Dwarven Rager

Harnar Stone Caller's page

30 posts. Alias of Fabian Benavente.


Race

Male dwarf geokineticist 1 | AC 16 | T 13 | FF 13 | CMB +0 | CMD 12 | Fort +5 | Ref +5 | Will +1 | Perc +5

About Harnar Stone Caller

Harnar, Stone Caller
Male dwarf geokineticist 1
N Medium Type
Init +5; Perception +5
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DEFENSE
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AC 16, touch 13, flat-footed 13 (+3 armor)
HP 12
Fort +5, Ref +5, Will +1 (+2 poison, spells, spell-like)
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OFFENSE
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Speed 20 ft.
Melee
Melee (warhammer, 2H grip): +0 = +0 (base)
Melee Damage (warhammer, 2H grip): 1d8, x3
Melee (dagger): +0 = +0 (base)
Melee Damage (dagger): 1d4, 19-20, x2

Ranged
Ranged (kinetic blast): +3 = +0 (base) +3 (DEX)
Ranged Damage (kinetic blast): 1d6+5, 30' (with PBS)

Space 5 ft., Reach 5 ft.
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SPECIAL ABILITIES
Burn
Kinetic blast (std, 30’, 1d6+4, choose physical damage)
Gather power (move act gain 1 burn point, full round action get 2 burn point)
Infusion: extended range (120’, cost 1 burn point)
Basic geokinesis: You can move up to 5 pounds per kineticist level of rocks, loose earth, sand, clay, and other similar materials up to 15 feet as a move action. You can search earthen and stone areas from a distance as if using the sift cantrip.
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STATISTICS
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Str 11, Dex 16, Con 17, Int 10, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 12

Traits:
Reactionary: +2 to initiative
Ironfang survivor: +2 AC (dodge) vs goblinoid, 1/day reroll a Intimidate, Sense Motive, or Stealth check vs goblinoid

Feats:
Point blank shot

Skills (4/lvl):
Intimidate +4 = 1r +3 (class)
K. dungeoneering +4 = 1r +3 (class)
Perception +5 = 1r +3 (class) +1 (wis)
Profession-stonemason +5 = 1r +3 (class) +1 (wis) +2 (racial)

Racial Modifiers:
stonesinger: +1 CL on earth abilities
+1 attack against orcs, goblinoid
+2 poison, spells, spell-like
+4 AC dodge against giants
+4 on CMD vs bullrush and trip
darkvision 60’
weapon famliarity
craftsman: +2 on profession stonemason

Languages: Common, dwarven
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GEAR/POSSESSIONS
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studded leather
warhammer
dagger
outdoor kit
stone mason tools
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stats:

HP 12/12
AC 16, touch 16, flat-footed 13
Conditions: n/a
Melee (warhammer, 2H grip): +0 = +0 (base)
Melee Damage (warhammer, 2H grip): 1d8, x3
Ranged (kinetic blast): +3 = +0 (base) +3 (DEX)
Ranged Damage (kinetic blast): 1d6+5, 30' (with PBS)
Burn: 0

fluffy parts:

APPEARANCE

A rusty red mane in a mohawk style with shaved sides and braided beard frame Harnar’s face. Slightly taller than the common dwarf but not less stockier, Harnar paints an imposing figure. The dwarf has a couple of tattoos, representing the destructive power of rock, which are visible on his arms with one creeping towards his neck.

A well-oiled chain shirt covering his grey clothes and his warhammer make up the rest of appearance.

BACKGROUND

Born in in the mining town of Longshadow in the Hollow Hills, rock and stone was all the young dwarf knew growing up. He started working deep underground and in open pit mining at a young age. His innate sense of rock strength made him very suitable to work on the mine’s fortification, making sure the tunnels remained open and safe.

From there it was only a simple step to convert to making traps. After all, knowing the innate strength of rock allowed him to either make it safe for mining or very unstable (and easily triggered) as a trap.

Harnar became well known in Longshadow for his craft and led a small team of dwarves. A simple disagreement with the elder dwarf in charge of the town’s fortifications made him want to get some air for a time. The elder dwarf was very meticulous with his stone craft and always berated Harnar for doing a ‘sloppy job’. Harnar would always tell him that he was building traps and not monuments to last centuries. It was time to get a new perspective.

He traveled to different mining outposts along the Hollow Hills offering his services as a stone mason.

It was during one of these times, traveling from village to village, that his team was viciously attacked by the what he later learned was the Ironfang Legion, the monster regiment from Molthune. Harnar a couple of his team were able to escape into the local caves but some did not survive the attack.

Battered in both body and spirit, Harnar bid his fellow workers good-bye and ventured down river with a trading barge to visit Phaendar. He’s been in town for a couple of years now, working on their fortifications and stone craft.

PERSONALITY
Stubborn as a rock and explosive like an avalanche. Harnar has been described as stubborn and hot-headed but that could probably be said of many young dwarves.

While he certainly has the skill for fine stone work, he lacks the patience needed to craft masterpieces, preferring to do what is right and necessary and then move on to another project.

His connection to the rock spirit, as he calls it, is uncanny and the dwarf will at times put his ear to the rock and listen. He knows that he is connected to the rock spirit somehow and can call on it to barrage his enemies. This still has not ceased to amaze him and he can be seen praying to and thanking the rock spirit for its aid.
- Interested in how and why things work. Excellent skills with mechanical things. Risk-taker who lives for the moment.

- Uncomplicated in his desires. Loyal to his peers and to his internal value systems, but not overly concerned with respecting laws and rules if they get in the way of getting something done. He excels at finding solutions to practical problems.

- Adaptable, action-oriented. Focused on immediate results. Impatient with long explanations.

- Assertive and outspoken - he is driven to lead. Excellent ability to understand difficult organizational problems and create solid solutions. Intelligent and well-informed. He values knowledge and competence, and usually has little patience with inefficiency or disorganization.