (+35 underground)
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    Disabling Traps: +29
    Disabling Stone Traps: +33

    Background:

    Most dwarves love crafts. Many of them are quite skilled in at least one form. Some achive great renoun for what they create. Ferrek Silvertarn is not one of them.

    Ferrek has always been more interested in taking things apart than putting them back together again. At the age when many of his friends were apprentincing to learn at least the basics of a craft, he worked for a locksmith. Unfortunately, he was a source of endless frustration to his master: He was a genius at opening locks, but had no desire to create them. After one ignored task too many, he was turned out to fend for himself.

    At this point, a less principled dwarf might have turned his talents to crime, but Ferrek instead turned to the other traditional trade of the dwarf - the army. As luck would have it, on his first real mission, he was part of a squad sent to push back a minor kobold incursion. This particular tribe of kobolds had devised some exceptionally clever traps, and it was only the newbie's sharp eyes and mechanical talents that kept his squadmates alive. After that mission, Ferrek was reassigned to a special team where his talents would be put to better use. This team specifically focused on designing traps, wards, and other border protections, protecting others from the kobold trapsmiths, and disarming anything left behind when the dwarves left an area or discovered a new ruin.

    It is in that last role that the Ferrek has come to enter the Tomb. More interested in the challenge than the fame, he convinced his superiors to send him on this adventure. Having spent decades refining his skills under all types of conditions, he now is prepared to face the most deadly traps known.
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    Ferrek Silvertarn
    Male Dwarf (Deep Delver) Rogue (Trapsmith) 9
    CG Medium Humanoid (dwarf)
    Init +5; Senses darkvision 90 ft., tremorsense 20 ft.; Perception +27

    Combat:

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    Defense
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    AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 deflection)
    hp 66 (9d8+18)
    Fort +8, Ref +14 (+3 bonus when set off a trap with a failed Disable Device check, +3 bonus vs. traps), Will +11; -2 vs. [light] effects, +2 vs. poison, spells, and spell-like abilities
    Defensive Abilities deep warrior, evasion, trap sense +3
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    Offense
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    Speed 20 ft.
    Ranged +1 Underwater light crossbow +12/+7 (1d8+1/19-20/x2)
    Special Attacks hatred, sneak attack +5d6

    Other crunch:

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    Statistics
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    Str 10, Dex 20, Con 14, Int 16, Wis 20, Cha 6
    Base Atk +6; CMB +6; CMD 22
    Feats Cosmopolitan (Knowledge [arcana], Spellcraft), Extra Rogue Talent (Rogue [Trapsmith]), Improved Stonecunning, Skill Focus (Disable Device), Skill Focus (Perception)
    Traits Goldsniffer, Vagabond Child (urban) (Disable Device)
    Skills Acrobatics +14, Appraise +7 (+9 for small or highly detailed items when using a magnifying glass), Climb +9, Craft (stonemasonry) +9 (+11 on checks related to metal or stone), Diplomacy +2, Disable Device +26 (+30 vs stone traps), Escape Artist +6, Knowledge (arcana) +15, Knowledge (dungeoneering) +15, Knowledge (engineering) +12, Knowledge (local) +15, Linguistics +7, Perception +27 (+22 to hearing checks, +31 to notice unusual stonework, +31 to hear the details of a conversation or to find concealed or secret objects (including doors and traps), +29 on checks related to metals, jewels, and gemstones), Sense Motive +11, Sleight of Hand +6 (+8 to oppose the Perception check of someone observing or frisking you regarding items in the sheath, +8 to oppose the Perception check of someone observing or frisking you regarding items in the sheath), Spellcraft +15, Stealth +4, Survival +5 (+10 when tracking, +7 to avoid becoming lost), Swim +1, Use Magic Device +10; Racial Modifiers rogue talents (canny observer, fast picks, terrain mastery, terrain mastery, trap spotter), careful disarm, craftsman, trap master
    Languages Celestial, Common, Draconic, Dwarven, Elven, Giant, Orc, Undercommon
    SQ +4 disable device and trap sense vs. stone traps., favored terrains (underground +4, urban +2), hardy, minesight, mountaineer, slow and steady, stonecunning +4, trapfinding +4
    Combat Gear wand of detect magic (50 charges), wand of detect secret doors (50 charges), wand of expeditious retreat (50 charges), wand of magic missile (49 charges) , heartstake crossbow bolt (5);
    Other Gear +1 leather armor, +1 underwater light crossbow, crossbow bolts (95), crossbow bolts (5), bag of holding i, belt of incredible dexterity +2, burglar's bracers, cloak of resistance +3, gloves of reconnaissance, handy haversack, headband of mental prowess +2 (Int, Wis), dark blue rhomboid ioun stone, lenses of detection, ring of protection +1, traveler's any-tool, tremor boots, wayfinder, adventurer's sash, bell net, camouflage netting, camouflage netting, camouflage netting, camouflage netting, dwarven trail rations (14), earplugs, folding chair, folding chair, folding ladder, folding pole, folding table, glass cutter, glue paper (10), iron spike (20), iron vial (5), magnet, magnifying glass, neck guard, periscope, reinforced scarf, rogue's kit, sewing needle (2), shovel, folding, signal whistle, silk rope (100 ft.), smoked goggles, stove can, string or twine (4), thieves' tools, masterwork, wrist sheath, wrist sheath, 164 gp, 9 sp, 3 cp

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    Special Abilities
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    +4 Disable Device and Trap Sense vs. Stone Traps. Add a +1/2 bonus on Disable Device checks regarding stone traps and a +1/2 bonus to trap sense regarding stone traps.
    Burglar's bracers (1/day) Transforms into mwk thieves tools. Activate to take 10 on Disable Device despite danger.
    Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects.
    Careful Disarm (Ex) Failed disarm only triggers a trap if fail by 10 or more, and double trap sense if it is.
    Craftsman +2 on Craft/Profession checks related to metal/stone.
    Darkvision (90 feet) You can see in the dark (black and white vision only).
    Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations.
    Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
    Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
    Fast Picks (Ex) Can use Disable Device to open a lock as a standard (rather than full-rd) action.
    Favored Terrain (Underground +4) (Ex) +4 to rolls vs Favored Terrain (Underground).
    Favored Terrain (Urban +2) (Ex) +2 to rolls vs Favored Terrain (Urban).
    Gloves of reconnaissance (10 rounds/day) Can see and hear though up to 15 ft of solid materials.
    Goldsniffer +2 Perception for metals, jewels and 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.
    Lenses of detection +5 to track with Survival
    Magnifying glass +2 Appraise for small or highly detailed items.
    Minesight Dazzled in bright light and -2 to save vs light effects.
    Mountaineer Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness.
    Neck guard +1 AC vs attacks that specifically target your throat when worn with light, medium, or no armor.
    Slow and Steady Your base speed is never modified by encumbrance.
    Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
    Sneak Attack +5d6 +5d6 damage if you flank your target or your target is flat-footed.
    Stonecunning +4 +4 bonus to Perception vs unusual stonework. Free check within 10 feet.
    Trap Master (Ex) Don't need to exceed DC by 10 to bypass traps, and can change who triggers magic traps.
    Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
    Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
    Trapfinding +4 Gain a bonus to find or disable traps, including magical ones.
    Traveler's any-tool Acts as masterwork tools for most Craft or Profession skills.
    Tremorsense (20 feet) Sense things and creatures without seeing them.
    Wand of Detect Magic Add this item to create a wand of a chosen spell.
    Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).