Bard

Rask Kotri Delvedeep's page

173 posts. Alias of Corsario.


Full Name

Rask Kotri Delvedeep

Race

Dwarf

Classes/Levels

Ranger 5 | HP 53/55 | AC 18 T 13 FF 15 CMD 21 (25 vs Bullrush and Trip) | F +5 R +8 W +2 (+2 vs. poison, spells, and spell-like abilities) | Init +4 | Perc +9 Darkvision 60' | Status: Normal | Logan HP 23/24

Gender

Male

Size

Medium

Age

57

Special Abilities

Favored Enemy Humanoid (Elf) +4, Magical Beast +2; Favored Terrain Underground +2

Alignment

Lawful Good

Deity

Torag

Languages

Common, Dwarven

Occupation

Guide and Explorer

Homepage URL

Google Drive

Strength 14
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 12
Charisma 10

About Rask Kotri Delvedeep

Dwarven Dungeon Guide and Explorer
The dwarf sports a short trimmed beard, well kept and clean. His step is agile and sure, and his eyes scan all the horizon with intensity. Under his winter clothes he wears a light leather armor, a composite bow on his back, and a dwarven battle axe on his belt.
If you talk to him he will tell you about his trade. To lead groups of explorers into caves, to explore and find out the hidden treasures lost into the ground.

Born to a community of dwarf miners, second son to one of the best mining prospectors, learn for a tender age to move and explore caves and mines. The dead of his father and his older brother forced him to take their steed, further honing his skills. Finally, when the mines dried up he had to move, selling his skills to make a living. He keeps in regular touch with his mother and brothers and sisters, and has the traditional view of honor and work as the rest of his race.

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MAIN
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Male Dwarf Ranger 5
LG Medium Humanoid (Dwarf)
Init +4, Senses Darkvision (60 ft.); Perception +9
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DEFENSE
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AC 18, Touch 13, Flat-Footed 15 (+5 Armor, +3 Dex)
HP 55 ((5d10)+5)
Fort +5, Ref +8, Will +2, +2 vs. poison, spells, and spell-like abilities

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OFFENSE
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Speed 20 ft.
Ranged Longbow (Composite/+1) +9 (1d8+1/x3), within 30 ft. +10 (1d8+2)
or Full Attack Longbow (Composite/+1) Rapid Shot +7/+7 (1d8+1/x3), within 30 ft. +8/+8 (1d8+2)
Melee Waraxe, Dwarven +7 (1d10+2/x3) (+1 Damage if 2 handed)
Melee Warhammer +7 (1d8+2/x3) (+1 Damage if 2 handed)
Special Attacks Favored Enemy Humanoid (Elf) +4, Magical Beast +2 Attack and Damage, Deadly Aim -2 Attack +4 Damage

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STATISTICS
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Str 14, Dex 18, Con 12, Int 10, Wis 12, Cha 10
Base Atk +5; CMB +7; CMD 21 (25 vs bullrush and trip)
Feats Endurance, Point-Blank Shot, Precise Shot, Rapid Shot, Deadly Aim
Skills
Acrobatics 3
Acrobatics (Jump) -1
Appraise 0
Appraise (Gems and Metals) +2
Climb +2
Disable Device +9
Escape Artist 0
Handle Animal +4
Heal +5
Intimidate +4
Knowledge (Dungeoneering) +4
Knowledge (Geography) +5
Knowledge (Nature) +5
Perception +9
Perception (Notice unusual stonework) +11
Ride +4
Sense Motive +1
Spellcraft +4
Stealth +8
Survival +9
Survival (Follow or identify tracks) +11
Swim +2
Traits Trap Finder
Languages Common, Dwarven
SQ darkvision, defensive training, greed, hardy, hatred, humanoid traits, stability, steady, stonecunning, track +1, weapon familiarity, wild empathy +1
Spells Entangle, Longstrider
Gear longbow (composite/+1), arrows (60), scale mail armor, leather armor, cold-weather outfit, thieves' tools, backpack, bedroll, chalk (1 piece) (10), flint and steel, hammer, lantern (hooded), piton (5), rope (silk/50 ft.), sack (2), dwarven waraxe, warhammer, heavy steel shield, waterskin (filled), pouch (belt), coin (copper piece) (8), coin (silver piece) (9), candle (10), oil (1 pint flask) (10), rations (trail/per day) (5), torch (2)
1 Owl's Wisdom Potion
1 Cure Serious Wounds Potion
6 Daggers
Poison
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SPECIAL ABILITIES
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Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.

Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.

Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Magical Beast (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against magical beasts. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.

Stonecunning (Ex) 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 feet of them, regardless of whether or not they are actively looking.

Track (Ex) You gain +1 to Survival checks made to follow tracks.

Trap Finder Forgotten dungeons and ancient tombs have always held an appeal for you, and you've never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you've nonetheless become skilled at spotting and disabling hidden traps. You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+1 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

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Animal Companion: Logan
Combat Trained + Attack II
Skills: Acrobatics, Perception and Stealth
Feat: Toughness and Weapon Finesse
Logan Character Sheet
Logan Character Sheet while Raging