About Ragnar DourstoneOffense:
* To Hit: +1 (BaB) + 3 (Str) -1 (Power Attack) = +3 * Damage: 1d6 (Base) + 3 (Str) +3 (Power Attack) = 2d6+6 * Studied Target: +1 Hit, +1 Damage Regular
Studied Target
Defense:
HP * 10 (lvl 1) + 3 (Con) + 1 (FCB) = 14 AC
Saves
Initiative
CMD
Race (Dwarf), Traits, Stats:
Dwarf * Slow and Steady: 20ft move speed, never decreased by armor or encumbrance * 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. This racial trait replaces greed. * Death’s End: Dwarves with this racial trait gain a +2 bonus to AC against undead and a +2 bonus on saving throws against spells and spell-like abilities cast by undead. This replaces defensive training and hatred. * 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. * Hardy: +2 saves vs spells and SLAs * Iron Citizen: +2 Diplomacy and +2 Sense Motive, diplomacy is a class skill * Weapon familiarity: Weapons with 'dwarven' in the name count as martial weapons Traits
Stats
Feats, Talents:
Feats VMC Rogue
Slayer Talents
Skills, Equipment:
Skills * Bluff/Handle Animal/Use Magic Device: -2 (Cha) (He is a horrible liar as he wears his emotions on his sleeve, has never even liked animals, and is more likely to break magic than to make it work. Ironically, this will make him adept at disabling magical traps) * Diplomacy: +1 (skills) +3 (trained) -2 (Cha) + 2 (race) = +4 * Disable Device: +1 (skills) +3 (trained) +2 (dex) -2 (ACP) +1 (Trait) +5 (competence) = +10 * Knowledge Dungeoneering: +1 (skills) + 3 (trained) + 1 (int) = +5 * Intimidate: +1 (skills) + 3 (trained) +1 (Int) = +5 * Sense Motive: +1 (skills) +3 (trained) + 3 (Wis) + 2 (race) = +9 * Perception: +1 (skills) + 3 (trained) + 3 (wis) = +7 (+9 stone) * Survival: +1 (skills) + 3 (trained) + 3 (wis) = +7 Background Skills
Equipment
Slayer (1):
Studied Target (Ex) * A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
Track (Ex)
Slayer Talents
Sneak Attack
Background:
Ragnar Dourstone, son of Rungni. Nephew of Rangnolin. This is an identity which the miner has been trying to escape his entire life. His father, and his uncle, have never seen eye to eye. The two old dwarves are far too alike in temperament and ambitions to have ever truly gotten along, and even as adults have maintained a rivalry which goes beyond that normal for siblings. Each success of the other is tallied up in their eternal quest to outdo the other. For Ragnar, his life under his father has been one of constant expectation. Expectations that he has time and time again failed to live up to. It was expected that he *make something* of himself, far beyond that of a the common man. Preferably this was to be as something honorable, such as a merchant, a scholar, or an artisan. And yet, what drew Ragnar was the call of the mines. What he enjoyed was the feeling of being underground, of swinging his pick, of hunting out veins of ore and exploiting them. His father tried to steer him away, even paid to have him apprenticed to a master craftsman. It was a task that Ragnar took well to, but even then he infuriated his father by finishing his apprenticeship by making a mining pick. A tool which symbolized a damning lack of ambition in his father's eyes. When Ragnar finally came of age, he rebelled by leaving home to pursue his passion. And this took him from Janderhoff, to Diamond Lake. Far enough away from home that he thought that he would not be haunted by his clansmen shaking their heads at him, and away from the politics of the mining clans. He thought that there he could strike out on his own, in a growing mining town where he could live by his skill and work alone. It was a cruel joke of the gods that he found that it was also the home of Rangnolin Dourstone. The most prominent dwarf within the town. Ragnar shares the name as the wealthy dwarf, but little else. He knows that if he went to Rangnolin with a problem, that his uncle may very well help. But not to help him, but to lord it over his brother back in Janderhoff. Ass such, Ragnar has done all he can to maintain a respectful distance from his kinsman. What he desires, more than anything else, is to prove himself. To show that he is a dwarf who is worthy based on his own deeds, and from following his own path. And yet, he is deeply aware that he carries with him his Clan name. And that what he accomplishes, or fails at, reflects on his family. It is a burden to carry as great as any lode mined. Already he has made something of a name for himself as being adventurous in his profession. He pushes further, and deeper, than most miners are willing to go. And in doing so, he has become quite adept at dealing with many of the dangers found in the deepest tunnels, especially the walking dead, but also aberrations. While most miners would avoid pursuing veins when such dangers are present, Ragnar forges ahead, confident in the belief that fortune favors the bold. |