Member of the Ninth Battalion

Mad Marvin Dundlerock's page

98 posts. Alias of Dorian 'Grey'.


Full Name

Mad Marvin Dundlerock

Race

Dwarf

Classes/Levels

Fighter / Druid 4 HP 40/40| AC 22/24| Fort +6, Ref +3 Will +9

Gender

Male | Darkvision 60' Initiative +1| Speed 20ft | Conditions: Mad, Ant haul

Size

M

Age

?

Alignment

LN

Location

Home Alone

Languages

Dwarven , Common, Giant

Strength 14
Dexterity 13
Constitution 12
Intelligence 13
Wisdom 18
Charisma 8

About Mad Marvin Dundlerock

Background:

Somewhere about the rocky and desolate ruins of Trumau...

Circling high above the lone dwarf's position; down amongst the rocky terrain dotted with sparse shrubbery, a flight of vultures circled lazily. The faint vibrations of the rocks bouncing off more rocks echoed off the rugged terrain. Sniffing the air, licking a grubby finger and holding it high into the air, the rustic (appearing in need of a bath) looking Dwarf frowns.
Be un bit 'til day be appearings. Be starting wit all dat durn noise!

Mad Marvin Dundlerock is a Hermit. The Dwarf once worked for that idiot bunch of rat bastards, The Technic League.
Dat been sum years!

The crazy-eyed Dwarf turns his head quickly around.
Who be dere?

Hearing the impatient caw of the vultures, Mad Marvin returns his attention to the annoying sounds of noise in the distance. Picking up his rucksack, stretching his legs a bit, the Dwarf begins yawning.
Be hoping un ov dem 'venturers be un trad'n. Be need'n new boots!

The Mad Dwarf stops, looks down on his misshaped leg, and grins.
Be need'n just un boot nowadays!

He absently swats at the chicken bone circling his head, as the Hermit stares out at the waste lands.
Best be git'n ta Janderhoff...

Crunch:

Mad Marvin Dundlerock
Male Dwarf Fighter / Druid (Goliath) 4
LN medium humanoid (dwarf)
Init +1; Senses Darkvision 60', Perception +11
--------------------
Defense
--------------------
*AC 22, touch 11, flat-footed 21 (+11 armor, +0 shield, +0 size, +0 deflection, +1 Dex, +0 natural, +0 dodge)

*Combat Expertise -1/+2

+4 dodge bonus to their AC against monsters of the giant subtype.

hp 40(4d10+12)
Fort +6, Ref +3, Will +9
+4 bonus on saving throws against the spell-like and supernatural abilities of giants.
+2 racial bonus on saving throws against poison, spells, and spell-like abilities.
+1 bonus on Will saves against fear

--------------------
Offense
--------------------
Speed 20'/ 30'
*Melee +1 dwarven waraxe +9/+8 1d10+6 Critical x3; Type S; Special
Ranged

+1 bonus on attack rolls against humanoids with the giant subtype.

Special Attacks/Qualities:
Slow and Steady
Defensive Training
Hardy
Stability
Weapon Familiarity
Giant Hunter
Rock Stepper
Greed

Fighter
Bravery (Ex)
Armor Training (Ex)
Weapon Training (Ex): axes

Druid(Goliath)
Primal Size:
spontaneously cast Enlarge person (Self only)
Primal Bond (Ex):
Domain Destruction 7/7 (+1/2 morale damage)
Primal Empathy (Ex):
large or bigger only
Face Nature’s Might (Ex)
Primal Summons:
Summon Nature’s Ally I: Compsognathus
Summon Nature’s Ally II: Dimorphodon
Wild Shape (Su):
Druids’ ability to wild shape into a creature of the animal type allows a goliath druid to assume only the form of a dinosaur or megafauna. She doesn’t gain the ability to become an elemental or plant. 1/1

Automatic bonus progression
3rd Resistance +1
4th Armor attunement +1, weapon attunement +1
--------------------
Statistics
--------------------
Str 14, Dex 13, Con 12, Int 13, Wis 18, Cha 8
Base Atk +4; CMB +6; CMD 17/19
Feats Weapon Focus (dwarven waraxe)(F), Combat Expertise(F), Weapon Specialization(F), Toughness (1st), Blind-Fighting(3rd)
Class Skills
The Druid's class skills are Climb (Str)+7(2), Fly (Dex)+8(4), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int)+5(1), Knowledge (nature) (Int)+5(1), Perception (Wis)+11(4), Spellcraft (Int)+5(1), Survival (Wis)+11(+2 vs Giants)(4), and Swim (Str)+7(2). Bluff (Cha), Diplomacy (Cha) -1 non-dwarves,Knowledge (local) (Int)+5(1), Sense Motive (Wis)+2

Skill Points at each Level: 4 + Int modifier.

Trait: Insular (Dwarf), Threatening Defender
Languages common, dwarven, giant
Favored Class: +1hpx4
SQ
Other Gear
Explorer outfit
Stone plate (1800gp)
Dwarven waraxe (30gp)
Pathfinder's kit
Caltrops 3/3
Grappling hook

Tracked Resources
Wand of Cure Light Wounds 50/50
--------------------

Wealth gp 3000/ gp Current gp 234 sp 4 Cp 5

Race:

Dwarf Racial Traits
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium:
Dwarves are Medium creatures and have no bonuses or penalties due to their size.
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 get a +4 dodge bonus to their AC against monsters of the giant subtype.
Greed:
Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred:
Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.

Giant Hunter
Source Advanced Race Guide pg. 12
Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.
Hardy:
Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability:
Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning:
Dwarves receive a +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 any such features that they pass within 10 feet of, whether or not they are actively looking.

Rock Stepper
Source Advanced Race Guide pg. 12
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 prof icient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Languages:
Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Traits:

Insular (Dwarf) [Race]
Source People of the North pg. 15
Requirement(s) Dwarf
You hail from one of the remote dwarven holds of the North, and have learned that the people of these harsh lands are as fickle as the weather. Experience has taught you that outsiders are not to be trusted. You gain a +2 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you, but you take a –1 penalty on Diplomacy checks with non-dwarves.

Threatening Defender [Combat]
Source Cheliax, Empire of Devils pg. 19
You know how to avoid a blow while still maintaining your offensive posture. When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.

Equipment:

Explorer's outfit
Source Ultimate Equipment pg. 89, PRPG Core Rulebook pg. 159
Price 10 gp; Weight 8 lbs.
Category Clothing
Description
This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.

Pathfinder's kit
Source Pathfinder Society Primer pg. 7, Pathfinder Society Field Guide pg. 47, Ultimate Equipment pg. 57
Price 12 gp; Weight 22 lbs.
Category Kits
Description
This kit consists of a backpack, a bedroll, a belt pouch, a clay mugUE, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of stringAPG, 50 feet of thread, a week’s worth of trail rations, a waterskin, and a whetstone. For Small creatures, the weight of a Pathfinder’s kit is 7–1/2 pounds. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures and by 3 pounds for Small creatures.

Spelunking kit
Source Ultimate Equipment pg. 57, Pathfinder Society Field Guide pg. 47
Price 174 gp; Weight 32 lbs.
Category Kits
Description
This kit holds equipment for exploring underground, consisting of a lantern with 4 flasks of oil, a hammer and 8 pitons, 100 feet of silk rope, a grappling hook, and a climber’s kit.tioneryUE, torches (10), trail rations (5 days), and a waterskin.

Hammer
Source Ultimate Equipment pg. 57, PRPG Core Rulebook pg. 158
Price 5 sp; Weight 2 lbs.
Category Adventuring Gear
Description
If a hammer is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a spiked gauntlet of its size.

Iron spike x5
Source Ultimate Equipment pg. 57, Advanced Player's Guide pg. 181, Adventurer's Armory pg. 19
Price 5 cp; Weight 1 lb.
Category Adventuring Gear
Description
This foot-long iron spike is used to keep doors open or closed and to secure ropes for climbing. Hearing a spike being hammered in requires a DC 5 Perception check

Feat Progression:

@1st Toughness, Weapon Focus
@2nd Combat Expertise
@3rd Blind-Fighting
@4th Weapon Specialization
@5th Moonlight Stalker
@6th Vital Strike
@7th Improved Unarmed Strike
@8th Improved Grapple
@9th Whirling Hold
@10th

Help A Hermit Out Find!: