Gambler

Heorn Boulderstep's page

194 posts. Organized Play character for nightdeath.


Full Name

Heorn Boulderstep

Race

HP: 34/34| AC: 18/12/17 | Fort: +5| Ref: +6| Will: +8| Init: +5| Perc: +7| CMB: +5| CMD: 17| Rapier: +5;1d6+3| Morningstar: +5;1d8+3| L.Bow:+3;1d8|

Classes/Levels

Skills:
Acrobatics: +1| Appraise:+1| Bluff:+7| Climb:-2| Craft (Alchemy):+6| Diplo:+7| Intimidate: +8| Kn.(Reli/Dun/Geo/Ar/Nat/Pla/Loc): +8| Sense Motive: +4| Stealth: +1| Survival: +7| Swim: +2| Prof (Brewer): +10|

Gender

#76925-17 Dwarf Inquistor () 3 / Investigator (Mastermind) 1

Size

Medium

Age

103

Special Abilities

Detect Alignment, Spells, Inspiration

Alignment

Chaotic Good

Deity

Cayden Cailean

Location

Born of Five Mountains, Resides in Absolom

Languages

Common, Dwarven, Draconic

Strength 16
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 16
Charisma 6

About Heorn Boulderstep

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76925-17 Heorn Boulderstep

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Character Crunch:

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Male Dwarf Inquistor () 3 / Investigator (Mastermind) 1
Lawful Neutral Medium Humanoid
Init +5; Senses Darkvision Perception +7

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Defense
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AC 19, touch 13, flat-footed 17 (+6 armor, +0 Shield, +2 Dex, +0 natural, +0 Dodge, +1 Deflection)
hp 34 (4d8) (+6 Con Bonus) (+0 Favored)) (+3 Toughness)
Fort +5, Ref +6, Will +8
Resist

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Offense
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Offenses
Speed 20 ft.(20 ft)
Ranged Longbow +3 (1d8 20/x) 100ft
Melee Rapier +5 (1d6+3 18-20/x2)
Melee Morningstar +5 (1d8+3 20/x2)
Melee Battleaxe +5 (1d8+3 20/x3)
Special Attacks
Spell-Like Abilities Detect Alignment, judgement 1/day

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Statistics
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Str 16, Dex 14, Con 14, Int 12, Wis 16, Cha 6
Base Atk +2; CMB +5; CMD 16
Languages Common, Dwarven, Terran
SQ

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Feats
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Breath of Experience (Level 1 Feat)
You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

Toughness (Level 3 Feat)
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Lookout (Inquisitor 3 Bonus Teamwork Feat)
Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.

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Traits
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Brewmaster (Race)
Your family brought the secrets of dwarven brewing to non-dwarven lands. Though this has given you skill in the brewer’s craft, it’s also earned you distrust among dwarven purists. You gain a +1 trait bonus on Profession (brewer) and Craft (alchemy) checks, but you take a –1 penalty on Diplomacy checks made to change the attitude of dwarves who know that your family has shared brewing secrets with non-dwarves.

Weathered Emissary (Social)
Your travels in the wildlands gave you insight into how to survive their dangers and communicate with their inhabitants. You gain a +1 trait bonus on all Linguistics and Survival checks, and Linguistics is always a class skill for you.

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Class Features
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Weapon and Armor Proficiency:
An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Spells:
An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.

An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)

Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Domain:
Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.

Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.

Judgment (Su):
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Monster Lore (Ex):
The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Orisons:
Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Stern Gaze (Ex):
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Detect Alignment (Sp):
At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Cunning Initiative (Ex):
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Track (Ex):
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Solo Tactics (Ex):
At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any
bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Teamwork Feat:
At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

Weapon and Armor Proficiency:
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Alchemy (Su):
Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts.

When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.

Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level.

An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table 1–8: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.

Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.

An investigator uses the alchemist formula list (Pathfinder RPG Advanced Player’s Guide 32) to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier.

An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1stlevel formulae of his choice, plus a number of additional formulae equal to his Intelligence modif ier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Mastermind’s Inspiration (Ex):
A mastermind can use inspiration on any Diplomacy, Intimidate, Knowledge, or skill checks without spending a use of inspiration. This ability alters inspiration.

Inspiration (Ex):
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

A Quiet Word (Ex):
A mastermind’s reputation precedes him. At 1st level, once per day a mastermind can spend 10 minutes preparing an ally to make a single Diplomacy or Intimidate check (mastermind’s choice when preparing the ally) within the next 24-hour period at the mastermind’s behest. This skill check uses the mastermind’s skill ranks instead of the ally’s. The mastermind’s affected ally still uses its own ability bonus for the check.

Furthermore, when a mastermind uses this ability, he can expend one use of inspiration to give the ally use of the inspiration die when making the check.

At 3rd level, a mastermind can use this ability an additional time each day, and the number of times he can use this ability per day increases by 1 for every third level thereafter. Multiple uses of this ability on the same ally grant that ally the benef it on additional Diplomacy or Intimidate checks.

At 12th level, a mastermind can use this ability to bestow on his ally the use of his skill ranks, similar to the 1st level effects of this ability but with a wider range of skills to choose from. The mastermind can only bestow this for a skill check that he can use inspiration on without expending uses of inspiration. For instance, a mastermind with the underworld inspiration talent can bolster his ally’s Bluff, Disable Device, Disguise, or Sleight of Hand skill checks, selecting a single skill for each use of the ability. This ability replaces trapfinding and trap sense.

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Skills
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Acrobatics +1 (+1 Rank, +3 trained, +2 Ability, -5 Armor)
Appraise +1 (+0 Rank, +0 trained, +1 Ability)
Bluff +7 (+1 Rank, +3 trained, +3 Ability)
Climb -2 (+0 Rank, +0 trained, +3 Ability, -5 Armor)
Craft (Alchemy) +6 (+1 Rank, +3 trained, +1 Ability, +1 Trait)
Diplomacy +7 (+1 Rank, +3 trained, +3 Ability)
Disable Device -4 (+0 Rank, +0 trained, +1 Ability, -5 Armor)
Disguise -2 (+0 Rank, +0 trained, -2 Ability)
Escape Artist -3 (+0 Rank, +0 trained, +2 Ability, -4 Armor)
Fly -3 (+0 Rank, +0 trained, +2 Ability, -4 Armor)
Handle Animal -2 (+0 Rank, +0 trained, -2 Ability)
Heal +3 (+0 Rank, +0 trained, +3 Ability)
Intimidate +8 (+1 Rank, +3 trained, +3 Ability, +1 Trait)
Knowledge (Dungeoneering) +8 (+2 Rank, +3 trained, +1 Ability, +2 Feat)
Knowledge (Geography) +8 (+2 Rank, +3 trained, +1 Ability, +2 Feat)
Knowledge (Nature) +8 (+2 Rank, +3 trained, +1 Ability, +2 Feat)
Knowledge (Planes) +8 (+2 Rank, +3 trained, +1 Ability, +2 Feat)
Knowledge (Arcana) +8 (+2 Rank, +3 trained, +1 Ability, +2 Feat)
Knowledge (Planes) +8 (+2 Rank, +3 trained, +1 Ability, +2 Feat)
Knowledge (Religion) +8 (+2 Rank, +3 trained, +1 Ability, +2 Feat)
Knowledge (Local) +8 (+2 Rank, +3 trained, +1 Ability, +2 Feat)
Linguistics +0 (+0 Rank, +0 trained, +1 Ability)
Perception +7 (+1 Rank, +3 trained, +3 Ability)
Perform (Oratory) +3 (+0 Rank, +0 trained, +3 Ability)
Profession (Brewer) +10 (+1 Rank, +3 trained, +3 Ability, +1 Trait, +2 Feat)
Ride -4 (+0 Rank, +0 trained, +1 Ability, -4 Armor)
Sense Motive +4 (+0 Rank, +0 trained, +3 Ability, +1 Trait)
Sleight of Hand -4 (+0 Rank, +0 trained, +1 Ability, -4 Armor)
Spellcraft +1 (+0 Rank, +0 trained, +1 Ability)
Stealth +1 (+1 Rank, +3 trained, +2 Ability, -5 Armor)
Survival +7 (+1 Rank, +3 trained, +3 Ability)
Swim +2 (+1 Rank, +3 trained, +3 Ability, -5 Armor)
Use Magic Device -2 (+0 Rank, +0 trained, -2 Ability)

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Magic
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Bonus Spells (1st: 2, 2nd: 1, 3rd: 1, 4th: 1, 5th: 1)
Caster Level: 2
Spells Known (6) Level 0 DC 13
Acid Splash: Orb deals 1d3 acid damage.
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Disrupt Undead: Deals 1d6 damage to one undead.
Guidance: +1 on one attack roll, saving throw, or skill check.
Read Magic: Read scrolls and spellbooks.

Spells Known (4) Level 0 DC 14 3+2/day
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Shield of FaithY: Aura grants +2 or higher deflection bonus.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.

Caster Level: 1
Extracts Known (5) Level 0 DC 14
Enlarge Person: Humanoid creature doubles in size.
True Strike: +20 on your next attack roll.
Expeditious Retreat: Your base land speed increases by 30 ft.
Heightened Awareness: Your recall and ability to process information improve.
Reduce Person: Humanoid creature halves in size.

Extracts Prepared (1) Level 0 DC 14
Enlarge Person: Humanoid creature doubles in size.

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Special Abilities
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Track (Ex)
Detect Chaos, Detect Evil, Detect Good, or Detect Law at Will

Track (Ex)
+1 to Survival skill checks made to follow or identify tracks

Stern Gaze (Ex)
+1 Intimidate and Sense Motive checks

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Equipment
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Equipment list]
Melee Weapons Rapier, Morningstar, battleaxe
Ranged Weapons Longbow, 40 arrows
Armor Four Mirror
Other Gear Inquisitor's kit : This kit includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Mug/tankard (2)
Smelling salts
Cold-weather outfit
Courtier's outfit
Magic Item
Wand of Infernal Healing
Wand of Shield (46/50)
Wand of Endure Elements (49/50)
Ring of Protection +1
Wealth gp

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Racial Traits
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Dwarf Racial Traits:

+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.
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.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
Hatred: 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.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: 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.
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.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

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Background Story
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Heorn Beginning:

Heorn is a dwarf in the service of Cayden Caliean, always ready to serve in a drinking contest or a tavern brawl. Even amongst his dwarven clans and allies, he's known for his love of drinking and experimenting of new alcoholic drink mixtures.

His travels have brought him to many places and have gained many friends and enemies but most importantly of all. Where the Taverns are............................

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Appearance
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Heorn Boulderstep Appearance:

Scars mark this dwarf's face and body. Broad and tough, this dwarf isn't pretty to look at but he gives a sense of Confidence in his movements. his armor is well kept and sharp rapier belted to his side along with a morningstar. A couple of mugs hand otherwise from his other side for easy reach and judging by his state of redness, defintely at least half of his waterskins is filled with some form of alcoholic drink.

His clothes while travel worn are actually impressive when cleaned. Though one will likely never get the smell of alcohol out of them...........