AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
Speed 20 ft.
Str 10 (+0), Dex 18 (+4), Con 12 (+1), Int 12 (+1), Wis 10 (+0), Cha 23 (+6)
+1 chain shirt
+1 conductive distance double-barreled musket, "Hildegard"
masterwork musket, "Gertrude"
hot weather outfit
mwk courtier's outfit w/ jewelry (diplomacy tool)
+5 cloak of resistance
+6 headband of alluring charisma
+2 belt of incredible dexterity
circlet of persuasion
lesser metamagic rod of extend spell
flint and steel
trail rations x 6
bandolier x 2
scroll of cure light wounds
scroll of freedom of movement
wand of cure light wounds [ 18 ]
wand of lesser restoration [ 2 ]
masterwork musical instrument (drum)
potion of touch of the sea x 2
acid x 2
masterwork thieves' tools
powder horn x 2
dry load powder horn
gunpowder [ 106 ]
bullets [ 31 ]
mithril bullets [ 29 ]
cold iron bullets [ 36 ]
ghost-salted cold iron bullets [ 10 ]
paper cartridges [ 27 ]
cold iron paper cartridges [ 28 ]
adamantine paper cartridges [ 9 ]
18467 gp, 2 sp, 4 cp
Defensive Training +4 dodge bonus to AC vs giants
Hatred +1 bonus on attack rolls vs orcs and goblinoids
Stability +4 racial bonus to CMD vs bull rush and trip when standing on the ground
Hardy +2 racial bonus on all saves vs poisons, spells, and spell-like abilities
Lorekeeper +2 bonus on knowledge (history) pertaining to dwarves or their enemies [replaces Greed]
Slow and Steady speed reduced to 20 feet, but never modified by armor or encumbrance
Stonecunning +2 perception to notice unusual stonework or traps in stone walls or floors. Free check if pass within 10'
Bardic Knowledge add half bard level (+5) to all knowledge checks and may make all knowledge checks untrained
Bardic Performance create magical effects for up to 33 rounds each day. Move action to start a performance, free action to maintain.
Deeds spend grit to perform special deeds. 5 grit/day. Regain 1 grit for kills and critical hit
Haunted Eyes (ex) +4 bonus vs fear, energy drain, death effects, and necromantic effects [replaces Well-Versed]
Many have heard the story of seven particular dwarves who all lived and worked together and who one day happened upon an exiled princess, who decided to live with them for a while, before adventure and hi-jinx ensued. Good triumphing over evil. Happily ever after. Blah. Blah. Blah.
Noisy is not one of those dwarves.
'Those' dwarves have made life hell for regular dwarves.
Like every dwarf is lucky enough to get assigned a convenient gem mine to toil in. No, he and his kin got coal.
Like every dwarf has some royal harlot to do their housework and keep them entertained. No, he and his kin had only each other's ugly mugs to stare at when they got home. If you didn't cook it yourself, you didn't eat. If you didn't clean it, it stayed dirty.
And what kind of proper dwarf is named Happy! Dwarves ain't happy! Not proper ones anyway!
He and his kin hated 'those' dwarves. 'Those' dwarves didn't know a thing about being a right and proper dwarf... but kiss enough ass, grease enough palms, hire enough good PR, and suddenly regular dwarves likey Noisy were just not good enough.
Well to hell with those entitled bastards.
So a group them, Noisy included, decided to form their own group. The 'Other' dwarves if you will! They joined the Pathfinders in hopes of making a dwarven tale that will make people forget about 'Those' dwarves once and for all.
Noisy's been doing pretty well at it, too. So far as to be officially awarded a noble title, after successfully leading the Taldor Army of Exploration on a successful campaign during the Fourth Mendev Crusade against the Worldwound.
Boons and Vanities:
Noble Title Vanity (Taldor) Gain an official noble title (Marquis) including documentation. Become specialized in Knowledge (nobility) [1 PP]
Confirmed Field Agent May purchase a wayfinder for 1 prestige point.
Explore, Report, Cooperate [1 use] Free immediate action to consider an action and know if it would further or hinder the goals of the Society.
** 8/9 Season 6 Faction Card goals completed **