Rogue 2 HP 17/17 | AC 16 | T 13 | FF 13 | CMB +3 | CMD 16 / 13 Tch | F +2 | R +6 | W +0 | Init +5 | Per +5
Gender
Male
Size
Normal
Age
46
Special Abilities
None
Alignment
Chaotic Neutral
Deity
The Lantern King
Location
Freedom Town
Languages
Common, Dwarven, Giant, Goblin, Orc
Occupation
Deputy
Strength
10
Dexterity
16
Constitution
14
Intelligence
16
Wisdom
10
Charisma
8
About Gryndar Grogslayer
Background:
He sure did love to sit outside the sheriff's office, leaned well far and back on a weathered old chair - chewing on whatever the youngsters where chewing on at this time of year. Occasionally he would glance down at the badge decorating his tattered beige shirt, as it reflected the evening suns hot rays - smiling for just a second when noone was looking. The young dwarf took great pride in his employment as deputy for Marshall Oswald and often cleaned his badge with an old cloth he kept in his left pocket. Had to keep it sparkly he did.
As time passed in Freedom Town, Gryndar would let thoughts of his unknown family and clan slip into his mind - though he would quickly collect himself when he realized what he was doing. He had never known and would never know his family, as his clan was long dead and gone. Perhaps he longed for his clan, in a sense, though he had accepted the fact that his foster parents where humans and not dwarves. Brynn, Gryndar's fosterfather, had explained how Orcs had invaded his ancestral home when he was but a babe - and that they found him in the back of their caravan after leaving the hold only hours before the invaders arrived. They where young back then, 45 years ago, and he would quickly become teary eyed as he realized he would live on without them for many, many years to come.
Perhaps that is why Gryndar wanted to become a Sheriff. Perhaps a true death by gun or blade would lead him him back to his parents and his clan. He shook his head, "Nay - such thoughts are not meant for a youngin'. and stared down on his badge as he usually would. "There's a duty in these pieces o' metal and a job to be done; safety doesn't come cheap in Freedom Town - but I got the best currency right here." - He twirled his Hand-held crossbow and smirked, clearly enjoying his own skill at such trivial and somewhat childish pastime.
He stood no taller nor wider than most dwarves of his age, his long brown beard had grown full and wild - as had his hair - and he wore it proudly with golden locks and braids. He carried a miner's goggles on his head, keeping his flowing hair at bay. He wore a large belt with an even larger beltbuckle, where pouches and a sheath for both dagger and crossbow hung all proper. His bolts where on his left hip, opposite of dagger and crossbow both. Gryndar wore brown leather boots perfect for concealing a stealer's steps and matching leather gloves. Folk would say the youngling had more the traits of a rogue than a fighter and his sight was keen and true, better than most. "You can tell him a lie and wink at his eye, but aint many can match his wit!" some patrons would often claim at the tavern.
"There be a time and a place for lies, fellar - but it aint here and it aint now - if ye kinna' sport the wit to sell it."
Statistics:
Gryndar Grogslayer
Male Dwarf Rogue 2
LN Medium Humanoid (dwarf)
Init +5; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 17 (2d8+4)
Fort +2, Ref +6, Will +0; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, evasion
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Offense
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Speed 20 ft.
Melee Dagger +3 (1d4+2/19-20/x2)
Ranged Light crossbow +2 (1d8/19-20/x2)
Special Attacks hatred, sneak attack +1d6
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Statistics
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Str 14, Dex 16, Con 14, Int 14, Wis 10, Cha 8
Base Atk +1; CMB +3; CMD 16 (16 vs. Bull Rush, 16 vs. Trip)
Feats Point Blank Shot, Precise Shot
Traits Reactionary, Suspicious
Skills Acrobatics +7 (+3 jump), Appraise +6 (+8 to determine the price of non-magic items with precious metals or gemstones), Bluff +4, Climb +5, Diplomacy +4, Disable Device +8, Escape Artist +7, Fly +2, Intimidate +3, Perception +5 (+6 to locate traps, +7 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride +2, Sense Motive +5, Sleight of Hand +7, Stealth +7, Swim +1, Use Magic Device +4
Languages Common, Dwarven, Goblin, Orc
SQ greed, hardy, rogue talents (combat trick), slow and steady, stability, stonecunning +2, trapfinding +1
Other Gear Studded leather armor, Crossbow bolts (60), Dagger, Light crossbow, Ale (per mug), Backpack (empty), Bedroll, Belt pouch (empty), Silk rope, Thieves' tools, Trail rations (7), Waterskin, 34 GP, 3 SP, 6 CP
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Greed +2 to Appraise checks to determine the price of non-magical goods that contain precious metals or 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.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Slow and Steady Your base speed is never modified by encumbrance.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.