About FluteFlute Earthstriker
==DEFENSE==
==OFFENSE==
==STATISTICS==
==ATTACKS==
Warhammer: +0 1d8 x2 Ranged:
Skills:
Acrobatics +1 (-4/-7), Appraise 1, Bluff -1, Climb +0 (-5/-8), Craft (any) 3, Diplomacy -1, Disable Device +0, Disguise -1, Escape Artist +1 (-4/-7), Fly +0, Heal +4, Intimidate -1, Knowledge (nature) +7, Knowledge (Geography) 5,Knowledge (Other) 1, Perception +8 , Perform -1, Ride +1 (-4/-7), Sense Motive +4, Spellcraft +5, Stealth +1 (-4/-7), Survival +10, Swim +0 (-5/-8), Use Magic Device -1
Traits:
Goldsniffer: You gain a +2 trait bonus on Perception checks related to metals, jewels, and gemstones. Boarded in Varisia Traveling from lands far to the
Equipment:
Hide Armor Heavy Wooden Shield sling Bullets (10) Warhammer Backpack
Gold: 40gp 6sp
spells:
3 o level spells prepared: (DC: 14) Read Magic Detect Magic Flare 2 1st level spells prepared: (DC: 15) Endure Elements x2 Dwarven Traits:
Stonesinger: Some dwarves’ affinity with the earth grants them greater powers. Dwarves with this racial trait are treated as 1 level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle’s stone mystery. This ability does not give the dwarf early access to levelbased powers; it only affects powers the dwarf could use without this ability. This racial trait replaces the stonecunning racial trait. +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Appearance:
Flute is an average sized Dwarf with light tan skin. His beard and appearance seems rather unkempt. Well-made hide armor covers his body and 9 times out of ten he wears a smile on his face. His bodyposture hints at his slightly aloof personality. Personality:
Flute is a kind-hearted, curious dwarf, who synthesizes his love for the dwarven finer things in life, an adventurous spirit, and sense of duty and purpose.. even if he knows not what that means at this time.
He is very easy-going but also harbors a deep, serious side to him.
Background:
Once a typical dwarven miner of Janderhoff, Flute enjoyed the finer things in dwarven culture: stories, gems, and, of course, ale. He always seemed to be day-dreaming and was never the best with a pick-axe, but despite his aloof nature, he always had a good eye for gems, ore and the like. His perception was highly valued among his co-workers. One day while working in the mines of Janderhoff, deep below the surface, something happened to the dwarf. To this day, he knows not what compelled him, but he was overcome with a desire to craft. He knew not what he was making, but knew he needed to assemble strange ingredients. No longer sleeping, working or, scariest of all, drinking ale, Flute scoured the city for his needed materials: bones... yes he needed bones.. a large rat bone...
He seemed to go on and on.
For the saftey of the burrow, Flute was locked in the workshop he took over. Here he sat and slaved over his invention until it was finally done. He crafted an incredible flute made of bone, adorned with gem, feathers and leather... as well as a silk carrying pouch. A few days later, Flute woke up. His entire clan was proud of him. His burrow proudly displays his flute in the mayors office. (Engraved on the flute were pictures of gems, the mayor himself and a strange serpent). His original name was Rurik, but he adopted his nickname as his main name after his possession. He went back to work, but remained even more aloof than prior to his possession. He knew he wasn't meant to stay here. He had to go. He lied to his clanmembers saying he was going off in search of the prosperous Bandu Hills to seek a fortune. Sometime during his possession, he felt a strange divinely inspired pull. He had visions of serpents, dark skies, jungles and heard the name "sssssssssssargava" hissed. He took this to be a sign and the next day he bid farewell to his clansmen (who were quite sad to see him go). In reality, something within him was calling him to come to the jungles of the Sargava. He knew he must travel to Magnimar and take the next boat out to this place. While traveling, he found his reputation has begun to spread among the nearby Shoanti. Here he was tought some of the arts of a druid, a fellow traveler to Magnimar. His mentor foresaw Flute's travel and knew he had little time. Flute promised to write him letters of his travels. His clan, to his knowledge, is still residing behind Janderhoff's iron curtain doing what they do best: mining.
Motivations:
Destiny- Flute feels called to Sargava for some reason. Something, he feels, is altering nature itself and he feels he must investigate. Wanderlust- Flute wants to see the world. His daydreams were always about new experiences and adventure in the world above, away from the lightless depths of the Darklands. Heritage- Flute, although his modesty won't allow him to openly admit it, would love to discover riches, drink ale, and become a hero like the ones he heard about in legends. |