About Mad Marvin DundlerockBackground:
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.
Mad Marvin Dundlerock is a Hermit. The Dwarf once worked for that idiot bunch of rat bastards, The Technic League.
The crazy-eyed Dwarf turns his head quickly around.
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.
The Mad Dwarf stops, looks down on his misshaped leg, and grins.
He absently swats at the chicken bone circling his head, as the Hermit stares out at the waste lands.
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)
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+1 bonus on attack rolls against humanoids with the giant subtype. Special Attacks/Qualities:
Fighter
Druid(Goliath)
Automatic bonus progression
Skill Points at each Level: 4 + Int modifier. Trait: Insular (Dwarf), Threatening Defender
Tracked Resources
Wealth gp 3000/ gp Current gp 234 sp 4 Cp 5 Spells:
Orisons
1st
2nd level
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. 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. 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]
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
Spelunking kit
Hammer
Iron spike x5
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!:
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