Worshipper of Torag

Kilduer Shadowaxe's page

17 posts. Alias of GrinningJest3r.


Full Name

Kilduer Foehammer Shadowaxe

Race

[Special Abilities: Craftsman +2, Cruelty -2, Deep Warrior +2, Hatred +1, Ranger's Focus +2, Track +1, Wild Empathy +3][Melee mwk dwarven waraxe +7 (1d10+3/×3) OR x2 Melee mwk dwarven waraxe +2 (1d10+3/×3)]

Gender

Male Dwarf Ranger (Deepwalker, Guide, Skirmisher) 2 [HP: 31, Perc: +10 (+1 when underground, +2 to notice unusual stonework) Init: +3 (+3 when underground), AC: 20 (T:13, F:17), Saves (F:+7, R:+6, W:+4)]

About Kilduer Shadowaxe

Kilduer Shadowaxe, Deepwalker Ranger:

In the centuries since the Foehammers were driven out of Angur'Khul, Kilduer's ancestors, like most Foehammer kin, have worked in the Ulverin quarry with subpar equipment for even more inferior minerals or at the primary Foehammer Brewery. Those who did not wish to be constantly reminded of their family's disgrace sought out work as a warrior for hire. Ignoble work, but it seemed fitting for an exiled clan of miners and smiths.

Every Foehammer, upon reaching his or her minority, is offered their choice of apprenticeship. Kilduer, young and optimistic and wanting to live up to the family's memories, became a smith. Talented on the forge and on the anvil, Kilduer learned the art of purifying and mixing various minerals to create perfect alloys - using impure metals or an incorrect mixture only results in inferior crafting material, leading to shoddy weapons, armor, and tools. As Kilduer was constantly reminded by his master, Only the best is ever accepted from or for a Foehammer. And the stories of "the best" were never-ending. Pure gold, silver, adamantium, and mithril, straight from the vein with nearly no contaminants. The pieces forged in the mines of Anghur'Khul were distinct; without equal in their craftsmanship - although opinions in that regard were most likely biased.

Stories of these minerals ignited a young Kilduer's curiosity and passion for delving into the deepest mines, searching for the next lode of gold or tin. Unfortunately, Kilduer found out the hard way why discovery expeditions were undertaken only by large, well-armed groups - moving deeper into the quarry than he ever had before, well beyond the markers indicating Dwarven territory, Kilduer stumbled upon a group of Duergar, themselves mining for material, and only the noise of their work masked Kilduer's approach or he might have been slaughtered then, alone and unarmed. Instead, the surprise of Kilduer's appearance caused the deep dwarves to pause in shock and gave Kilduer the single moment he needed to turn and sprint as fast as his legs would carry him back into the maze of caverns and pathways leading to the dwarven-claimed tunnels, not caring if he was being followed.

He, of course, told nobody of his encounter. The elders and the miners all knew that duergar likely existed deep below the quarry - the Foehammers would not be the only ones searching for materials, after all. But Kilduer threw himself into his apprenticeship again with a renewed vigor. Constantly seeking new, better methods for crafting his own equipment, nobody seemed to question his heightened interest in smithing; at least, nobody questioned him. And in the evenings, with his newly-crafted weapons and armor, Kilduer ventured again into the depths of the mines, quietly looking for the evil creatures he had once stumbled upon. After years of diving into the caverns beneath Ulverin Quarry, Kilduer found that he preferred the dark of the depths. He learned to carry himself almost perfectly silently. He learned to read the slightest shift in the air currents, the faint scents floating on stale air, and the smallest of tremors in the ground always leading him to his quarry.

Only once had any member of the Foehammer clan been given insight into his abilities. A child of the clan had gone missing and it was determined that he had gone into the mines and not come out for nearly two days. Every miner halted their work and searched to the very edge of their claimed territory to no avail. Kilduir, obviously deciding that the potentially awkward questions were a small price to pay in the face of the life of one of his kin, grabbed his newest creations - a pair of perfectly crafted waraxes that he had hoped to submit to his master as his Journeyman project - and walked into the mines alone. Three days later, when even the Elders were ready to give up on seeing either of the two return alive without a full war-ready assault into the Underdark, Kilduir walked out of the mines with the child carried over his shoulder. It was only by divine light that the child survived its injuries. Kilduer willingly answered all questions save what exactly had been done to the child during his captivity, but from that day on, Kilduer was noted as having developed a particularly cruel streak against those who would turn their weapons against him or those he called friend. As an accolade for his efforts, the Elders granted him the name Shadowaxe, to be carried with pride until the end of his line.

Years later, Kilduer has become a Master weapon- and armorsmith in his own right and continues to be one of the most eager warriors in the clan's bid for territory in the mines. Which is why he now stands before the Elders, looking at them proudly, daring them to deny him. "I am Kilduer, son of Thoril, born of the Foehammer clan, first of the Shadowaxe name. I submit myself to your call, Elders, and am prepared to offer my life, should it be necessary, in the pursuit of the reclamation of our home."

Kilduer's appearance and personality:
Kilduer has dark brown hair that he lets hang almost down to his shoulders; compared to most dwarves, who keep their hair neatly groomed and often braided, Kilduir's hair looks scraggly and unkempt. Kilduer's beard is, surprisingly, lighter than his hair and is wild and tangled, and his long, bushy moustache is most often seen splitting and curling around a large cigar. Despite all of that, it is his eyes that draw your attention: pure, shining silver stares back at you from underneath the hood of his black travelling cloak, easily drawing you in, making you afraid to earn his ire - you just feel like you would never escape that gaze once he has it set on you.

And yet, for all the intensity found in his soul, Kilduer's heart is carefree. If he's not talking or joking, it's probably a sign that a fight is about to break out. Kilduir has exactly zero penchant for magic of any sort, save that which can be added to his weapons and armor, but he will still offer a prayer to Dumathoin once when he awakes and once just before sleep, and once at the start of every craft he undertakes.

Kilduer statblock:

Kilduer Shadowaxe
Dwarf ranger (deep walker, guide, skirmisher) 2 (Pathfinder RPG Advanced Player's Guide 125, 128, Pathfinder RPG Ultimate Combat 66)
CG Medium humanoid (dwarf)
Init +3 (+-1 when underground, +5 while underground); Senses darkvision 60 ft.; Perception +10 (+-1 when underground, +12 to notice unusual stonework)
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Defense
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AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 31 (2d10+11)
Fort +7, Ref +6, Will +4
Defensive Abilities deep warrior[APG]
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Offense
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Speed 20 ft.
Melee mwk dwarven waraxe +2 (1d10+3/×3) or
. . mwk dwarven waraxe +2 (1d10+3/×3)
Special Attacks combat style (two-weapon combat), hatred, ranger's focus (+2, 1/day)
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Statistics
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Str 16, Dex 16, Con 17, Int 14, Wis 18, Cha 13
Base Atk +2; CMB +5; CMD 18 (22 vs. bull rush, 22 vs. trip)
Feats Double Slice, Toughness, Two-weapon Fighting
Traits axe to grind, seeker, tunnel fighter
Skills Acrobatics -1 (-5 to jump), Climb +4, Craft (armor) +7 (+9 on checks related to metal or stone), Craft (weapons) +7 (+9 on checks related to metal or stone), Intimidate +6, Knowledge (dungeoneering) +7 (+9 on checks related to metal or stone), Knowledge (geography) +7, Perception +10 (+-1 when underground, +12 to notice unusual stonework), Profession (soldier) +11 (+13 on checks related to metal or stone), Stealth +4 (+-1 when underground), Survival +9 (+-1 when underground), Swim +4; Racial Modifiers craftsman[APG], +2 Perception to notice unusual stonework
Languages Common, Dwarven, Orc, Undercommon
SQ cruelty, track +1, wild empathy
Other Gear +1 lamellar (steel) armor[UC], mwk dwarven waraxe, mwk dwarven waraxe, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, torch (10), trail rations (5), waterskin, 171 gp
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Special Abilities
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Craftsman +2 on Craft/Profession checks related to metal/stone.
Cruelty If there is a dying or helpless foe within 30 ft, -2 to attack foes that aren't dying or helpless.
Darkvision (60 feet) You can see in the dark (black and white only).
Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Ranger's Focus +2 (1/day) (Ex) As a swift action, listed bonus to att/dam vs. foe in sight until slain/surrenders/use again.
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 +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.