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About Morthos von JanderhoffAppearance:
Morthos is a Dwarf's Dwarf, dressing in a well-crafted suit of Dwarven stoneplate when he expects trouble, with a large axe strapped across his back, which although clearly of great antiquity, is obviously well cared for, with a wickedly sharp edge. He also possesses a long, bushy brown beard, which he usually weaves into a series of plaits, separated by iron beard-rings emblazoned with glowing Dwarven runes (Arcane Marks). Although he has a fiery temper, and a boisterous laugh, Morthos typically forms fast friendships, and greets foes and betrayals alike with swift destruction. Background:
Morthos comes from a long line of stalwart platinum miners, who made a comfortable life in the mines of Zolurket. However, in the time when his father was but a stripling, the family was forced to flee after a nameless evil came to their Halls. Upon leaving their ancestral home, the clan fragmented; some sought refuge in one or more of the Dwarven Skycities; others took-up a more nomadic lifestyle, continually working the caravan trails as itinerant metallurgical experts. Morthos grandparents' families, however, were amongst those who settled in the Sky Citadel of Kraggodan (in Nirmathas), adopting a more sedentary existence as smelters, smiths, and jewelers.
As a young Dwarf, Morthos was told tales of the wonders of his families ancestral home, but on the topic of what drove them forth, his parents were strangely tight-lipped. They preferred to not dwell on certain aspects of the past, cherishing what they had. Although he tried, Morthos discovered that he had no aptitude for his parents crafts, and so he instead decided to focus on learning what he could of his antecedents; his great-grandfather had been a warrior, and a good one at that, and he decided to follow in his footsteps. To that end, when he came of age, he took-up his great-grandfather's axe, and signed-on as a caravan guard and some-time bounty hunter, which allowed him to travel far an wide, along the local trade routes... ...On one such trip the caravan passed through the middling hamlet of Kassen. At the inn that night, over cups with one of the local Dwarves, Braggar Ironhame by name, he was told about the rather unusual coming-of-age ritual that the town engaged in. Fascinated, he made a point of observing the next time a group was to put through their paces, and over the following years, made a point of popping-back whenever he could to help with 'the show', striking up a decent friendship with Braggar. Unfortunately, recently, word reached him that something had gone horribly wrong with the most recent batch - villagers had been killed by some evil force. Hurrying to Kassem as quickly as he could, he was relieved to discover that the situation had been resolved satisfactorily, but was more than a little troubled by what had gone on; what had caused the dead to rise?
Initiative: +3 [+1 Dex, +2 Trait]
AC: 25 (10 + 12 (+3 Defiant Stone Plate) + 1 Dex + 1 RoP + 1 AoNA) +2 to AC Vs. Giants
Hit Points: 140/140 DR: 2/- (DR 4/- Vs. Giants) Fort: +10 Ref: +5 Will: +6 Combat:
Base Atk: +10; CMB: +16; CMD: 27
Melee
+1 Bane(Giant) Furious Adamantine Fauchard, Rage, PA, RA: +21/+16 to Hit; Dmg 1d10+22; crit 18-20/x2; Type S; Reach, Trip +1 Bane(Giant) Furious Adamantine Fauchard, Rage, PA, RA, Giant: +23/+18 to Hit; Dmg 1d10+24+2d6; crit 18-20/x2; Type S; Reach, Trip Ranged
Skills:
Skill Points per level: 4 (Class) + 0 (Intelligence)
Acrobatics +9 (+1 Dexterity + 10 ranks + 3 class skill - 5 ACP) Appraise +0 Bluff +0 Climb +14 (+6 Strength + 10 ranks + 3 class skill - 5 ACP) Diplomacy +0 Disguise +0 Escape Artist -4 (+1 Dexterity - 5 ACP) Heal +2 Intimidate +0 Perception +15 (+2 Wisdom + 10 ranks + 3 class skill) Ride -4 (+1 Dexterity - 5 ACP) Sense Motive +2 Stealth -4 (+1 Dexterity - 5 ACP) Survival +15 (+2 Wisdom + 10 ranks + 3 class skill) Swim +1 (+6 Strength - 5 ACP) feats:
1st: Heavy Armor Proficiency
3rd: Power Attack 5th: Raging Vitality 7th: EWP: Fauchard 9th: Vital Strike Traits:
Reactionary:
Source Pathfinder RPG Character Traits 4 You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. Benefit: You gain a +2 trait bonus to Initiative checks. Berserker of the Society (Barbarian, Pathfinder Society):
Benefit: You may use your rage ability for 3 additional rounds per day. Racial Abilities:
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. See Vision and Light. Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype. Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) skill checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces the greed racial trait. 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: 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 such features whenever they pass within 10 feet of them, whether or not they are actively looking. 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. Favored Class Alternative: Add 1 to the dwarf’s total number of rage rounds per day (+10 total). Class Features:
Raging Drunk (Ex):
While raging, the drunken brute can drink a potion, or a tankard of ale or similar quantity of alcohol, as a move action that does not provoke attacks of opportunity. A potion has its normal effect, while an alcoholic drink allows the barbarian to maintain her rage that round without expending a round of rage for the day (instead of the alcohol’s normal effects). For each alcoholic drink consumed while raging, the barbarian is nauseated for 1 round when her rage expires, in addition the normal fatigue that follows a rage. Tireless rage does not negate this nauseated condition but the internal fortitude rage power does. This ability replaces fast movement. Rage (Ex):
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death. Harangue Giant (Ex):
This ability alters rage. Smell Giants (Ex):
This ability replaces uncanny dodge. Giant Baiter (Su):
At 6th level, a giant stalker can bait two giants at once, and her AC bonus against baited giants increases to +2. At 9th level, baiting giants becomes a swift action, and her AC bonus against baited giants increases to +3. At 12th level, she can bait up to three giants at once, and her AC bonus against baited giants increases to +4. At 15th level, baiting giants becomes a free action, and her AC bonus against baited giants increases to +5. At 18th level, a giant stalker can bait a number of giants equal to 3 + her Constitution modifier, and her AC bonus against baited giants increases to +6. This ability replaces trap sense. Improved Uncanny Dodge (Ex):
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. Damage Reduction (Ex):
Rage Powers:
Reckless Abandon (Ex):
While raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter. Giant Stalker Defense (Ex):
Internal Fortitude (Ex):
Beast Totem, Lesser (Su):
Beast Totem (Su):
Equipment:
+3 Defiant(Giant) Stoneplate (17,800gp) +1 Bane(Giant) Furious Adamantine Fauchard (21,014gp) Ring of Protection +1 (2,000gp) Amulet of Natural Armor +1 (2,000gp) Cloak of Resistance +1 (1,000gp) Locked Gauntlet (8gp) Mithral Spiked Gauntlet (505gp) Belt of Giant Strength +4 (16,000gp) Signet Ring (5gp) Silver Holy Symbol (25gp) 15 x Arcane Marked Beard Rings (75gp total) Sling (-) Spring-loaded Wrist Sheath #1 (5gp) Spring-loaded Wrist Sheath #2 (5gp) 'Waterskin' filled with Dwarven Stout (1.64gp) [16/16]
MW Backpack (50gp)
Belt Pouch (1gp)
Consumables:
Coin = 227gp, 0sp, 4cp |