Sajan

Nosgrim's page

11 posts. Alias of Escheton.


Full Name

Dunvic "Nosgrim" Blackspike

Race

Male Dwarf Sohei/1 (HP 11/11 | AC:15* | T:15 | FF:13 | CMB: 2 | CMD:17* | Fort:+5 | Ref:+4 | Will:+5 | Init:+3 | Perc: +7| Speed 20)

Size

Medium

Age

105

Special Abilities

Darkvision 60ft

Alignment

LG

Deity

Torag

Location

The Jenivere

Languages

Common, Dwarven, Giant, Goblin

Occupation

Situational

Strength 14
Dexterity 14
Constitution 16
Intelligence 14
Wisdom 16
Charisma 8

About Nosgrim

HP: 11 (1d8+3)
AC: 15* (+2dex,+3 wisdom), FF:13, TA:15 {*+4 dodge against giants}
CMB/CMD: +2/17* {*+4 against trip and bullrush when standing on ground, +4 against giants}
Initiative: +3
Senses: Darkvision 60ft, +7 Perception, +7 Sense Motive
Movement: 20ft
Base Attack/Grapple: +0/+2
Saves: Fort +5, Ref +4, Will +5
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Attack: Unarmed Strike| +2 | 1d6+2 | x2 | Bludgeoning
Attack: Chain Flail, dwarven| +3 | 1d10+3 | x2 | Bludgeoning| Reach
Attack: Guisarme-Glaive| +3| 1d10+3 | x3 | Slashing | Reach, Brace | inflicts a -2 penalty on ride checks to stay in saddle
Attack: Sling +2 | 1d4+2 | x2 | 50ft range increment | Bludgeoning | Ammo: 10

Full attack: Unarmed Strike| +1/+1 | 1d6+2 | x2 | Bludgeoning
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Armor: None
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Space/Reach: 5ft/5ft
Special Attacks: None
Special Qualities: Darkvision 60ft
Feats: Breadth of Experience, Combat Reflexes(monk), Improved Unarmed Strike(monk)
Trait:

Zest for Battle (Dwarf):
Whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls.

Get the Cargo Through:
Sea trade is never safe, even
on the highly trafficked waters of the Inner Sea, but the
way to Eleder is more perilous still. The ever-present
hurricane known as the Eye of Abendego blows hundreds
of ships each year off course, into jagged rocks, or directly
to the sea f loor. Pirates operating out of the Shackles
Isles wait on the other side to take cargo from ships lucky
enough to traverse or bypass the storm. Your job is to
ensure a precious cargo aboard the Jenivere arrives safely
in Eleder—what form this cargo takes and the nature of
your relationship to it are up to you and your GM. Your
character’s history as a merchant or mercenary has earned
her a respectable living, and you begin the campaign with
an additional 300 gp in starting wealth.
Characters with this trait likely boarded in Magnimar,
Corentyn, Ilizmagorti, Port Peril, or Bloodcove

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Dwarven Racial Traits:

Craftsman::
Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone.

Defensive Training::
Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.

Hardy::
Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability::
Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning::
Dwarves gain a +2 bonus on Perception checks to 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.

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Class features:

AC Bonus (Ex):
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Devoted Guardian (Ex):

At 1st level, a sohei can always act in a surprise round even if he does not notice his enemies, though he remains flat-footed until he acts. In addition, a sohei gains a bonus on initiative rolls equal to 1/2 his monk level. At 20th level, a sohei’s initiative roll is automatically a natural 20.

This ability replaces Stunning Fist.

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Skills: "*" indicates class-skill

Skillname |total mod|stat|statmod|ranks|misc Acp

Acrobatics*| +6 |Dex | +2 |+1 |
Craft(weapon)*|+8|Int | +2|+1|+2
Perception*| +7 |Wis | +3 |+1 |
Ride* | +6 |Dex | +2 |+1 |
Sense Motive*| +7 |Wis | +3 |+1 |
Stealth*| +6 |Dex | +2 |+1 |

Note: Breath of Experience allows untrained knowledge and profession checks. And gives a +2 bonus.
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Proficiency: All simple+martial weapons, light armor, no shields. All weapons with "dwarf" in their name are considered martial.

Light Load: 0-58lbs
Medium Load: 59-116
Heavy Load: 117-175
Overhead: 0-230
Off Ground: 0-350
Push/Drag: 0-875

Possessions: (335gp), 238.1gp| 46.3 lbs

Dorn Dergar, dwarven, mw: 116.7gp, 15lbs
Backpack(2lbs): 2gp
Bedroll(5lbs): 1sp
Waterskin, 2x (8lbs): 2gp
Food, trail ration, 2x(2lbs):1gp
Rope, 50ft, silk 5lbs): 10gp
Signal Whistle: 8sp
Flint and steel 1 gp
soap 5 sp 1 lb
Compass 10 gp; Weight 1/2 lb.
Monk's outfit
Guisarme-Glaive(8lbs): 104gp
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(Note: I am a non-native english speaker, and not a very extraverted one at that. I love crawling into my characters skin, and the strategic parts of the game. But I am not a good writer. It rarely flows and is often concise. In this case that fits the character, but I figured it bears mentioning. Also, though I may be new to these boards, I have some history over at The Giant In The Playground forum. Having recently gotten a taste for pathfinder specifically I made an account here as well. )

Appearance:

You are a little confused. Not quite sure if the man before you is a hairless dwarf or a short stocky human. He stands proud, but his eyes lack any luster. A peculiar sight. No armor either. What dwarf travels in less than a wearable castle? Even their merchants wear more metal than a rust-monster could eat in a week. No weapons either. Except maybe that bullet-pouch and sling. He could be a priest maybe? He does have a censer on a chain wrapped around him. Light flowing cloth. Pack and bedding of a traveler. No, you don't quite know what to make of the fellow.

Background:

Not all dwarves live under the mountain or as traveling merchants and shopkeeps in foreign lands. This may seem obvious to some, but try getting it into the head of a deepdwelling dwarf or average human farmfolk.
Some mountains have a dedicated devision of rangers and mounted monks that patrol the mountain's outlying lands. Nosgrim is one of those monks. Well...he was, before he became known as Nosgrim. You see, Nosgrim isn't so much a name as it is an insult. Nosgrim, or mosgrim depending on the dialect means beardless one. A term coined so oft he one day just sort of accepted it as his own. Wayward and shamed as he was.

One day on one of his patrols a strange portal opened directly in front of him. His horse, unable to stop at such short notice went through.
A moment later he found himself in completely unfamiliar lands and atop a dead horse. He thanked the beast's spirit and took from it several strips of meat, as he did not know how far from home he was and foraging was not something he was particularly adept at.
Over the course of a few days he noticed his full, lustrous beard to lose patch by patch until he had the clear face of a child.
Ashamed to return home, he has been surviving on his own in foreign lands, taking work where he can.

Recently he has been hired via a contact to protect a cargo.

He was trained a Sohei, mounted road guardian. Much like any dwarf he was trained in combat from a young age. But unlike with most dwarfs, who are trained in use with heavy armor and tunnel fighting techniques Dunvic had chosen the way of the Mounted Monks.