Cheiton

Ragnar Dourstone's page

53 posts. Alias of Grumbaki.


Race

HP (14/14) AC (17/12/15, +2 vs Undead) Saves (5/4/3, +2 vs undead, +2 vs Magic) Init (+2) CMD (16)

Strength 16
Dexterity 14
Constitution 16
Intelligence 12
Wisdom 16
Charisma 6

About Ragnar Dourstone

Offense:

* 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
[dice=Hit]1d20+3[/dice]
[dice=Damage]1d6+6[/dice]

Studied Target
[dice=Hit]1d20+4[/dice]
[dice=Damage]1d6+7[/dice]

Sneak Attack Progression
Lvl 3: +1d6
Lvl 6: +2d6
Lvl 7: +3d6
Lvl 9: +4d6
Lvl 11: +5d6
Lvl 12: +6d6
Lvl 15: +8d6
Lvl 18: +9d6
Lvl 19: +10d6

Defense:

HP
* 10 (lvl 1) + 3 (Con) + 1 (FCB) = 14

AC
* 10 (Base) + 5 (Armor) + 2 (Dex) = 17/12/15 (19/14/17 vs undead)

Saves
* Fort: +2 (class) + 3 (con) = +5
* Ref: +2 (class) +2 (dex) = +4
* Will: +0 (class) +3 (wis) = +3
* 7/6/5 vs spells and SLAs
* 9/8/7 vs spells and SLAs from undead

Initiative
* +2 (Dex)

CMD
* 10 (base) + 1 (BaB) + 3 (Str) + 2 (Dex) = 16

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
* (Social) Bruising Intellect: Intelligence of Intimidate
* (Region) Mechanical Expertise: +1 disable device and class skill

Stats
* Str: 16 (10pts)
* Dex: 14 (5pts)
* Con: 14 (5pts) +2 (Race) = 16
* Int: 12 (2pts)
* Wis: 14 (5pts) +2 (Race) = 16
* Cha: 8 (-2pts) -2 (Race) = 6
- Diplomacy effectively at 10 due to race, with intimidate at 12 due to trait

Feats, Talents:

Feats VMC Rogue
Lvl 1: Power Attack
Lvl 2: Furious Focus
Lvl 3 VMC: Trap-finding
Lvl 5: Quickdraw (for use with a quickdraw shield)
Lvl 7: VMC: +1d6 sneak attack. This extra damage increases by 1d6 for every 4 levels beyond 7th, to a maximum of 4d6 at 19th level.
Lvl 9: Improved Critical
Lvl 11 VMC: Evasion
Lvl 13: Weapon Focus
Lvl 15 VMC: Uncanny Dodge
Lvl 16: Improved Vital Strike
Lvl 17: Armor Focus
Lvl 19: VMC Improved Uncanny Dodge
Lvl 20: Greater Vital Strike

Slayer Talents
Lvl 2: Ranger Combat Style
Lvl 4: Jaguar's Grace (You do not take the normal –4 penalty when dealing nonlethal damage using a weapon that normally deals lethal damage. Attacks made this way can apply nonlethal sneak attack damage.)
Lvl 6: Jaguar's Pounce (When you deal sneak attack damage, you can attempt a disarm or trip combat maneuver as an immediate action as if the target were flat-footed (losing its Dexterity bonus to CMD). This combat maneuver does not provoke attacks of opportunity.)
Lvl 8: Rogue Talent - Trap Spotter (Receive a Perception check whenever you come within 10 feet of a trap)
Lvl 10: Armored Marauder: Some elite slayers exchange leather and chain for plate when stalking prey. A slayer with this talent gains proficiency with heavy armor. In addition, the armor check penalty of any heavy armor the slayer wears is reduced by 1 for every 6 class levels he has.
Lvl 12: Rogue Talent - Offensive Defense: When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round. The dodge bonus only applies against the creature you sneak attacked, and the dodge bonus does not stack with itself.
Lvl 14: When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round. The dodge bonus only applies against the creature you sneak attacked, and the dodge bonus does not stack with itself.

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
* Profession Miner: +1 (skill) + 3 (trained) + 3 (wis) + 2 (race) = +9
* Craft Weapons: +1 (skills) +3 (trained) +1 (Int) +2 (race) = +7

Equipment
- 175 to spend
* Heavy Pick (4)
* Armor: Miner’s Garb - Lamellar Leather with armored kilt (80)
* Head: Miner’s Helmet - Dwarven Boulder Helmet +2 AC vs crit conformations (20)
* Other: Fighter’s Kit (9)
* Other: Miner’s Lantern - A smaller version of the bullseye lantern, a miner’s lantern provides normal light in a 30- foot cone and increases the light level by one step in the area beyond that, out to a 60-foot cone (darkness becomes dim light and dim light becomes normal light). A miner’s lantern does not increase the light level in normal light or bright light. It burns for 6 hours on 1 pint of oil. A miner’s lantern comes with straps for attachment to a helmet or other piece of sturdy headgear, but it can also be carried in one hand. (15)
* Other: Thieves Tools (30), Folding Shovel (2), goggles of minute seeing
* Gold: 14

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.
* If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
* At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
* At 7th level, a slayer can study an opponent as a move or swift action.

Track (Ex)
* A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.

Slayer Talents
* As a slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise noted, a slayer cannot select an individual talent more than once.
* Talents marked with an asterisk (*) add effects to a slayer’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made.

Sneak Attack
* At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
* With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
* The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment.

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.