Dwarf Spell

Ivar Twisted Ear's page

1 post. Alias of Keith S..


Full Name

Ivar Twisted Ear

Race

Duergar

Classes/Levels

Stygian Slayer / 1

Gender

male

Deity

Droskar

About Ivar Twisted Ear

background:
Ivar is a Duergar, formerly of a merchant clan located in the Darklands. The clan was involved in Trade War with their competitors (a normal situation in the Duergar Darklands). Duergar trade wars are indeed wars - they don't fight by cutting their prices, rather they fight by cutting their competition!

The Clan was betrayed by a mercenary soldier, who let the enemy into the Clan Hold. Most were slain, some were enslaved, and a few escaped. Ivar was one of these. He was hounded through the Darklands by hunting parties. After a period of time - hard to tell how long in the Great Dark - he found himself on the surface at night. Here his pursuers stopped, unwilling to chase him on the surface for fear of the sunrise.

Ivar found himself struggling on the surface, but eventually found his way into a human city, and made his home with a low level gang - first as a bouncer in their headquarters / tavern (the Gilded Rose), and later helping as muscle on raids, protection rackets, and gambling houses. He found it much like home in the dark underbelly of the city, except that most folk was taller than him.

Still, Ivar dreams of revenge against those who chased him away and drove him to this surface world.

crunch:
Ivar Twisted Ear
Duergar slayer (stygian slayer) 2 (Pathfinder RPG Advanced Class Guide 53, 120, Pathfinder RPG Bestiary 117)
NE Medium humanoid (dwarf)
Init +3 (+5 while underground); Senses darkvision 120 ft.; Perception +1
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 22 (2d10+6)
Fort +5, Ref +6, Will +0; +8 circumstance bonus vs. visual-based attacks, +2 bonus vs. spells and spell-like abilities, +2 trait bonus vs. fear
Immune paralysis, phantasms, poison
Weaknesses light sensitivity
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Offense
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Speed 20 ft.
Melee dagger +5 (1d4+1/19-20) or
. . silversheen short sword +4 (1d6+1/19-20) or
. . starknife +3 (1d4/×3)
Ranged light crossbow +5 (1d8/19-20)
Special Attacks studied target +1 (1st, move action)
Spell-Like Abilities (CL 2nd; concentration +0)
. . 1/day—enlarge person (self only) (DC 9), invisibility (self only)
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Statistics
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Str 12, Dex 17, Con 14, Int 10, Wis 10, Cha 6
Base Atk +2; CMB +3; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Two-weapon Fighting, Weapon Finesse
Traits courageous, tunnel fighter
Skills Acrobatics +6 (+2 to jump), Climb +3, Knowledge (dungeoneering) +4, Knowledge (geography) +4, Perception +1, Stealth +10, Survival +5, Swim +3; Racial Modifiers +4 Stealth
Languages Common, Dwarven, Undercommon
SQ slayer talent (finesse rogue), slow and steady, stability, track +1
Other Gear chain shirt, dagger, light crossbow, silversheen short sword, starknife, belt pouch, candle (10), flint and steel, grappling bolt[UE], ink, inkpen, masterwork backpack[APG], masterwork thieves' tools, paper (20), silk rope (50 ft.), smoked goggles[APG], 184 gp, 7 sp, 8 cp
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Special Abilities
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Darkvision (120 feet) You can see in the dark (black and white only).
Immunity to Paralysis You are immune to paralysis.
Immunity to Phantasms You are immune to Phantasms.
Immunity to Poison You are immune to poison.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Slow and Steady Your base speed is never modified by armor or encumbrance.
Stability +4 Gain bonus to CMD vs. bull rush/trip while standing on ground.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to survival checks made to track.

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