About Nargun Firehelm(base stats, 20 points: Str 16 Dex 12 Co 16,Int 10, Wis 8, Cha 10)
Racial Traits:
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 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: 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. Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Combat Stuff
AC 20 (+8 armor, +1 dex,+1 Ring)
Initiative +1
Saves
Combat
Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed. Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. 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. Rage power
L4 Renewed Vigor (Ex): As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. A barbarian must be at least 4th level before selecting this power. This power can be used only once per day and only while raging. L6 Celestial Blood, Lesser (Su): While the barbarian is raging, her melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, the barbarian deals an additional 1d6 points of damage when she damages an evil outsider with a melee attack. L8-Rage Power: Ghost Rager (Ult Combat): Ghost Rager (Su): While raging, the barbarian deals normal damage to incorporeal creatures even when using nonmagical weapons. She also gains a +3 morale bonus to touch AC, which increases by 1 at 8th level and every 4 levels thereafter (to a maximum of +7 at 20th level). This can't raise her touch AC above her full AC. A barbarian must be at least 6th level before selecting this rage power. Invulnerability (Ex): At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction. Extreme Endurance (Ex): At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (hot) as if using endure elements. In addition, the barbarian gains 1 point of fire resistance for every three levels beyond 3rd. Skills,Traits&Feat:
Skills (32) (note: Armor penalty to checks: -3) Acrobatics (+10/+7 AP) Rank 6 Craft-Weaponsmith (+7) Rank 4 Perception (+9) rank 6 Survival (+8) Rank 5 Intimidate (+8/+10) Rank 6 Swim (+7/+4) Climb +7/+4 AP Craft Armorsmith +5 Rank 2 Know Religion (nc) +1 Rank 1 Traits
Other: Tunnel Fighter Caves and tunnels are a second home to you. While underground, you receive a +2 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit). Feat
Money and equipement
Weapons:Dwarven waraxe, dagger, +1 Greataxe, Handaxe, Morningstar,Lucern hammer Other: Msw Backpack, waterskin, rations (2 day), Msw Artisan tools, Belt of Physical mastery (CON/STR)+2, Cloak of protection +1, Ring of protection +1; Aegis of Recovery Money
(spend money 145 GP) encumbrance
No Encumbrance 0-76 (0-86)
Appearance:
Backstory:
The dwarf known in Korvosa as "Nargun Firehelm" is an dwarf wrecked by guilt and torn with a deep, sad anger. Once a proud weaponsmith apprentice, he wed his long loved one, named Kaertin, in his dwarf settlement in the mountains, and the couple were about to set themselves in the town of Korvosa before the end of the year. But Habraek Dobrin, as he was known by his fellows so far, had to finish an important work on some weapons before. So, reluctantly, his wife, sporting a ring forged by her lover with their runes draped together, went away to Korvosa with some gold to buy a suitable house for them, a house were the young apprentice could start to work for himself. Tragedy struck. Kaertin was murdered. The golden ring stolen. Habraek patiently finihed his work on the weapons, cooling them with his tears. Then he stood silent in the deepest cave he could find for a week. When he came back, he silently went to the temple of Torag, and took the Kr'a Dak Namasa oath. This is an ancient and sacred oath, only whispered. In the common tongue, it can be loosely translated as "The Oath of Tourment". The dwarf who takes this oath part ways with his clan, his history, his ancestors, his name, for a chance to avenge himself. He gives himself a decade to achieve vengeance, or he will have to take his own life, who means nothing more anyway to him. Giving himself the name of Nargun Firehelm, the once Habraek Dobrin took the long way to Korvosa, honing both his skills of survival and his battle prowess, driven by his sheer will. In the town of Korvosa, he had more fights to win. Wandering from inn to inn, Nargun tried to ease his pain with alcohol. But he never drank too much, because he wouldn't dare to forget his oath. Sometimes, the lonely dwarf meet a tall man, as they got involved in a few bar brawls, as allies or adversaries. Whatever happened during the brawl, they always shared a few tankards of ale after.
After months of searching for clues, he finally obtained something worth of his attention, at the cost of his life.
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