Radosek Pavril

Kalderin Tharnhammer's page

33 posts. Alias of aptinuviel.


Gender

Male Dwarf Bard 1 AC 18 [T 13 FF 15] | CMB +2 | CMD 15 (19) | HP 8/8 | Fort +0 (2) Ref +5 Will +2 (4) | Init +3 | Percep +4, Darkvision 60 ft

About Kalderin Tharnhammer

Kalderin Tharnhammer

Class/Level: Bard/1
Alignment: Lawful Good
Deity: Torag
Race: Dwarf
Size: Medium
Gender: Male
Age: 60
Height: 4'3"
Weight: 195 lbs
Hair: Brown
Eyes: Blue

Favored Class: Bard

XP:0

Current Hp: 8/8
Current Conditions: none

Ability Scores:

Strength 14 (+2)
Dexterity 16 (+3)
Constitution 10 (+0)
Intelligence 13 (+1)
Wisdom 10 (+0)
Charisma 18 (+4)

Combat Information:

Init +3; Senses: Perception +4 (Darkvision)
Concentration +5

Defenses
AC 18, touch 13, flat-footed 15 (+3 Dex, +3 Studded Leather, +2 Heavy Shield)
+4 dodge bonus to AC vs. monsters of the giant subtype.
CMB +2
CMD 15 (10+0 Base Attack+2 Strength+3 Dexterity)
hp 8/8
Fort +0, Ref +5, Will +2
(+2 vs. poison, spells, and spell-like abilities)

Offense
BAB: +0
Speed 20 ft.
Melee: Battleaxe (+2, 1d8+2/x3), Spiked Gauntlet (+2, 1d4+2/x2)
Ranged: Sling (+3, 1d6+2/x2, range 50ft)


Skills:

name [ability] (ranks/ability/class/other mod) total
Acrobatics [Dex] (1+3+3) +7
Climb [Str] (1+2+3) +6
Knowledge (Dungeoneering) [Int] (1+1+3+1) +6
Knowledge (History) [Int] (0+1+0+1) +2 (+2 for things related to dwarves or enemies)
Knowledge (Local) [Int] (1+1+3+1) +6
Linguistics [Int] (1+1+3) +5
Perception [Wis] (1+0+3) +4 (+2 bonus on Perception checks to notice unusual stonework)
Perform (Oratory) [Cha] (1+4+3+1) +9
Perform (Percussion) [Cha] (1+4+3+1) +9
Stealth [Dex] (1+3+3) +7
Use Magic Device [Cha] (1+4+3+1) +9

Note: No armor modifiers are taken into account for Dex-based skills in this list.

Languages:

Common, Dwarven, Undercommon, Gnome

Traits, Feats, Racial Features, and Class Abilities:

Traits
Trickster and Singer: Dwarves have a reputation as being a stolid, humorless people. But there are few dwarves, usually fine singers and storytellers, who are given leeway for being charismatic and quick of hand and wit. Of course, these brash tricksters are still often in trouble. Benefit: +2 Charisma, +2 Dexterity, -2 Wisdom
Heir of Dammerhall: You have a direct claim to the title of High King of Dammerhall and the royal Tarnhammer clan. Of course without possession of Dammerhall and the crown, scepter and sash of the High King this title is only symbolic. Still it earns you great respect amongst other dwarves. Benefit: +1 trait bonus to Diplomacy skill checks made when dealing with dwarves. Also if you take the Leadership feat, gain a +1 trait bonus to your Leadership score as long as all your followers are dwarves.
Natural-Born Leader: All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Feats
Lingering Performance: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.
Lost Legacy (Story): You gain a +1 bonus on Charisma-based ability checks and skill checks.

Racial Features
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
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.
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.
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.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
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.
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 Abilities
Bardic Knowledge, Bardic Performance (8 rounds, standard action to start, free action to maintain), Countersong, Distraction, Fascinate, Inspire Courage +1


Equipment:

5gp, 6cp

Weapons
Gauntlet, spiked (5gp, 1lb)
Sling (-,-)
Bullets, sling (20) (2sp, 10lbs)
Battleaxe (10gp, 6lbs)

Armor
Studded Leather (25gp, 20lbs)
Heavy Wooden Shield (7gp, 10lbs)

Carried
Spell Component Pouch (5gp, 2lbs)
Traveler's Outfit (1gp, -)
Belt Pouch (1gp, 0.5lbs)

In Backpack
Backpack (2gp, 2lbs)
Bedroll (1sp, 5lbs)
Blanket, winter (5sp, 3lbs)
Map Case (1gp, 0.5lbs)
Chalk (2 pieces) (2cp, -)
Flint and Steel (1gp, -)
Paper (10 sheets) (40sp, -)
Hemp Rope (50') (1gp, 10lbs)
Sack (1sp, 0.5lbs)
Waterskin (1gp, 4lbs)
Whetstone (2cp, 2lbs)
Musical Instrument, common (Drum) (5gp, 3lbs)

Total Weight: 79.5lbs
Total Carrying Weight: 79.5lbs
Total Combat Weight: 49.5lbs

Carrying Capacity
Light 58 lbs; Medium 59-116 lbs; Heavy 117-175 lbs


Spells:

Spells Known
0-Level (DC 14): Detect Magic, Read Magic, Light, Prestidigitation
1st- Level (DC 15): Cure Light Wounds, Grease

Spells per Day
Level 1: 1+1


History:

Deepshield was once a a major dwarven hold and vassal to Dammerhall and the place where Azarex Tharnhammer killed his own brother. When Dammerhall fell, Azarex and his men escaped to Deepshield. When it became clear that Dammerhall was lost, Azarex turned his ambition towards that hold. His pride and arrogance led him to lay claim by right of his royal lineage. Others disagreed and Dwarves fought Dwarves. Even Azarex's kin opposed him, and in the end brother fought brother. Azarex Kinslayer stood as ruler of Deepshield for decades. With an iron fist and the knowledge that no one that stood against him were left living. But even Deepshield eventually fell.

Kalderin's father, first son of Azarex the Kinslayer, escaped the fall of Deepshield. While charming and clever, he never had the will to redeem the family, and eventually succumbed to drink and self-pity. But Kalderin is not his father. And he will not easily give up his dreams.


Description:
Kalderin is tall for a dwarf, but not exceptionally large. He has a deep voice, obviously used to giving orders, and a confidence about him that inspires others. His beard is well kempt, and his gear, while not fancy by any stretch, is well maintained.