Tablark Hammergrind

Loco Billo Billcragg's page

110 posts. Alias of Unspunnen.


Race

HP 7/10 - AC 16.13.13 - F+2.R+6.W+2

Classes/Levels

- Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

About Loco Billo Billcragg

Loco Billo
CG Dwarf - Ex Convict, Sapper
Rogue 1

BACKGROUND:

Loco Billo is fed up. He hates this stuck-up town. Why does he put up with it? Why indeed?
He had dreams once. "Treasure in the ruins" and all that rot.

It's why he came to this s%$+ hole town in the first place. Then he took to drinking, brawling and gambling....bingeing, thieving, dueling....killing even, and he found himself on the wrong end of the hard, Chelaxian law. He was doomed to the gallows ... but a local Thieftaker found some poor lady to shake down for the money to keep him alive in prison....and so they kept him there - feeding him weevil-ridden offal for the last fives years. He never found out the identity of his benefactress ... he only knows it is a woman on account of her writing style, and the smell of the paper in the letters he received from her during his incarceration. Who is she and what does she want? Her last letter before they set him free contained a plea for him to stay in Westcrown and defend the people from the yoke of oppresssion ....and so on and so forth....what garbage!

And yet....well he has returned to work as a labourer for a while, regained his health and saved some coppers for passage. And he has started to prowl the night streets like he used to. The town is different. There’s something very wrong with it. Rumours of fiends among the shadows at night. Rampant police brutality. Citizens averting their eyes when you approach and shuttering their windows at the smallest commotion. Many streets, which used to be lively byways back in the day, are now sinister and deserted. Bill always knew Westcrowners as a proud and haughty people....but the folks who run the place these days are real jerks ... and the honest townsfolk are getting the shaft. Its always been an dungheap of a town....but at least it was lively dungheap back them. Now it's grim and cruel. It's time for Westcrowners to stand up and take their streets back!

But why should Billo give a damn? .... what has Westcrown ever done for him? .... nothing of course ...... and yet he can't help but worry about the lady who purchased his freedom and her request. And he thinks about the adventures he missed while languishing in the black hole.


DESCRIPTION:

Who`s the new dwarf with old toolbelt and dusty overalls? Hollow cheeks, scarred visage. Deep-set scrutinizing eyes. If that wasn`t alarming it might be the crude runes tattoed on his arms. His body odeour. Or maybe it's his wiry sinews - tensed to spring at any time. The unkept salt and pepper beard. Clearly this dwarf is a bad sort, the kind your mother warned you about. Are you sure you ant to hire this guy?

He horks and spits.

What are you staring at?


ABILITIES AND STATS:

Point Buy: 20 = +2 + 13 + 2* +2 + 2* -1**

St 12 Dx 17 Cn 14 iT 12 wS 14 cH 7

Capacity: L: 43 or less / M: 44–86 / H: 87–130......... [St:12]
Speed: 20'/ Racial: Slow and steady, Rock Hopper
Initiative: +4......[+3Dx +1firebrandtrait]
Perception: +6
Hit Dice: 1d8 +2
HP: 10


SAVES:

SAVES
Fortitude: +2.........[+2Cn + 0rogue1]
Reflex: +6.........[+3Dx + 2rogue1, grounded trait]
Will: +2.........[+2wS+0rogue1]

RACIAL TRAITS:

Magic Resistant:
SR: 6
Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells. This racial trait replaces the hardy racial trait
Slow and Steady:
-10 speed, not encumbered by armour
Deep Warrior:
+2 dodge bonus to AC vs. monsters aberration type and +2 CMB on attempts made to grapple such creatures (or to continue a grapple).
Dark Vision:
60’
Greed:
+2 appraise / nonmagical stones , precious gems
Stonecunning:
+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.
Hatred:
+1 vs. goblinoid and orc subtypes
Stability:
+2 CMD vs. trip & bulrush while on ground
Weapon Proficiencies:
"Dwarven" weapons are martial, hammers and axes

PERSONAL TRAITS:

PERSONAL TRAITS
Westcrown Firebrand
Billo has heard rumors of bands of free-thinking individuals, who meet after the citywide curfew. Perhaps they might share his unfortunate concern for this worthless town? Maybe he can find some with some sand.

Bill has learned that to cower is to die ... that one must be quick to react to opportunity, both physically and mentally. It's with sudden and swift action that many conflicts are best resolved. Maybe now is the time for Westcrowners. Well, Billo is standing...and he is ready to pounce!
Benefit: +1 initiative and +1 on attack rolls in surprise round

Grounded (Dwarf Racial Trait)
Trained in a a dwarf army as a sapper, Billo came to this town to escape the oppressive discipline and to seek his fortune excavating old ruins. Unfortunately his truculence was not well received in Westcrown society, and he spent most of his adventure so far locked in a filthy oubliette.
Benefit: You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.


FEATS & ROGUE ABILITIES:

Level One Feat: Weapon Finesse
Substitute Dexterity for Strength with Light Weapons

Level One Rogue: Sneak Attack
+1d6

Level One Rogue: Trapfinding
+1 : Add 1/2 level to Perception checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.


TRAINED SKILLS AND LANGUAGES:

As is typical for his race, Billo is a tough customer. He emerged from the slammer leaner - if not meaner. He comes from ancient dwarven stock and a family which thrived in the deeps of old. He is an exceptional athlete, and clambers around in the dark as well anyone. He has no fear of dark tight spaces.

TRAINED SKILLS
Level 1 Skill Points (with favoured class bonus): 10

+4....1 Climb..................[+1St +1rank +3class -1ACP]
+4....1 Swim...................[+1St +1rank +3class -1ACP]
+6....1 Acrobat................[+3Dx +1rank +3class -1ACP] +2 on balance checks
+6....1 Stealth................[+3Dx +1rank +3class -1ACP]
+6....1 Escape Artist..........[+3Dx +1rank +3class -1ACP]
+6....1 Disable Device.........[+1iT +1rank +3class +1trapfinding]
+5....1 Know: Local............[+1iT +1rank +3class]
+5....1 Know: Dungeoneering....[+1iT +1rank +3class]
+6....1 Profession Mining/Excavation.....[+2wS +1rank +3class]
+6....1 Perception.............[+2wS +1rank +3class]; +2 stonecunning, +1 trapfinding

Skill Modifiers:
Armour check penalty -1.......[-1Studded Armour]
Hatred: +1 on checks vs. goblinoid and orc subtypes
Grounded: +2 Acrobatics on balance related checks
Greed: 2 appraise / nonmagical stones , precious gems

LANGUAGES
Language Number: 3.........[+2base+1iT]
Languages: Common, Dwarven, Undercommon


ARMOUR AND DEFENSE:

CMD: 14 .........[+10base +0BaB +3Dx +1St]
Stability: +2 CMD vs. trip & bulrush while on ground

ARMOUR CLASS
Armour: Masterwork Chain Mail +4 (ACP-1)

Base AC: 17...........[+10 Base +3dX +4Chain Shirt]

TouchAC: 13...........[+10 Base +3dX]

Flatfooted: 14........[+10 Base +4chain shirt]

Other Modifiers:
Deep Warrior: +2 dodge bonus to AC vs. Aberrations


ATTACKS & WEAPONRY:

BASE ATTACK STATS

BaB: 0......[+0rogue1]

CMB: +1......[+0BaB +1St]
+2 CMD vs. aberrrations

Base Melee Attack: +1......[+0Bab +1St]

Base Finesse Attack: +3....[+0Bab 3Dx]

Base Ranged Attack: +3......[+0Bab +3Dx]

Other:
Hatred +1 vs. goblinoid and orc subtypes

WEAPONS

Light Hammer:
1 Handed Melee Finesse Attack +3
Range Attack: +3
Range: 20'
Damage: 1d4 +1 / x2
Type: Bludgeon, Light

Masterwork Rapier +1:
1 Handed Melee Finesse Attack +4
Damage: 1d6 +1 / 18-10 x2
Type: Pierce, Light

Throwing Axe:
1 Handed Melee Finesse Attack +3
Range Attack: +3
Range: 10'
Damage: 1d6 +1 / x2
Type: Bludgeon, Light

Dagger:
1 Handed Melee Finesse Attack +3
Range Attack: +3
Range: 10'
Damage: 1d4 +1 / 19-20 x2
Type: Pierce / Slash, Light

Unarmed:
1 Handed Melee Finesse Attack +3
Damage: 1d3 +1 / x2
Type: Bludgeon, Light Weapon, Non-Lethal


GEAR:

GEAR
Starting Gold Level 1: 140 Cleric average
Capacity: L: 43 or less / M: 44–86 / H: 87–130......... [St:12]
GOLD............LBS............ITEM

Money Pouch
000.00.........000.00.........Belt Pouch
002.00.........000.20.........Platinum
013.00.........001.30.........Gold
000.60.........000.60.........Silver
000.03.........000.03.........Copper
----------------------------------------------
033.63 gp......001.33.........Money Pouch Total

Base Gear
001.00.........004.00.........Overalls
250.00.........025.00.........Masterwork Chain Shirt
---.--............002.00.........Masterwork Rapier
008.00.........002.00.........Throwing Axe
002.00.........001.00.........Dagger
001.00.........002.00.........Light Hammer
072.00.........005.00.........Climber's Kit
030.00.........001.00.........Thieves Tools
000.30.........000.30.........1 twist of tobacco
000.50.........000.00.........1 pipe
000.00.........000.00.........Flint and Steel
050.00.........050.00.........Potion of Hide from Animals
010.00.........000.50.........Small Steel Mirror
-----------------------------------------------
422.80 gp......041.30 lbs.....Base Gear Total
033.63.........001.33.........Money Pouch Total
-----------------------------------------------
456.43.........042.63.........On Person Total
On Person Encumbrance: Light (slow and steady) - not slowed down armour

Additional Packed Gear
035.00.........004.00.........Light Crossbow
025.00.........020.00.........Studded Leather Armour
001.00.........001.00.........10 bolts
002.00.........002.00.........Backpack
001.00.........004.00.........Waterskin
010.00.........005.00.........Hemp Rope 50'
000.10.........005.00.........Bedroll
002.00.........005.00.........4 Days Donkey jerky
----------------------------------------------
054.10 gp......027.00.........Packed Gear Total
456.43.........041.50.........On Person Total
----------------------------------------------
510.53.........068.50.........Carried Total
Free and Packed Encumbrance: Medium (not slowed down -20 armour)