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About Quonx too-- BACK STORY --:
Quonix too was born to a nomadic merchant clan 88 years ago. And with his father Quonix, hence he became Quonix Too, they traveled from mine to mine selling wares and buying the raw stone and jems to sell at the cities and towns for the goods to be re-sold back at the mines. Quonix got into a lot of trouble, he has a very violent temper. And Quonix one night almost beat a person to death when the person bumped into Quonix, spilling his drink. Luckly for Quonix there was a retired adventurer in the bar that night. The adventurer was able to have the watch let Quonix be remanded into his custody. The adventurer taught Quonix how to control his rage, and use his anger in other ways. As he grew older, the trading business did not have the excitement that his fighting arts had and even then there was still something missing. A lack of excitement. So with his father's blessing he took up the life of an adventure. So he got his gear together and headed out.
-- DWARVEN RACIAL TRAITS --:
• Con: +2, Wis: +2, Cha: -2 • TYPE: Humanoid (Hill Dwarf) • SIZE: Medium • LANGUAGES: Dwarves begin play speaking Common and Dwarven. • DARKVISION 60 FT: Dwarves can see in the dark up to 60 ft. • DEFENSIVE TRAINING: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype. • HATRED: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblin subtypes due to special training against these hated foes. • 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. • 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. • HARDY: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. • SLOW AND STEADY: Dwarves have a base speed of 20 ft, but their speed is never modified by armor or encumbrance. • STABILITY: Dwarves receive a +4 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 skill 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 ft of them, regardless of whether or not they are actively looking. • Automatic Languages: Common, Dwarven • Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon -- CLASS ABILITIES --:
• FAVORED CLASS (Barbarian) : You've gain the following bonuses: Skill Point). • FAST MOVEMENT: Speed +10 ft in less than heavy armor or load. (PFCR 31). • BARBARIAN WEAPONS AND ARMOR: All simple and martial weapons, light armor, medium armor, and shields (except tower shields). (PFCR 31). • RAGE: You can rage for 12 rounds. Rage rounds are renewed after 8 hours rest. While raging, gain +4 Str, +4 Con, and +2 on Will saves, –2 to AC. The increased Con grants you +2 temporary hit points. Can't use Cha-, Dex-, or Int-based skills (except Fly, Intimidate, Ride, and Acrobatics) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued for a number of rounds equal to 2 times the number of rounds spent during the rage. You cannot enter a new rage while fatigued but can otherwise enter a rage multiple times during a single encounter or combat. (PFCR 32). --COMBAT STATS--:
Init +1 BAB +1 Melee +4 Ranged +2 AC: 18 (Armor +4 Shield +2 Dex +1 Mis. +0)
Long Sword +4 1d8+3 Slash Crit 19-20 x2
SAVING THROWS
CMB 4 = +1 +3 +0 +0
-- GENERAL FEATS --:
• EXTRA RAGE: You can rage for 6 additional rounds per day. (PFCR 124) -- COMBAT FEATS --:
• ARMOR PROFICIENCY (LIGHT / MEDIUM): When you wear a type of armor in which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks. (PFCR 118) • SHIELD PROFICIENCY: You can use a shield and take only the standard penalties. (PFCR 133) -- TRAITS --:
• ANATOMIST (Combat): You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits. (PFAPG 327) Sacred Touch: As a standard action, you may automatically stabilize a dying creature merely by touching it.
-- SKILLS --:
SKILL MODIFIER = ABILITY MODIFIER + RANKS + MISC. BONUS Acrobatics Dex*¹ –1 = 1 + 1 + -3 Appraise Int¹ +0 = 0 + 0 + 0 Precious metals/gemstones Int¹ +2 = 0 + 0 + 2 Bluff Cha¹ –1 = -1 + 0 + 0 Climb Str*¹ –3 = 3 + 0 + -6 Craft (alchemy) Int¹ +0 = 0 + 0 + 0 Craft (armor) Int¹ +0 = 0 + 0 + 0 Craft (bows) Int¹ +0 = 0 + 0 + 0 Craft (trapmaking) Int¹ +0 = 0 + 0 + 0 Craft (weapons) Int¹ +0 = 0 + 0 + 0 Diplomacy Cha¹ –1 = -1 + 0 + 0 Disguise Cha¹ –1 = -1 + 0 + 0 Escape Artist Dex*¹ –5 = 1 + 0 + -6 Handle Animal Cha +3 = -1 + 1 + 3 Heal Wis¹ +2 = 2 + 0 + 0 Intimidate Cha¹ –1 = -1 + 0 + 0 Knowledge (nature) Int +4 = 0 + 1 + 3 Perception Wis¹ +6 = 2 + 1 + 3 Unusual stonework Wis¹ +8 = 2 + (1) + 5 Perform (act) Cha¹ –1 = -1 + 0 + 0
Ride Dex*¹ –5 = 1 + 0 + -6 Sense Motive Wis¹ +2 = 2 + 0 + 0 Stealth Dex*¹ –5 = 1 + 0 + -6 Survival Wis¹ +6 = 2 + 1 + 3 Swim Str*¹ –3 = 3 + 0 + -6 --EQUIPMENT--:
Scale Mail - 50gp Large Wooden Shield -7gp Long Sword -15gp Morningstar -8gp Dagger -2gp Pathfinder's Kit -12gp
PP:
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