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About Morgrym StonestepperBasics:
Height 4'2" Weight 190 Hair Red Eyes Blue Offence:
BAB 2 CMB 4 CMD 14 Space 5 Reach 5 Speed 20 ft 2 Handed Melee
1 Handed melee
Ranged
Defence:
With/Without Shield AC 18/17, touch 10, flat-footed 18/17 hp 27/27 Fort 6 Reflex 0 Will 6 Feats:
Steel Soul Weapon Focus (Longbow) (Class Feature) Power Attack Craft Wonderous Item Racial Traits:
Slow and Steady: You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance. Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype. Greed: Dwarves receive a +2 racial bonus on Appraise skill 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 due to special training against these hated foes. Hardy: You 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 such features whenever they pass within 10 feet of them, whether or not they are actively looking. Weapon Familiarity: You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Jump Modifier (Core 88): You gain a -4 to jump checks.
Campaign Traits:
Glory of Old (DoG 11): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison. Warsmith (DoG 10): You gain a +1 trait bonus to damage rolls against creatures and objects made primarily of clay, crystal, earth, metal, or stone. Knowledge (engineering) is a class skill* for you.
class features:
Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are proficient with shields (excluding tower shields) Weapon Proficiency: You are proficient with all Simple and Martial Weapons. Aura (Ex) (ACG 60): You have a particularly powerful aura corresponding to your deity's alignment. Focus Weapon (Ex) (ACG 60): You gain Weapon Focus as a bonus feat. War Blessing War Mind (Minor): (DC 14) At 1st Level you can touch an ally and grant it a tactical advantage for 1 minute.
Battle Lust (Major) At 10th Level you can touch an ally and grant it a thirst for battle. All of the ally’s melee attacks are treated as if they had the vicious weapon special ability, but the additional damage dealt to the ally form that special ability is non-lethal. In addition, the ally receives a +4 insight bonus on attack rolls made to confirm critical hits. These benefits last for 1 minute.
Skills:
Skill list With / Without Shield Acrobatics -9/-7
Weapons, Armour, and Adventuring Equipment:
Armour: Splint Mail Quickdraw shield, light steel, Weapons:
Equipment and Locations: Adventurers Sash – Containing:
Belt Pouch (Attached to Sash)– Containing:
Masterwork Backpack – Containing:
Iron Pot – Inside Backpack – Containing:
1 x Sack (Medium Creature) – Inside Pack – Containing:
1 x Sack (Medium Creature) – Inside Pack – Empty Waterskin – Attached to outside of Pack – Containing:
Additional Gear:
Consumables:
Holy Water x 2 - Inside Holy Symbol Cure Light Wounds(d8+1) x 2 Alchemists fire x 2 Alkali Flasks x 2 Tanglefoot bag x 1 Wonderous Items:
Travelers Any Tool Parts for a handy haversack - 9 adventuring days to go. Money:
PP GP 595 SP 8 CP Gems / Jewels:
None Spells Prepared:
0 Level Detect Magic Read Magic Guidance Purify Food and Drink 1 Level
background:
Morgrym Stonestepper was born of a merchant family in the 5 kings mountains. The young Dark haired, blue eyed dwarf, grew up with several friends and family members in an extended family. Shortly after he entered basic schooling, his parents departed with a merchant caravan, and were never seen from again. At the age of 20 after leaving the basic school, he found a calling in the church, where they tested his aptitude for the various tasks that a member of Torag’s church was expected to undertake at any time.
To make use of this aptitude, from the age of 25 to 30, they kept him in Highhelm at the main church of Torag as a temple guard. This was a peaceful time for him. At the age of 30, he was ordered by the head of the church in Highhelm to proceed to the churches property in Kalsgard in the Linnorm Kingdoms, where he was to take up the job of temple guard. From the age of 31 to 35, he learned to call Kalsgard home, and fit in with the dwarven population there. From the age of 35 to 40, when there were caravans that proceeded to the south, they asked for and started to receive divine support in the form of a cleric and a retinue of guards. He was part of the retinue of guards. At the age of 41, he asked, and received permission to leave the caravan at Sandpoint and start exploring the world beyond the dwarven cities.
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