Villamar Koth

Rhyno Steelarm's page

414 posts. Organized Play character for Mezegis.


Full Name

Rhyno Steelarm

Race

Ulfen Human

Classes/Levels

Mobile Fighter 3 HP: 31/31 | AC: 19, Touch: 12, Flatfooted: 17 | Fort: +6, Reflex: +5, Will +4 | Init: +2 | Perception +1

Gender

Male

Size

Medium

Age

33

Alignment

Neutral Good

Deity

Torag

Location

Absalom

Languages

Common, Skald

Occupation

Blacksmith and Pathfinder

About Rhyno Steelarm

PFS# 86028-7

Gained 543 GP and 2 PP from Devil We Know 1
Gained 505 GP and 2 PP from Devil We Know 2
Gained 506 GP and 2 PP from Devil We Know 3
Gained 506 GP and 2 PP from Devil We Know 4
Gained 500 GP and 2 PP from Shades of Ice 1
Gained 503 GP and 2 PP from Shades of Ice 2

Spent 340 gp on MWK Lucerne Hammer
Spent 80 gp on Cold Iron Earthbreaker
Spent 1300 gp on Chainmail +1
Spent 1000 gp Cloak of Protection +1
Spent 2 PP on Wand of CLW

Classes: Mobile Fighter 3
Hit Points: 31
Experience: 6 / 9
Alignment: None
Vision:
Speed: Walk 30 ft.
Languages: Common, Skald
Stat Score Mod
STR 18 (+4)
DEX 14 (+2)
CON 14 (+2)
INT 7 (-2)
WIS 12 (+1)
CHA 12 (+1)
-------------------------- Skills --------------------------
Skill Total
Acrobatics -3
Acrobatics (Jump/Underground) 2
Appraise -2
Bluff 1
Climb -1
Craft (Blacksmith) +3
Diplomacy 1
Disguise 1
Escape Artist -3
Fly -3
Heal 1
Intimidate 11
Perception 1
Perform (Untrained) 1
Ride -3
Sense Motive 1
Stealth -3
Survival 1
Swim -1

-------------------------- Feats ---------------------------
Dazzling Display: As a full round action, you can intimidate every foe within 30' for 1 round +1 for every 5 you exceed their check.

Weapon Focus (Lucerne Hammer)

Gory Finish: When you reduce an enemy to 0 HP, you may take a Swift Action to attempt an Intimidate Check against every enemy within 30' to make them Demoralized

Intimidating Prowess: Str to Intimidate

Power Attack: -1 to hit; +3 to damage

Armor Proficiency, Light
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Armor Proficiency, Medium
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Martial Weapon Proficiency
You make attack rolls with all your martial weapons normally (without the non-proficient penalty).

Shield Proficiency
When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.

Simple Weapon Proficiency

Armor training 1

-------------------- Special Abilities ---------------------
Traits: Indomitable Will= +1 to Will saves
Deft Dodger= +1 t0 Reflex saves

-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 19 / 12 / 17
Initiative: +2
BAB: +3
Melee tohit: +7
Ranged tohit: +5
Fortitude: +6
Reflex: +5
Will: +4

Lucerne Hammer:
to hit: +9
damage: 1d12+6
critical: 20/x2 Reach, Brace

Earthbreaker:
to hit: +7
damage: 2d6+6
critical: 20x2

Sling:
to hit: +5
damage: 1d4+4
critical: 20/x2
range: 50 ft.

------------------------- Equipment ------------------------
Name
Chainmail +1
Cloak of Protection +1
Outfit (Explorer's)
Outfit (cold Weather)
Alchemist's Fire (Flask)
Bullets (Sling/10)
Chalk (1 Piece)
Flint and Steel
Grappling Hook
Rope (Hemp/50 ft)
Signal Horn
Scroll Case
Parchment
Waterskin (Filled)
Backpack (2 lbs.)
Sling (0 lbs.)
MWK Lucerne Hammer
Earthbreaker
Wand of CLW: 39 charges

Coin carried: 25 GP, 7 SP

Background:
Rhyno didn’t have the traumatic upbringing that seems to drive many people into the Pathfinder organization, he joined for another reason, the money. Now, given that he’s in it for the money, you’d assume that he’s some mercenary looking for power and riches, but in that, you’d be wrong. You see, from a very young age, Rhyno has had a small memory impairment. Maybe he was dropped on his head as a baby, maybe the roughhousing young Ulfen boys do gave his growing brain too many lumps to recover from, no one quite knows, but one thing was certain, Rhyno isn’t all there. It started innocuous enough, leaving the gate to a pen open so the tribe had to retrieve all the animals, or forgetting to chop wood for the evening fire. However, as he grew up, his “issue” became more and more pronounced.

The tribe tried everything they could to help the lad, because he was as strong as an ox, but also kind and gentle, beloved by many who met him. They tried to teach him hunting, thinking a simple task of kill animal and bring it back to the tribe would be easy enough, only Rhyno got lost a few times and wandered the woods for days until he was found. They tried baking and tending the livestock, but neither stuck with the gentle giant. Finally they came upon smithing, which catered to the man’s strength, and it seemed to be going well enough. There was the master of the forge always there to oversee him, and they could place a drawing next to the anvil to remind him what he was crafting. Things were going splendidly, and he gradually assumed more and more responsibility at the forge.

Unfortunately, here is where our tale turns sour. The master was ill with the Chillbane Shakes, but Rhyno thought he could handle making some horseshoes to reshoe the local mounts. Well, the shoes were made fine, but Rhyno forgot to quench the white hot iron before tossing a shoe onto the straw pile with the others. Like a spark on kindling, the straw and wall of the smithy soon turned to a raging inferno, an inferno that burned down half the village before it was suppressed. Ashamed of his deeds, Rhyno decided to seek his fortunes south, in Absalom. There was where the Pathfinders gathered, and he could use his strength to earn money to help rebuild and fund the town he nearly destroyed.