About Ferrek SilvertarnPerception totals
---------- 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) ---------- 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.
Ferrek Silvertarn
Combat:
-------------------- Defense -------------------- 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 -------------------- Offense -------------------- Speed 20 ft. Ranged +1 Underwater light crossbow +12/+7 (1d8+1/19-20/x2) Special Attacks hatred, sneak attack +5d6 Other crunch:
-------------------- Statistics -------------------- 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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