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About Heinrich MorgensteinAppearance:
Heinrich stoically wears cobbled-together armor, made from several sheets of dull grey steel. Whilst not pretty, it does get the job done. The same can be said for the curved blade he has across his back - whilst clearly functional and well-cared for, it is far from beautiful. However, beauty has never been required of him.
His most distinguishing feature is a long, bushy brown beard, which he usually weaves into a series of plaits, separated by iron beard-rings emblazoned with glowing Dwarven runes (Arcane Marks). Although he has a fiery temper, and a boisterous laugh, Heinrich typically forms fast friendships, and greets foes and betrayals alike with swift destruction. Background:
Heinrich comes from a long line of stalwart mithral miners and gem-cutters, who made a comfortable life in the mines of Janderhoff. Despite being the third of three sons, familial expectations were nonetheless high; Heinroch did, after all, have a duty to his brethren, the family name, and to his honored ancestors. Nonetheless, whilst his eldest brother, Dumasten, was handed the reigns of the family business, and his other brother, Gormangi, was bundled off into Torag's clergy, rising to a position of prominence, Heinrich was more difficult to place. He had neither the business acumen of Dumasten, nor the wisdom beyond his years that Gormangi possessed. Although he dabbled in glass-blowing and gem-cutting, he lacked the patience to make it anything more than a hobby, driving more than one craftsman-turned-tutor to despair.
At a loss with what else to do with him, his parents bundled him off to accompany their regular caravans, nominally to act as a guard, but secretly, they hoped that seeing a bit of the world (and having to fend off those portions of it that thought a Dwarven trade caravan would be easy pickings) would help to curb his 'youthful enthusiasm', and help him to settle down. Unfortunately, it had the exact opposite effect, kindling within him a fierce wanderlust. Ultimately, he ended-up throwing-in with the Pathfinder Society, and was assigned to investigate the dungeons beneath Thornkeep...
Initiative: +1 [+1 Dex]
AC: 23 (10 + 10 (+1 Stoneplate) + 2 Natural Armor + 1 Dex)
Hit Points: 49/49 DR: 2/Adamantine Fort: +8 Ref: +3 Will: +5 Combat:
Base Atk: +5; CMB: +9; CMD: 20
Melee
+1 Admanatine Nodachi: +9 to Hit; Dmg 1d10+13; crit 18+/x2; Type P or S Ranged
Skills:
Skill Points per level: 2 (Class) + 1 (Intelligence) + 1 (FC)
Acrobatics -4 (+1 Dexterity - 5 ACP) Appraise +1 Bluff -3 Climb -1 (+4 Strength - 5 ACP) Craft(Weaponsmithing) +13 (+1 Intelligence + 5 ranks + 3 class skill + 2 Racial + 2 MW Artisan's Tools) Diplomacy +9 (+1 Int + 5 ranks + 3 class skill) Disguise -3 Escape Artist -4 (+1 Dexterity - 5 ACP) Heal +0 Intimidate -3 Knowledge(Any) +3 (+1 Int + 2 Feat) Perception +8 (+0 Wisdom + 5 ranks + 3 class skill) Profession(Any) +2 (+0 Wis + 2 Feat) Ride -5 (+1 Dexterity - 5 ACP) Sense Motive +0 Spellcraft +9 (+1 Intelligence + 5 ranks + 3 class skill) Stealth -4 (+1 Dexterity - 6 ACP) Survival +0 Swim -1 (+4 Strength - 6 ACP) feats:
1st: Breadth of Experience
3rd: Power Attack 5th: Weapon Focus: Nodachi Traits:
Clever Wordplay:
Your cunning and logic are more than a match for another's confidence and poise. Benefit: Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier. Militant Merchant (Dwarf):
Benefit: You gain a +1 trait bonus to Perception checks made to determine surprise, and Perception is always a class skill for you.
Racial Abilities:
Slow and Steady:
Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Darkvision: Dwarves can see in the dark up to 60 feet. See Vision and Light. Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype. 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. 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. Stubborn: Dwarves are renowned for their stubbornness. Dwarves with this racial trait receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first. If the dwarf has a similar ability from another source (such as a rogue's slippery mind), he can only use one of these abilities per round, but he can try the other on the second round if the first reroll ability fails. This racial trait replaces hardy. Relentless: Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability. Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially 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. Weapon Familiarity: 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 Features:
Aura of Good (Ex):
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level. Detect Evil (Sp):
Stonestrike (Su):
This ability replaces smite evil. Heartstone (Ex):
This ability replaces divine grace. Lay On Hands (Su):
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage. Stoneblood (Ex):
At 9th level, this chance increases to 50% and she becomes immune to petrification. At 15th level, this chance increases to 75% and she becomes immune to bleed and blood drain effects. This ability replaces divine health and her mercies gained at 3rd, 9th, and 15th level. Aura of Courage (Su):
Defensive Stance (Ex):
Earth Channel (Su):
This ability replaces channel positive energy. Stone Servant (Su):
This ability replaces divine bond.
Equipment:
Explorer's Outfit Cloak of Resistance +1 (1000gp) Sleeves of Many Garments (200gp) +1 Stoneplate (2950) Amulet of NA +1 (2000) +1 Adamantine Nodachi (5060gp) + Locked Gauntlet (8gp) MW Cold Iron Nodachi (420gp) Sling (-) Signet Ring (5gp) Wayfinder (1PP) Spring-loaded wrist sheath #1 (5gp) -Wand if Infernal Healing [43/50 charges] (2PP) Spring-loaded wrist sheath #2 (5gp) -Oil of Bless Weapon (50gp) MW Backpack (50gp)
Belt Pouch (1gp)
Coin = 200gp, 0sp, 0cp |