Stronfeur Uherer

Lotar Blackiron's page

41 posts. Alias of Blackacre.


Full Name

Lotar Blackiron

Race

Dwarf

Classes/Levels

NG Fighter | Lvl 1 | EXP 0 | HP 13/13 | AC 17 | F +4 R +3 W +3 Perc +1

Gender

Male

Size

Medium

Alignment

Neutral Good

Deity

Torag

Languages

Common, Dwarven

Occupation

Exiled guard, ex-brewer's apprentice

About Lotar Blackiron

Lotar Blackiron
Dwarf NG Fighter | Lvl 1 | EXP 0 | HP 13/13 | AC 17

Statistics:

NG Medium Humanoid (Dwarf)
Init +3; Senses Perception +1
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DEFENSE
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 dex, +0 shield)
hp 13
Fort +4, Ref +3, Will +3
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OFFENSE
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Speed 20 ft.

Melee
Dwarven waraxe +4 1d10+3 (x3) (S)
Shortsword +4 1d6+3 (19-20/x2) (P)
Dagger +4 1d4+3 (19-20/x2) (P or S)
Dagger (silver) +4 1d4+2 (19-20/x2) (P or S)
Light hammer (cold iron) +4 1d4+3 (x2) (B)

Ranged
Light hammer (cold iron) +4 1d4+3 (x2) 20ft (B)
Light crossbow +4 1d8 (19-20/x2) 80ft (P)
Dagger (silver) +4 1d4+2 (19-20/x2) 10ft
Dagger +4 1d4+3 (19-20/x2) 10ft
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STATISTICS
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Str 17, Dex 16, Con 14, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 17

Traits
Axe to Grind (combat): +1 trait bonus on damage against foes who are threatened by only you.
Tunnel Fighter (race): While underground, +2 trait bonus on initiative checks and +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit).

Feats
Iron Will (level 1)
Two-Weapon Fighting (Ftr 1 bonus)

Skills
Climb +5* (1 points; +3 class, +3 STR -2ACP)
Knowledge (dungeoneering) +4 (1 points; +3 class, 0 INT)
Knowledge (geography) +1 (1 points; 0 class, 0 INT) (background)
Lore (dwarven nobility) +1 (1 points; 0 class, 0 INT) (background)
Perception +1 (0 points; 0 class, +1 WIS)
Profession (brewer) +5 (1 points; +3 class, +1 WIS) (background)

ACP -2
*ACP applies to these skills (already factored in)

Languages Common, Dwarven

Special Abilities:

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SPECIAL ABILITIES
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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.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
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 CMD when resisting a bull rush or trip attempt while standing on the ground.
Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or
steep stairs when they take a 5-foot step. (This racial trait replaces stonecunning.)
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.

Gear/Possessions:

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GEAR/POSSESSIONS
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Dwarven waraxe (30gp, 8lb)
Shortsword (10gp, 2lb)
Cold iron light hammer (2gp, 2lb)
Dagger (2gp, 1lb)
Alchemical silver dagger (22gp, 1lb)
Light crossbow (35gp, 4lb)
20 bolts (2gp, 2lb)
Chain shirt (100gp, 25lb)(worn)
Backpack (2gp, 2lb)
Bedroll (1sp, 5lb)
Flint and steel (1gp, -lb)
Trail rations (4days) (2gp, 4lb total)
Traveler's outfit (worn)
Waterskin (1gp, 4lb)
Whetstone (2cp, 1lb)
Carrying Capacity
Light 0-86 lb. Medium 87-173 lb. Heavy 174-260 lb.
Current Load Carried 60 lb. (including 25lb armor)

Money 89 GP 8 SP 8 CP

Background:

STORY:
Lotar Blackiron was once the pride of his household. The father of this althletic brewer's assistant found him a position as a guard for a prominent noble house, a position of great honor. That came to an end four months ago, when assassins raided the palace and killed the lord of the house.

The only remaining member of his unit, Lotar was exiled to the surface. He took with him only his trusty dwarven waraxe and a necklace of glass beads made by his sister.

Although he initially joined up with a mercenary group, he quickly found himself disgusted with their methods and is now at a loss for what to do next. Lotar has wandered south to Dromston, hearing that it may be a place to find work for his strength or his axe, and hopefully an opportunity to redeem himself.

GOALS:
Redemption - Lotar feels shame for his loss and seeks to prove himself as an adventurer (and maybe get rich) or die trying. Some measure of fame or glory may be his only way back into the dwarven kingdoms.
New/Old Home - Lotar loves his old home and gets homesick at times, but he knows the chances of ever going back are slim to none. Now he searches for a new clan/family and a new place to live his life. Lotar will look to bond instantly with other dwarves, unless of course they seem like bandits or remind him of Vikus Hardvein.

SECRETS:
Keeps from others - Lotar was not the only survivor of the raid. He and the other survivors were given the choice of death or exile. Many took the honorable route, but Lotar could not bring himself to do it. Secretly he harbors some shame for this.

Keeps from others - He also was not allowed to bring his weapons with him - his own waraxe and urgrosh were broken. The vice captain of the guard was able to arrange for a smuggler to obtain weapons for the exiles.

Kept from PC - the raid was an inside job. The guard group's second in command sold them out for a princely sum.

TIES:
Vice Captain Vikus Hardvein - The former second in command had previously visited the surface world and wanted a way out from the halls and ways of his people. He took his payment for the inside job, along with several of the other survivors and is assembling a mercenary company that he hopes will bring him fame and fortune. His initial methods have been to engage in robbery and pillaging to make ends meet and to earn a reputation. He and Lotar were never on good terms - Lotar never trusted the vice captain, and expressed in no uncertain terms his lack of desire to further debase himself as part of the vice captain's outfit. If Lotar if he ever discovered the vice captain's treachery, taking his head would become Lotar's goal #1.

Sister Rika - Still lives in halls of stone. She and Lotar were their parents' only children and each one holds out hope of some reunion. If the opportunity to get a message to her presented itself, Lotar would jump at it.

Broin Goldspike - Broin was a friend of Lotar's and likewise accepted exile over an honorable death. Broin joined the vice captain's mercenary group, but may be having second thoughts.

MEMORIES:
His last bender with core members of the guard. One of Lotar's favorite parts of his job was the bond he formed with his companions. Even though he did not stay with Vikus's mercenary group and reviles at their banditry, he still misses the comraderie of some of their members. Part of the search for a new home is a search for another group to call his own and with which he might share the bond he had with the other guards.

Staring at a suicide knife, thinking of honor and duty, and not being able to go through with it.

Saying goodbye to his family as he left the dwarven kingdom. His mother was there, as well as several cousins and his sister. His father couldn't bring himself to go.

Appearance and Personality:

Grim and bristly - can be a downer and sound pessimistic, but never gives up and his grumblings are often laced with a biting wit that loosens up the more he fights or drinks (especially if he fights while drinking). As his former captain Pontus Grimbeard would say, "All Grim and no Beard makes Ponty a dull boy."

A great beer enthusiast - secretly hoped to be a brewer, like his aunt Olga and his Uncle Berni, before his father convinced him to take on the more prestigious guard position. Can talk for hours over different styles, food pairings, and exotic ingredients - but sometimes enjoys his cups a bit too much. Favorite quote about beer: "Small beer is for lads with small beards!"

Lotar is beginning to shift away from his former appreciation for dwarven custom. He often recognizes shoddy brewing and feels that he could have been a great brewer, still living at home. Rather than resenting his father for finding him a guard post, Lotar recognizes that his father wanted what was best for him, and instead resents the old traditions that left them in a position that drew Lotar away from his passion and eventually his family.