Dwarf

Mara Stonehand's page

53 posts. Alias of Sarah 'queen' B..


Gender

Femail Dwarf wanderer 7| HP: 20/60 | AC: 17 | Speed: 20ft | Initiative: +2 | Perception: +5 |

About Mara Stonehand

Background:

This is all the fault of Mara’s great-great-grandfather. If he hadn’t disgraced himmself all those years ago (what kind of self-respecting dwarf steals a pig, anyway?), Mara would have grown up deep underground like she should have, instead of being born on the road in a life of exile. What’s worse is that, because shes one of the few dwarfs who knows how to survive outside of the mountain halls, she gets expected to do just that. Becuase it’s fun when the rain drips all the way down the back of your neck.

Oh yes.

But it’s not as if she can be picky. If she ever wants to overcome the inherirted shame, she’s going to have to do what she’s told by the dwarf elders. And what she is told to do is what she’s good at: keep an eye on the lands between the Blue Mountains and the Misty Mountains. And when some damnfool dwarf merchant gets robbed, who is it that gets sent over hill and dale (never UNDER hill, oh, no, nothing but the best of freezing rain and scorching sunshine for Mara) to track down the thieves and recover the goods? Yep, Mara Muggins, that’s who.

(She is good at it, though. And on the good days, which aren’t many, there’s a quiet pride in what she can do that most of her kin can’t).

Female Dwarf of the Iron Hills Wanderer 7

Init +2

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DEFENCE
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AC: 17 (Armour 14 +2 Dex +1 Fighting Stlyle)
HP: 60 (1d10+2 = 8)

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OFFENSE
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Speed 25 ft.
Melee: Dwarf-forged MAttok +8 2d6+5
Ranged: Short Bow +5 1d8+2

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STATISTICS
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Point Buy: 14, 14, 14, 12, 10, 8
Dwarf of Iron Hils: +2 Str, +2 Con
Str 18 (+4), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 14 (+2), Cha 8 (-1)
Proficiency Bonus +3
Armour: Light armour, Medium armour, shields
Weapons: Simple weapons, martial weapons
Saving Throws: STR: +6 DEX: +2 CON: +5 INT: +0 WIS: +2 CAH: -1
Languages: Dalish, Dwarvish
Skills: Athlethics, Medicine, Nature, Perception, Stealth, Survival
Acrobatics +2, Animal Handling +2, Athletics +7, Deception -1, History +0, Insight +2, Intimidation -1, Investigation +0, Lore +0, Medicine +3, Nature +3, Perception +5, Performance -1, Persuasion -1, Riddle +0, Shadow-lore +3, Sleight of Hand +2, Stealth +5, Survival +5, Traditions +0

Shadow Weakness: Wandering Madness

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EQUIPMENT
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Corslet of mail
Mattock
Shield
Short bow
Quiver of 20 arrows
A fur-lined travelling cloak, travelling gear for the current season, a bedroll, an ornamented walking stick, a backpack, comfortable boots, 10d6 silver pennies, plus a gold coin from the hoard of Smaug the Magnificent, and a flask of dwarven spirits.

Coin: 00 GP, 10d6 SP, 0 CP

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CULTURAL VIRTUES
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NONE

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SPEICAL FEATURES
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Night Vision (Dwarf) - Accustomed to life underground, you have superior vision in dim conditions. You can see in Dim light within 60 feet of you as if it were bright light, but you cannot see in the dark.

Dwarven Resilience – You have advantage on saving throws against poison, and you have resistance against poison damage.

Stonecunning – Whenever you make an Intelligence (History) ability check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Known Lands (Bree-land, Coldfells, Ettenmoors, East Lune, North Downs, South Downs, Trollshaws, Weatherhills) - Long years spent roaming over the land have given you vast amounts of knowledge about some of the regions of Middle-earth. You know the terrain of such lands like the backs of your hands and your lore can seem almost unnatural to any companions travelling with you. At 1st level, choose 3 regions + a number of regions equal to your Wisdom modifier from the Middle-earth maps. When you make an Intelligence or Wisdom check related to a land you know, your proficiency bonus is doubled if you are using a skill you are proficient in. When you are travelling in one of your Known Lands you gain the following benefits:

If any part of a journey passes through a land you know, the DC of your personal Event tests are lowered by 2.

If the entire journey passes through lands you know, and you act as Guide, you lower the Peril Rating of the Journey by 2.

You have advantage when making Wisdom saving throws against Corruption caused by Blighted lands you know.

You cannot become lost under normal circumstances.

You know at least one place in each Known Land where you can safely take a long rest: a settlement where you have friends, perhaps, or a hidden cabin in the woods or simply a dry and defensible cavern or secret glade.

You have advantage on Dexterity (Stealth) ability checks and can move stealthily at a normal pace.

While tracking other creatures, you automatically learn their exact number, their sizes and how recently they passed through the area.

At both 6th and 10th level you choose an additional number of Known Lands equal to 1 + your Wisdom modifier, with a minimum of 1.

Ways of the Wild - At 1st level, you have advantage on all Wisdom (Survival) ability checks when tracking others through the wilderness. If you act as a company’s Guide on a journey, you are
considered to be assuming all vacant travelling roles (you are considered to ‘fill in’ as the company’s Hunter, Scout and Look-out at the same time, if no other companion is already covering that role). At 6th level, your time in the Wild has taught you that only those that strike fast and hard live to fight another day. When fighting in the wilderness, your first round of attacks in every combat has advantage.

Fighting Style - Starting at 2nd level, you adopt a particular style of
fighting as your speciality. Choose one of the following options. You cannot choose a Fighting Style more than once, even if you later get to choose again. While you are wearing armour, you gain a +1 bonus to AC.

Natural Watchfulness - Also at 2nd level, whether travelling, exploring or even resting, you have learned to constantly pay attention to the sights and sounds of the world about you. When in the wilderness, your proficiency bonus for Perception is doubled, if you are proficient in Perception.

Wanderer Archetype - Hunter of Shadows

Beginning at 3rd level, when you choose this archetype, all of your attacks made against servants of the Enemy inflict +2 damage. Such servants are Orcs, Goblins, Spiders, Trolls, many Evil Men and any other creature that willingly serves the Lord of Mordor. In addition you gain proficiency in Shadow Lore

Beginning at 7th level, whenever a servant of the Enemy successfully attacks you, as a reaction you can make a single attack against them in return.

Rumour of the Earth - Also starting at 3rd level, when you stretch yourself upon the ground with your ear pressed against the turf you can decipher the sounds of the earth. You can hear it groan when the enemy treads upon it, or echo the distant gallop of horses, or sing in tune with the rushing of tumbling waters. Between each long rest, you may make a DC 15 Wisdom (Survival) ability check. On a success, the Loremaster must give you a useful piece of information about a quarry you are hunting or a place you are seeking. If you get 25 or higher as a result, the information gleaned may very well seem near-miraculous to others.

Character Improvement - When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, or you can take a Cultural or Open Virtue. As normal, you cannot increase an ability score above 20 using this feature.

Extra Attack - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

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BACKGROUND – Reluctnant Adventurer
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If you had your way, you’d lead an idyllic life staying at home and tending your garden, perfectly boring and peaceful. You don’t know why you keep leaving home and walking the roads and trails of the land. It is never your choice, at least never your direct choice, but circumstances conspire and there you are, a hundred miles from home, cold, wet and without your handkerchiefs. You never actually enjoy your adventures... do you?

Feature: Pathetic and bedraggled

Distinctive Quality: Gruff. You’re here because the company needs your skills; no more, no less.

Specialty: Tunnelling. Few know the caves and tunnels – and the dangers contained therein – as well as you do.

Hope: I revel in the camaraderie that I’ve never had at home, even when it’s under such miserable conditions.

Despair: Fate hates me; I am constantly tossed into these dangerous situations in the hopes that the world will finally be rid of me!