Full Name |
Hallvarðr |
Race |
Dwarf |
Classes/Levels |
Male Rogue/3rd (Favoured) |
Gender |
AC 17 Touch 13, Flatfoot 14 (+4 AC vs Giants)|HP 16(10)/[30] Init +3 | BAB +2 | CMB +4 | CMD 17 Fort +3, Ref +6, Will +3 (+2 vs. poison, spells, and spell-like abilities) | Initiative + 3 Perc +8 (+9 for traps +10 for stone +11 stone trap), SM +6 |
Size |
4'4" |
Age |
50 |
Alignment |
Neutral |
Languages |
Common (Norse), Dwarvish, Aeglish, Latin |
Occupation |
Treasure Seeker |
Strength |
14 |
Dexterity |
16 |
Constitution |
14 |
Intelligence |
12 |
Wisdom |
14 |
Charisma |
7 |
About Hallvarðr
Level 3 Dwarvish Rogue (Favoured Class)
Str 14 Dex 16 Con 14 Int 12, Wis 14, Cha 7
Poisoned 10 str / 11 con - 6 hps
AC 17 Touch AC 13, Flatfoot AC 14 (+ 4 AC vs Giants)
HP 30
Initiative + 3 Perception + 8 (+ 9 for traps + 10 on checks to notice unusual stonework, + 11 to notice stone work traps) Sense Motive + 6
BAB + 2 , CMB + 4, CMD 17 (+ 4 CMD when resisting a bull rush or trip attempt)
Fort + 3, Ref + 6, Will + 3 (+ 2 vs. poison, spells, and spell-like abilities)
Move 20 (Speed is never modified by armor or encumbrance)
Carrying Capacity: 58lbs Light 116lbs Medium 175lbs Heavy (With MW Pack 66lbs Light 133lbs Medium 200lbs Heavy)
Weapons
MW Battle Axe + 5 (Normally used two handed) (1d8 + 3 damage) / Power Attacking +4 (Normally used two handed) (1d8 + 6 damage)
Warhammer + 4 (Normally used two handed) (1d8 + 3 damage) / Power Attacking +3 (Normally used two handed) (1d8 + 6 damage)
Heavy Crossbow + 4 (1d10 damage) / Add +1 to hit and damage for Point Blank Shot
Throwing Axe + 5 (1d6 + 3 damage)
Dagger +4 (1d4 + 2 damage) / Thrown + 5 (1d4 + 3 damage)
Languages: Common (Norse), Dwarvish. Linguistics Provided: English and Latin
Traits: Amour Training (-1 ACP Penalty from wearing Armour), Guardian of the Forge (You receive a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. One of these skills (History) is a class skill for you.
Feats: Toughness, Point Blank Shot
[Light Amour Proficiency, Simple Weapons and hand crossbow, rapier, sap, shortbow, and short sword as well as Dwarven Proficiencies]
Skills (9): Acrobatics 2 + 8, Appraise 1 + 5, Craft (Traps) 1 +5 (+7 if made from metal or stone), Diplomacy 2 + 3, Disable Device 3 + 10 (+12 with MW Tools), Intimidate 1 + 2, Knowledge (Dungeoneering) 1 + 5, Knowledge (Engineering) 2 + 4, Knowledge (history) 1 + 6, Knowledge (Local) 1 + 5, Linguistics 2 + 6 Perception 3 + 8 (+ 9 for traps + 10 on checks to notice unusual stonework, + 11 to notice stone work traps), Sense Motive 1 + 6, Sleight of Hand 1 + 7, Stealth 3 + 9, Survival 1 + 3
Race Abilities
Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
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.
Dwarves can see perfectly in the dark up to 60 feet.
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.
Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Class Abilities
Sneak Attack: + 2d6 Damage attacking flanked or flatfooted opponents.
Trap Finding: + 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magical traps.
Trap Spotter: Roll to detect traps within 10 feet of them
Trap Sense: +1 reflex saves vs traps
Evasion: Avoid Damage on successful reflex save.
Start Gold 1000gp
Combat Gear: MW Battle Axe (310gp) two Daggers (4gp) Heavy Crossbow (50gp) 20 bolts (2gp), Masterwork Chainshirt (250gp), Warhammer (12gp), Throwing Axe (8gp)
Price 636 gp; Weight 52 lbs.
Non Combat Gear: Kit, Rogue’s (upgraded to MW Pack and MW Thieves tools)
This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope 50ft, soap, Master Thieves’ Tools, torches (10), trail rations (5 days), and a waterskin. Two potions of healing (100gp).
Price 284 gp; Weight 41 lbs.
Gold Remaining 80gp Total Weight 93lb