Paladin

Gwernach Nickelbeard's page

511 posts. Alias of KoKyu.


Full Name

Gwernach Nickelbeard

Race

Dwarven Ranger Lvl 4 | HP 36/45 | AC:16 T:13 FF:13 | BAB +4 Melee:+5 Rng:+7 | Frt:+6 Rflx:+8 Wll:+3/+5* | Init:+3 | Per:+9

Classes/Levels

STATS:
Climb +7 *(-1/5ft) Handle Animal +8 Know:(Geo)+5 (Nature)+7 Sns Mtv: +4 Stealth +10 Survival +9/11 Swim +1 | Endurance

Gender

Male

Size

M

Age

32

Alignment

Chaotic Good

Deity

Other

Languages

Common, Dwarven, Undercommon

Occupation

Ranger | Ex-Militia

About Gwernach Nickelbeard

Attacks
Base Attack +4 .... Melee +5 .... Ranged +7 ....CMB +4

MELEE
...Dwarven Waraxe +5(+1 Str, BAB +4) ..... 1d10+1/x3
.. Dagger +5 (+1Str, BAB+4) ..... 1d4+1/19-20/x2
...Unarmed strike +2 (+1Str)(Provokes AoC) ..... 1d3+1/x2
RANGED
...Comp LongBow (Str+1) +7 (BAB+4, +3 Dex, 0 Magical) ..... 1d8+1 x3 19/20 Shots remain

Defense
Hit Points 45/45 (1d10+2)x3 - Max first 3, Level 4 = 9
AC 16 touch 13, flat-footed 13 - (+3 armor, +3 Dex)

CMD 17/14Fl

Ranger Spells :

Caster Level 1 CL is equal to ranger level –3
Base DC 13 (10 + the spell level + the Ranger's Wisdom modifier)
Spells per Day: 1st/0+1 WIS | 2nd/0 | 3rd/0 | 4th/0
-------------------------------------
1st Level (3+1*/day)
Remaining...Air Bubble
Used...
-------------------------------------
2nd Level (2+1*/day)
Remaining...
Used...
-------------------------------------

Magic Items:


Statistics, Saves, Skills and Special Abilities:

Saving Throws

Fort +6 (Base +3, Con+2) *+2 vs.Poison,
Ref +8 (Base +3, Dex+3, +1 Grounded Trait)
Will +3/+5* (Base +1, Wis+2) *+2 vs. Spells+Spell-like effects)
*Hardy

Speed 20 ft.........Init +3

Ability Scores
Str 12 (+1) ............. Int 13 (+1)
Dex 16 (+3) ............ Wis 14(+2) - 4th level bonus
Con 14(+22) .............. Cha 9(-1)

Skills (6+Int +1 +1 Favored Class= 8 per level 32 Total)
Acrobatics +0/+2 Balance related (Dex+3, 0 ranks, -3 Weight)
Appraise +1 (Int+1, 0 rank, +0 Class)
Bluff -1 (Cha-1, 0 ranks, +0 Class)
Craft +1 (Int+1, 0 ranks, +0 Class)
Climb +7 (Str+1, +3 ranks, +3 Class, 0 Armor check)
Diplomacy/Wild Empathy -1/+3 (Cha-1, 0 rank, Class +0, +4 Rngr level)
Disguise -1 (Cha-1, 0 rank, Class +0)
Escape Artist +3 (Dex+3, 0 ranks, 0 Armor check)
Handle Animal +8 (Cha-1, 4 ranks, +3 Class, +2 Favored Class)
Heal +2 (Wis+2, +0 rank, +0 Class)
Intimidate -1 (Cha-1, +0 rank)
Knowledge (Dungeoneering) +1 (Int+1, 0 ranks, +0 Class)
Knowledge (Geography) +5 (Int+1, 1 rank, Class +3)
Knowledge (Nature) +7 (Int+1, 3 rank, Class +3)
Knowledge (Untrained) +1 (Int+1, 0 rank)
Perception +9 (Wis+2, 4 ranks, +3 Class)
Profession +2 (Wis+2, 0 ranks, +0 Class)
Ride +7 (Dex+3, 4 ranks, +0 Class, 0 Armor check)
Sense Motive +4 (Wis+2, 2 ranks)
Spellcraft +4 (Int+1, 3 ranks, Class +0)
Stealth +10 (Dex+3, 4 ranks, +3 Class, 0 Armor check)
Survival +9/+11 Tracking /+9 Favored Terrain (Wis+2, 4 rank, +3 Class, +2 Tracking)
Swim +1 (Str+1, 0 Armor check)

Special Abilities

Darkvision 60ft (Dwarf)
Defensive Training +4 Dodge AC vs. Gaint subtype
Greed- +2 Appraise checks nonmagical and precious metals
Hardy +2 Racial bonus vs. poison, spells, spell-like effects
Hatred Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Favored Class:(Ranger) Add a +1/2 bonus on wild empathy checks to influence animals and magical beasts that live underground.
Favored Terrain: Marsh/Moor The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2. If a specific terrain falls into more than one category of favored terrain, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
Favored Enemy (Ex): Aberrations Gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, 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.

Hunter's Bond
Stability +4+4 to CMD vs Bull rush/Trip while standing on ground
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 ft.
Track: + half Ranger level to survival to track
Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Chapter 4). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with inf luencing people, it might take more or less time. The ranger can also use this ability to inf luence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Hero Points 1

Feats & Traits:

Feats
------------------------
Endurance- +4 bonus: Swim checks; Constitution checks to avoid nonlethal damage; Fortitude saves to avoid nonlethal damage from hot or cold environments and to resist damage from suffocation. Can sleep in light or medium armor without becoming fatigued.
Proficient Medium Armor, Shield Proficiency, Simple Weapon Proficiency
Point-Blank Shot - +1 attack and damage on targets within 30 feet
Precise Shot - No penalty for shooting into melee
Next:
Boon Companion
Rapid Shot

Traits
------------------------
Grounded (Dwarven) Gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.
Armor Expert Reduce any suit's armor check penalty by 1, to a minimum check penalty of 0
Militia Veteran - (Survival) Your first job was serving in a civilian militia in your home town. Skills learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you
DRAWBACK - Fear of Heights Don't ask...You have an overdeveloped aversion to not having your feet firmly planted on the ground. Whenever your feet leave the ground (climbing) or there is a perceived danger of falling, any task you are attempted (eg. climbing) becomes increasingly difficult. The skill check DC increased by + 1/5 feet of height. Should the task be demonstrated as being safe or possible, the DC is reduced by 1/10 feet of height.

Equipment:

Combat Gear
Comp Longbow (100gp/3lbs) + Arrows (20/20)(1gp/3 lbs)
Studded Leather Armor (25gp/20lbs) +3AC/ +5 MaxDex/ Armor Check Penalty -1 Negated by Armor Expert
Dwarven Waraxe (30gp/8lbs), dagger x2 (4gp/2lbs), )
Alchemist's Fire x2 (40gp/2lbs)
Other Gear
Explorer's outfit: (8lbs) Sturdy boots, leather breeches, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. The clothes have plenty of pockets (especially the cloak) & accessories, such as a scarf or a wide-brimmed hat.
Pouch, belt (1gp/1.5lb): Coins (2lbs)
Mwk BackPack (+1 Str to Encumbrance)(50gp/4lbs):
Bedroll (1sp/5lbs), Flint and Steel (1gp), Flask (3cp/1.5lbs) + WHISKEY (1sp/1.5lb), Grappling hook (1gp/4lbs), Oilx2 (2sp/2lbs), Silk rope 50ft (10gp/5lbs), Waterskin (1gp/4lbs)
WANDERMEALx7 (7cp/3.5lbs)
DWARVEN TRAIL RATIONSx4 (8gp/5lbs) Smoked sausages, salted meat, hard biscuits and dried vegetables. If you are a dwarf who subsists on nothing but these rations for at least 1 week, you can hustle or make a forced march for an additional hour without ill effects, but cannot do both in the same day. This benefit lasts until you eat a meal other than the rations or go for a full day without eating a day's worth.

- 50 pound weight nullifier: Can be attached to anything and will cancel 50 pounds of weight. They will last for forty minutes or longer if less weight is cancelled.
- Respirator: with cartridges that can protect against acidic or toxic atmospheres, once activated the cartridges will last no more than eight hours, or possibly less if the concentrations being filtered are very high. Each cartridge is equipped with a self-countdown alarm that warns the user when it will be rendered useless.
- Utility harnesses: can be worn over normal armor and clothing & allows attachment of several pieces of gear as well as doubles as a climbing rig
- Two Personal restraint systems (multi-appendage hand cuff like devices)
- One length of 3/8 inch multi-filament heavy-duty rope 25 feet long each. Each rope is sealed in a pack with four multi-function attachment devices.
- Portable (12 pound) power systems with multi-configuration adapters
- Short range communication device
- Multi-tool: these are eight pound, crow bar, hammer, spike like tools. The tools can be joined together making a four foot long bar of considerable strength

Encumbrance: 80.5lbs (M) Limits: 50 lbs. or less 51–100 lbs. 101–150 lbs.

Liquid Assets: ... gems | 0 PP | 0 GP | 56 SP | 20 CP
Current Character Wealth: 271 gp 59 sp 20 cp

Loot & XP:

Current XP: 3,750
Joined at 3rd level (3,450XP)
100 XP points for defeating the Bullywugs
50 XP for defeating the Whap-Whop
150 XP for defeating the 4 tentacruels
??? Destroying the gate - advanced to 4th level!! Now 6,000XP
400 XP for completing the mission to track down the gate (6,400XP)
Found Gear:

Remaining From:

Animal Companion:

Axe Beak - Bestiary 3 pg.29
Starting Statistics: Size Medium; Speed 50 ft.; Attack bite (1d6 + 1-1/2 Str); Ability Scores Str 10, Dex 17, Con 12, Int 2, Wis 11, Cha 10; Special Qualities low-light vision.
4th Level Advancement: Size Large; AC +2 natural armor; Attack bite (1d8 + 1-1/2 Str); Ability Scores Str +8, Dex –2, Con +4; Special Attacks sudden charge.

Dinosaur (Deinonychus, Velociraptor)
Starting Statistics: Size Small; Speed 60 ft.; AC +1 natural armor; Attack 2 talons (1d6), bite (1d4); Ability Scores Str 11, Dex 17, Con 17, Int 2, Wis 12, Cha 14; Special Qualities low-light vision, scent.

7th-Level Advancement: Size Medium; AC +2 natural armor; Attack 2 talons (1d8), bite (1d6), 2 claws (1d4) Ability Scores Str +4, Dex –2, Con +2; Special Attacks pounce.

Roc - Bestiary pg. 236
Medium: AC 15 (10 +5 natural armor0
Speed: 20 ft. | fly 80 ft.
Attack: 2 talons (1d4), bite (1d6);
Ability Scores: Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11;
Special Qualities: low-light vision.

7th-Level Advancement: Size Large; AC +3 natural
armor; Attack 2 talons (1d6 plus grab), bite (1d8); Ability
Scores Str +8, Dex –2, Con +4.

History:

Description
Gwernach is a male dwarf approximately 4'2" with dark brown hair and dark eyes. He has distinctive white streaks of hair throughout his head and beard. His tanned skin shows prolonged exposure to the outdoors.

Personality
As a boy Gwernach was obedient and respectful. To this day, he has remained respectful to his parents and his kind. As one of the more fortunate, Gwernach grew up enjoying all the things dwarf do; good ale, good food and good pipe tobacco. When he is not eating and drinking, Gwernach is happy to while away the time with his head in the clouds. Daydreaming has always been a childhood pastime and it is something he has never given up, claiming, "...it helps me to understand the greater mysteries of this realm and beyond."
He shares a dwarf's suspicion of other races, but unlike most dwarves, the time he spent in the Militia taught him that actions speak louder than words. Other's have the right to do whatever it is their culture and beliefs ask/demand of them. This valuable lesson has helped Gwernach learn to be tolerant. He understands that it is not right to be so quick to judge. However, he also has an strong need to rebel.
Gwernach is particularly careful about where he steps. Like most dwarves, Gwernach has never had much experience with 'heights'. Unsurprisingly, he likes to have his feet firmly on the ground; he'll never be the first to volunteer to go jump off a bridge, "Aye, well then, you first...".
Background
Gilbar & Helil Nickelbeard hail from Janderhoff. Both have a long history of mining in their families but share adventurous hearts. Shortly after their marriage, they accepted a position from a group of adventurers overseeing a new mining operation in the Fenwall Mountians. The party, led by a barbarian named Telonius, had stumbled upon the mine years ago however pressing concerns elsewhere prevented them from staking their claim until later.
The two dwarves joined the group on their mission to clear out the mine of its unwanted in habitants. As followers of Angradd, Gilbar and Helil reviled in the thrill of battling the wild creatures of the Fenwall mine. However, Telonius was eager to get the mine up and running. Once the upper levels of the mine were cleared, he quickly put Gilbar and Helil to work.
When it came to running Fenwall, the Nickelbeards were tenacious. It was a war between dwarves and the mine; each battle a test of skill, strength and ingenuity to capture the treasured metals from the mountain imprisonment. They succeeded at this task with military precision. Times were good and a few years later, Helil became pregnant with Gwernach.
Three years after Gwernach's birth Gilbar and Helil were offered a much safer position at a mining company in Baslweif. The Nickelbeard's prosperity continued and they moved upwards in stature. Before Gwernach was in his teens, Gilbar had taken over the mining company. Gwernach grew up in fine comfort. He was never left wanting for anything and fortunate to have private dwarven tudors to educate him in all the dwarven traditions. Now the suppliers of several fine armor and weapon smiths in both Baslweif and Janderhoff, the Nickelbeard’s reputation for good metals is widespread.