Full Name |
Harsk... |
Race |
| HP 12/12 | AC 16, T 13, FF 13 | CMD 16| F +5 R +5 W +2; +2 vs. poison, spells, spell-like abilities | Init +3 | Perc +6 |
Classes/Levels |
| Speed 20ft | battleaxe +3 (1d8+2/×3) | heavy crossbow +4 (1d10/19-20) | Active Conditions: None. |
Gender |
"Snooty Harsk" | Male LN Medium Dwarf Ranger 1 |
About Harsk...
”Tea. Earl Grey. Hot.”
Harsk
Male dwarf ranger 1
LN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +6 (+8 to notice unusual stonework)
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 12 (1d10+2)
Fort +5, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee battleaxe +3 (1d8+2/×3) or
club +3 (1d6+2) or
dagger +3 (1d4+2/19-20)
Ranged heavy crossbow +4 (1d10/19-20)
Special Attacks favored enemy (giants +2), hatred
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 15, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +3; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Rapid Reload
Traits killer, resilient
Skills Acrobatics +0 (-4 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Handle Animal +3, Heal +6, Knowledge (geography) +4, Knowledge (nature) +4, Perception +6 (+8 to notice unusual stonework), Stealth +4, Survival +6; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ track +1, wild empathy +1
Combat Gear antitoxin, caltrops, oil (3); Other Gear studded leather, battleaxe, club, crossbow bolts (30), dagger, heavy crossbow, backpack, chalk, charcoal, crossword[UE], earplugs[APG], flint and steel, hammer, hammock[UE], hemp rope (50 ft.), piton (4), powder[APG], saw[APG], signal whistle, string or twine[APG], teapot[UE], torch (3), trail rations (4), cat, 3 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Favored Enemy (Giants +2) (Ex) +2 to rolls vs. giants foes.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Rapid Reload (Heavy crossbow) You can reload fast with one type of Crossbow or Firearm.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Harsk is an uncommon dwarf. He enjoys the wide skies of the open plains more than claustrophobic tunnels, prefers the taste of tea to alcohol, and handles his battles at range rather than in melee. As a young dwarf, he eschewed the company of his fellows, finding that few things made him happier than crouching in a tree stand with his bow, listening to the wind through the forest leaves and waiting for prey to wander by.
That all changed 20 years ago when his elder brother, a captain named Sigur, led a dwarven war band from Janderhoff against a small party of raiding giants. Out of affection, Sigur offered his less-experienced sibling the chance to come and prove himself as chief scout and second-in-command. Calm and peaceful by nature, Harsk turned him down, failing to see the honor his brother was doing him until several days after the company had departed. Traveling light and fast, Harsk caught up with his brother quickly—but not quickly enough. Misjudging the size and skill of the raiding party, Sigur had led his band into an ambush, where it was slaughtered to the last dwarf.
With his brother’s blood still fresh on his hands, Harsk went mad with rage. That night, he stalked through the giants’ camp like a vengeful wraith, slaughtering giant after giant with his crossbow before melting back into the forest, only to reappear elsewhere and take another victim. When the last giant was left gurgling in the dust, Harsk took up his brother’s axe and slipped off into the trees, vowing to forever be the voice of justice in the wild places, to keep balance and prevent the sacrifices of noble warriors like his brother
.
Harsk, like many of his kind, speaks little and has little time for niceties, but there ends most of his connection to dwarven society. Since he was a child, he’s been inclined to keep his own company, and he prefers to spend his time outdoors, communing with nature, though he occasionally travels alongside others whose goals match his own. Uninterested in the beer and ale so strongly associated with dwarves in the minds of human society, Harsk instead drinks pot after pot of strong tea to keep his senses sharp. While he never lets his brother’s axe out of his sight, he wields it only as a last resort, knowing his true skills lie in the hunt and striking from darkness.