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About Geim BloodmaulStat Line:
HP 8/13 AC 16, Touch 11, Flatfooted 15, CMD 15 (+4 vs. Bullrush/Trip), Saves F +5, R +3, W +2; Darkvision 60, Perception +6, Sense Motive +2; Init +1 | Status: Normal Geim
Defensive Training - Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype. Favored Enemy (Ex) - At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. Orcs +2 Hardy - Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Hatred - Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes. Lorekeeper - Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed. Stability - Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stone Cunning - Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. Stone Scouting (Ex) - A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking. This ability replaces track. Vermin Affinity (Ex) - A dungeon rover gains the ability to improve the attitude of mindless subterranean creatures. This ability functions as the wild empathy class feature, except a dungeon rover can influence any vermin (even those without Intelligence scores) instead of animals. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check. This ability replaces wild empathy. Weapon Familiarity - Dwarves are proficient with battle axes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Xenophobic - You take a –2 penalty on Diplomacy and Sense Motive checks made against creatures of a different race or from a different culture. Appearance:
Geim is of average height and weight for a dwarf, standing about 4’2” and weighing in at 185 lbs. His dark brown beard is kept somewhat short by dwarven standards. Like most dwarves, he has thick arms although he isn’t quite as stout as the average dwarf. His calloused hands are like rough stone and his forearms are covered in burn scars. Personality:
Geim isn’t particularly bright or intelligent, but he does have a fascination with dwarven history instilled in him from his grandfather. He can be focused which often leads him to be rude, dismissive, or even arrogant at times. He’s not intentionally mean, he just lacks the social graces that come naturally to most. He doesn’t see his own personal views as subjective. To him, they are facts not open to interpretation. Whatever he thinks, he thinks is right and he thinks everyone would see it that way. He’s typically surprised when others see things differently and assumes they are fools. Like most dwarves, he’s spent a lot of time in mines and at forges. However he doesn’t do so from a desire to create or mend. He does so because he feels it brings him closer to what other dwarves before him have done. It offers him a chance to feel what his ancestors may have felt. He couldn’t care less if the results are usable. It’s the journey of the process that he’s interested in, not the destination. All of this serves to distance him from others. He’s gruff, harsh even by dwarven stereotypes. He’s also selfless, understanding himself to be one in a long line of many. He’s not greedy for monetary value, but he does feel a sense of entitlement towards undiscovered dwarven artifacts. He doesn’t care about pumpkin-sized gems, but he might fight his own allies for an ancient scroll written in dwarven script.
Background:
Born in Highhelm, Geim was raised in the heart of dwarven culture, history, and prosperity. He was afforded the best teachings he could have had, but his only real interest was the history of his people. Seeing it first hand was not enough. Dwarves traced their heritage back through generations, and Geim was no different. He spent many years studying in Highhelm before deciding to see travel to the other Sky Citadels. It was more of a calling than a decision. He tried to explain away the longing in his heart but in the end it didn’t matter. He collected those belongings he could carry and set off. It has been nearly one hundred years and Geim finally finds himself in Trunau, and for one reason alone, Koldukar. The Sky Citadel lost to Belkzen and now known as Urgir. Geim believes it is his destiny to find the lost Sky Citadel and restore it to its former glory. He’s been in Trunau for a few months now and has earned the respect of the militia and town guards. Always on the hunt for information, he volunteers for any mission that takes him outside the palisade and he tries to take to any new faces arriving in town.
Ledger:
300 gp (starting gold) -40 gp earthbreaker -50 gp mw backpack -50 gp scale mail -40 gp silver dwarven boulder helmet -9 gp ranger’s kit -30 gp thieves tools -50 gp heavy crossbow -2 gp bolts x20 -20 gp kunais x10 -0 gp explorer’s outfit .5 gp bandolier -2 gp beltpouch x2 -2 gp canteen 6.5 gp left Build Notes:
25-point build (20 point = -1 str, -1 dex) Background skills Xenophobic Drawback |