About Otah CragsmithBoon:
For the rest of the Adventure, Otah receives a +2 Circumstance Bonus on all Attack and Damage Rolls. Also a +1 Luck Bonus to all attacks. (Both included) Backstory:
Theme: Low-brow Soldier as outcast of highfalutin society. Noble-born, Otah was provided with all the tools of becoming a respectable noble-dwarf in Highhelm. Instead, he spent the many years of his youth reading about the glory of adventures, written by ancient epic tellers of bygone ages. His family visits to other nobles usually ended with his parents doing boring adult business and small-talk while he hounded the host family's bard for more tales of adventure. When he was of age, Otah joined the dwarven army. His parents, seeing it as a great political move as well as manipulating his commanders to keep him from deployment, allowed him to train. This would backfire, however. Otah, having never been in the field, was constantly trained by servicemen and acquired knowledge from various experts, including non-dwarven warriors. His fascination from his youth was expressed through his interest in methods uniquely not-dwarven however. During his lengthy service of training, any friendships he made would not last long as they would rotate out into deploying elsewhere. He had any sensibility of noble-mindedness ground out of him, and found it more comfortable to be among peers of dirty minded, foul mouthed and quick tempered dwarves. Eventually, Otah would be deployed, where his training would prove itself on a battlefield, but in ways that caused constant concerns to his allies on the battlefield. He would eventually be let go from service on good terms. Returning home, Otah was expected to resume his duties as a high-born son. This, however, did not last long. He didn't have a keen mind for books or relations and had disdain for those who manipulated their way to the top of some social order he didn't care about. So he left. Otah now wanders Golarion, seeking to understand the style he is developing, searching for a society that works for him, and for friends that might take him as he is.
Personality:
He's friendly, but he's rough around the edges. He'll answer your question and do favors, but it comes at the cost of having to put up with a short demonstration of somewhat demeaning ribbing. Otah is pragmatic, disciplined and self-observing. He constantly writes in a journal he keeps about the methods that do and do not work for him, and how he believes being a dwarf requires a slightly-different approach than heroes of bygone ages. For now, Otah is adventuring for the sake of adventuring, because that's what adventurers do. How else is he supposed to learn how to be an adventurer? But if he happens to find a place he likes while out and about, then maybe he can find a new home and a family of his own.
Who is Otah?:
Race: Dwarf Alignment: Neutral Good Deity: Grundinnar Hometown: Highhelm Class: Mobile Fighter 15 Size: Medium Gender: Male Age: 52 Height: 4'8 Weight: 200 Hair: Auburn Eyes: Brown Combat:
HP:124 Initiative: +3 Base Attack: +15 CMB: +20 CMD: 33 AC: 27 - FF: 22 - T: 16 Fort: +9+2+2{amulet}+1{cloak} = +14 Reflex: +9 Will: +6 Speed: 30 Armor Check Penalty: -2 Skills:
* <-- ranks in skill + 18: Acrobatics* + 1: Appraise + 0: Bluff + 9: Climb* + 9: Craft [manual]* + 1: Diplomacy + 3: Disable Device + 0: Disguise + 4: Escape Artist + 4: Fly* + 4: Handle Animal* + 0: Heal + 0: Intimidate + 1: Knowledge (Arcana) + 6: Knowledge (Dungeoneering)* + 5: Knowledge (Engineering)* + 2: Knowledge (Geography)* + 1: Knowledge (History) + 1: Knowledge (Local) + 1: Knowledge (Nature) + 2: Knowledge (Nobility)* + 1: Knowledge (Planes) + 2: Knowledge (Religion)* + 3: Linguistics* + 3: Perception* + 0: Perform + 18: Profession (soldier)* + 7: Ride* + 1: Sense Motive* + 3: Sleight of Hand + 1: Spellcraft + 3: Stealth + 4: Survival* + 9: Swim* + 1: Use Magical Device Dwarf:
Slow and Steady [20ft] Darkvision [60ft] Defensive Training [+4 ac vs giant] Lorekeeper [+2 Knowlecge(history) on dwarves or their enemies, usable untrained] Hatred [+1 att vs orcs, goblins] Hardy [+2 vs poison, spells, SA] Mountaineer [immune altitude sickness, keep dex when cross narrow/slippery] Rock Stepper [ignore rubble, broken ground, steep stairs for 5-foot step] Weapon Familiarity (Battleaxe, Heavy Picks, Warhammers, Dwarven) Training:
Preferred Class: Fighter [Skill +12] Trait [Campaign]: Seeking Adventure Trait [Combat]: Armor Expert Languages: Common, Dwarven, Giant Mobile Fighter 2: Agility (+4 vs paralyze, slow, entangle saves) Mobile Fighter 3: Armor Training 1 Mobile Fighter 5: Leaping Attack (+2 att/dam if move >= 5ft) Mobile Fighter 7: Armor Training 2 Mobile Fighter 9: Agility (+1) Mobile Fighter 11: Rapid Attack (give up highest attack to full on single move) Mobile Fighter 12: Improved Spring Attack Mobile Fighter 15: Fleet Footed +10speed, take 10 acrobatics, take 20 3/day. Feats:
Mobile Fighter 1: Dodge Level 1: Mobility Mobile Fighter 2: Combat Expertise Level 3: Nimble Moves Mobile Fighter 4: Spring Attack Level 5: Whirlwind Attack Mobile Fighter 6: Lunge Level 7: Acrobatic Steps Mobile Fighter 8: Combat Reflexes Level 9: Combat Patrol Mobile Fighter 10: Equipment Trick (Boot Tricks) Level 11: Weapon Focus (Horsechopper) Level 13: Power Attack Level 15: Weapon Specialization (Glaive) Equipment:
Weapons Zenzirad, +2 Vorpal Fire Bane Ice Burst Guisarme (+2d10 cold on crit) +1 Keen Cold Iron Horsechopper (Hardness 7, HP: 20/20) Warhammer +1 Composite Shortbow (+3 str) Armor
Slots
Gear
Gold:
5,022 Dice help:
[ooc]+3 att/dam for moving![/ooc] [ooc]Lunge: Reach +5, AC-2[/ooc] Full Attack
[dice=Zenzirad]1d20+23[/dice] [dice=for]2d4+11+2[/dice] [dice=Cold]1d6[/dice]
[dice=Zenzirad w/ Bane]1d20+23+2[/dice] [dice=for]2d4+11+2[/dice] [dice=Cold]1d6[/dice] [dice=Bane]2d6[/dice]
Moved
[dice=Zenzirad, Moved]1d20+23+3[/dice] [dice=for]2d4+11+3[/dice] [dice=Cold]1d6[/dice]
[dice=Zenzirad w/ Bane, Moved]1d20+23+2+3[/dice] [dice=for]2d4+11+2+3[/dice] [dice=Cold]1d6[/dice] [dice=Bane]2d6[/dice]
Power Attack
[dice=Zenzirad, Pwr]1d20+23-4[/dice] [dice=for]2d4+11+12[/dice] [dice=Cold]1d6[/dice]
[dice=Zenzirad w/ Bane, Pwr]1d20+23+2-4[/dice] [dice=for]2d4+11+2+12[/dice] [dice=Cold]1d6[/dice] [dice=Bane]2d6[/dice]
Moved, Power Attack
[dice=Zenzirad, Moved, Pwr]1d20+23+3-4[/dice] [dice=for]2d4+11+3+12[/dice] [dice=Cold]1d6[/dice]
[dice=Zenzirad w/ Bane, Moved, Pwr]1d20+23+2+3-4[/dice] [dice=for]2d4+11+2+3+12[/dice] [dice=Cold]1d6[/dice] [dice=Bane]2d6[/dice]
Moved, Power Attack, Hasted
[dice=Zenzirad, Moved, Pwr, Hasted]1d20+23+3-4+1[/dice] [dice=for]2d4+11+3+12[/dice] [dice=Cold]1d6[/dice]
[dice=Zenzirad w/ Bane, Moved, Pwr, Hasted]1d20+23+2+3-4+1[/dice] [dice=for]2d4+11+2+3+12[/dice] [dice=Cold]1d6[/dice] [dice=Bane]2d6[/dice]
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