Member of the Ninth Battalion

Rockjaw Runefinger's page

44 posts. Alias of Cam James.


Race

42/42 hp, AC 22, T 11, FF 21, Fort 9, Ref 2, Will 5 (+5 against poison and spells)

Classes/Levels

90ft Darkvision, +11 Perception, +1 Init, +12 Sense Motive, -5/-5/-6 climb/swim/stealth

Gender

Rockjaw, Dwarven Barbarian 4

About Rockjaw Runefinger

Rockjaw Runefinger
Rockjaw Dwarf Monk/Sorcerer (Rime-Blooded) 1
NE Medium Undead (Augmented) Initiative +4 Senses Perception +9
--------------------
Defenses
--------------------

AC 17, Touch 15, Flat Footed 13 (+4 dex, +2 armor, +1 size)
hp 12/12 (1d8+4)
Fort -- Ref +4 Will +4
Special Defenses
Steel Soul: +4 to saves vs Spells, SLAs and poison.
--------------------
Offenses
--------------------
Speed 20ft
Melee Kukri +5 (1d3-1 18-20/x2)
Switchblade +5 (1d3-1 19-20/x2)
Ranged Thrown Dagger +5 (1d3-1 19-20/x2) 10ft range
Modifiers +0/+0 BAB, +3/-1 Dex/Str, +1/+0 Size

----------------------
Spells
----------------------
Spells per Day 1: (4/4)
Spells Known
0: +4 Detect Magic, Light, Purify Food and Drink, Resistance
1: +2 Compel Hostility, Resist Energy SNA 1
Spell DCs 14+ spell level
----------------------
Current Magical Effects
----------------------
Resistance (1 min)

----------------------
Statistics
----------------------
Str 18, Dex 14, Con --, Int 10, Wis 15, Cha 18
BAB +0 CMB +4 CMD +16

Feats Ability Focus (Charm Person), Eschew Materials, Imp Grapple, Imp Unarmed Attack, Steel Soul, Stunning Fist
Traits +3, +1 Drawback
Racial Traits Greed, Hardy, Lasting Grudge, Minesight, Stability, Stonecunning, Weapon Familiarity

Skills 7x level (+2 background)
Craft: Woodcarving +4 (1 Rank, +3 CS, +0 Int)
Handle Animal +7 (1 Rank, +3 CS, +2 Outrider, +1 Cha) (+11 with Stumpy)
K: Nature +4 (1 Rank, +3 CS, +0 Int)
Perception +9 (1 Rank, +3 CS, +2 Keen Senses, +3 Wis)
Prof: Shepard +7 (1 Rank, +3 CS, +3 Wis)
Ride +9 (1 Rank, +3 CS, +2 Outrider, +3 Dex)
Slight of Hand +8 (1 Rank, +3 Dex, +1 Trait, +3 Dex) (+12 to hide daggers)
Survival +7 (1 Rank, +3 CS, +3 Wis)
+2

Languages Common, Halfling
Other Gear
Switchblade, carved to look like a pipe
Kukri, in a spring loaded sheath
An assortment of daggers hidden on his person (3 daggers, 1 butterfly knife, 1 war razor, swordbreaker)
Leather padding underneath longsleeved sackcloth robes as well as a stash of tobacco (4lbs) and a potion of CLW for emergencies
10.11gp

54+50
15
Stumpys kit cost 47.45gp total.

130gp
----------------------
TRACKED RESOURCES
----------------------
Adabtable Luck (3/3)
Animal Focus (1/1)
Hero Points (1)
----------------------
Special Abilities
----------------------
Adabtable Luck 3/day gain +3 luck bonus on an ability check, Attack, Save or skill check. Only +2 if used after the roll.
Animal Focus 1/day gain a focus for 1 minute.
Fates Favored improve all luck bonuses by +1.
FCB Stumper gains DR/magic 1.
Fearless +2 to saves against fear effects.
Helpful you can roll Aid Another to give a +4 bonus.
Keen Senses +2 to Perception.
Nature Training Count as both druid and ranger for purposes of animal companion.
Outrider +2 to Handle Animal and Ride.
Smuggler +1 to Bluff, K (local) and Sleight of Hand.
Spirits Gift your animal companion gains a single spirit animal ability (from the Shaman Class) changeable at the start of the day. (currently Stone: DR 5/Adamantine).
Unlearned cannot make knowledge checks untrained.
Wild Empathy influence a wild animals initial attitude with a 1d20+1+Cha(1) roll. Generally takes 1 minute. Can affect magical beasts with 1 or 2 int at -4 penalty.

----------------------
Encumbrance 19.5lb
Light 19.5lb, Medium 39.75lb, Heavy 60lb
---------------------
EXP: 175

Barbarian Armored Hulk:

Modifers
Here is a current list of all Rockjaws modifiers.
Perception: -1 in bright light (Minesight), +2 to spot unusual stonework (Stonecunning)
AC: -2 while raging (Rage), +2 against aberrations (Deep Warrior), +1 against charges (Indomitable Stance), +2 against criticals (Boulder Helmet) +1 against criticals (Resilience of Steel)
Saves:
Fort: +2 while raging (Rage)
Ref: +1 against trample (Indomitable Stance)
Will: +2 while raging (Rage)
All: +5 against poison, spells and SLAs (Hardy/Steel Soul/Glory of Old), -2 against effects with the light descriptor (Minesight)
Melee: +2 to hit, +2 damage (Rage), +1 to hit against elf subtype (Ancient Enmity), -1 to hit in bright light (Minesight), +1 to hit and damage against charging foes (indomitable stance)
CM: +2 CMB and CMD while raging (Rage), +2 CMB for bull rush (Relentless), +2 CMB for bull rush (Boulder Helmet), +2 CMB for overrun (Relentless), +2 CMB for overrun (Imp Overrun), +1 CMB for overrun (Indomitable Stance), +1 CMB for overrun (Big Boned), +2 CMB for grapple checks against aberrations (Deep Warrior), +2 CMD against overrun (Imp Overrun), +1 CMD against overrun (Indomitable Stance), +1 CMD against trip (Big Boned)

Rockjaw
Rockjaw Dwarven Barbarian (Armored Hulk) 4
LN Medium Humanoid (Dwarf) Initiative +2 Senses Darkvision 90ft Preception +11 (-1 in bright light, +2 to notice unusual stone)
--------------------
Defenses
--------------------

AC 22, Touch 11, Flat Footed 21 (+1 dex, +9 armor, +2 shield, -2 rage, +2 dodge against abberations, +1 against charges, +3 against criticals. -6 ACP (-8 Shield))
hp 42/42 (4d12+20) Raging 50/50
Fort +9 Ref +2 Will +5
(Fort +2 while raging, Ref +1 against trample Will +2 while raging, -2 against effects with the light descriptor, All +5 against poison, spells and SLAs)
Immunities
--------------------
Offenses
--------------------
Speed 20ft
Melee Warhammer +6 (1d8 +5/x3)
Boulder Helmet +6 (1d4 +5/x2)
Ranged Grappling Hook +6 (--) 10ft range
Modifiers BAB (+4/+0), Str (+3/+3), rage (+2/+2), power attack (-1/+2), ancient emnity (+1/+0 against elf subtype), minesight (-1/+0 in bright light), indomitable stance (+1/+1 against charging foes)

Magical Effects
----------------------
Statistics
----------------------
Str 16, Dex 14, Con 20, Int 13, Wis 18, Cha 10
BAB +4 CMB +8 CMD +12
(+2/+2 while raging, +4/+0 for bull rush, +6/+3 for overrun, +0/+1 for trip, +2/+0 for grapple checks against aberrations)

Feats Imp Overrun, Power Attack, Steel Soul
Rage Powers Knockback, Overbearing Advance
Traits Big Boned, Glory of Old, World Traveler, Stonelord Ancestry Oppressive Expectations
Racial Traits Ancient Enmity, Deep Warrior, Hardy, Lorekeeper, Minesight, Relentless, Stonecunning

Skills 5x level
Climb -5 (0 Ranks, +3 Str, -8 ACP)
Deplonacy +1 (1 Rank, +2 Ancestry, +0 Cha) (+3 with Stonelords)
Intimidate +7 (4 Ranks, +3 CS, +2 Ancestry, +0 Cha) (+9 against enemies of the Stonelords)
Knowledge (Dungeoneering) +7 (1 Rank, +3 CS, +2 Compass, +1 Int)
Knowledge (History) +4 (1 Rank, +2 Lorekeeper, +1 Int)
Knowledge (Nobility) +1 (1 Rank, +1 Int)
Knowledge (Religion) +3 (2 Ranks, +1 Int)
Perception +11 (4 Ranks, +3 CS, +4 Wis)
Sense Motive +12 (4 Ranks, +3 CS, +1 Trait, +4 Wis)
Stealth -6 (0 Ranks, +2 Dex, -8 ACP)
Survival +10 (2 Ranks, +3 CS, +2 Compass, +4 Wis)
Swim -5 (0 Ranks, +3 Str, -8 ACP)

Languages Common, Dwarven, Terran
Other Gear
Stoneplate
Stone Dwarven Boulder Helmet
Stone Warhammer (x2)
Stone Heavy Shield

100ft rope, grappling hook, camo-netting (Rocky), compass, hammer
5 pitons, 3 dwarven trail rations, 2 bottles of dwarven ale
Potion of CLW
105.58gp spent
4.42gp left

Stone equipment. 25% cost, 75% weight, 50% hps, Fragile quality.

----------------------
TRACKED RESOURCES
---------------------
Potion (CLW) (1)
Rage (19/19)

Ale (2)
Rations (3)
Rope (100ft)

----------------------
Special Abilities
----------------------
Ancient Enmity +1 to hit against humanoids with the Elf subtype.
Big Boned +1 CMB for overrun, +1 CMD for trip.
Deep Warrior +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple).
Dwarven Boulder Helm +2 AC vs critical hits. +2 CMB to bull rush but you are staggered till the end of your next turn.
Glory of Old +1 to saves vs poison, spells and SLAs.
Hardy +2 to saves vs poison, spells and SLAs.
Improved Overrun +2 CMB and CMD for overrun combat maneuvers, does not provoke attacks of opportunity.
Indomitable Stance +1 CMB and CMD for overrun combat maneuvers, and on Reflex saves against trample attacks. He also gains a +1 bonus to her AC against charge attacks and on attack and damage rolls against charging creatures.
Knockback 1/round, make a bull rush attempt against one target in place of melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.
Lorekeeper +2 to K. History when dealing with Dwarves and their enemies. Can make such checks untrained.
Minesight darkvision 90ft, dazzled in bright light, -2 saves vs spells with the light descriptor.
Oppressive Expectations when you fail a skill check, you take -2 on similar skill checks until you pass one, you fail a different one or 1 day passes.
Power Attack -1 attack, +2 damage.
Rage enter rage as a free action. Gain +4 moral bonus to str and +4 moral bonus to con, +2 moral bonus to will saves, +2 bonus to Fort, and -2 to armour class and +2 bonus to str and dex based ability and skill checks. Fatigued for double duration afterwards.
Rage Rounds 19: (4 base, 6 lvl, 5 Con, 4 FCB)
Relentless +2 CMB to bull rush or overrun maneuvers. This bonus only applies while both the dwarf and his opponent are standing on the ground.
Slow and Steady base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Steel Soul +4 bonus against poison, spells and SLAs.
Stonecunning +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.
Stonelord Ancestry Start with a suit of stoneplate. +2 to Diplomacy when dealing with Stonelords. +2 Intimidate when dealing with enemies of the Stonelords.
Weapon Familiarity battleaxes, heavy picks, warhammers and any weapon with the word “dwarven” in its name are martial weapons.
World Traveler +1 Sense Motive and its a class skill. (alternatively Influence)

----------------------
Encumbrance 140.25lb
Light 76lb, Medium 153lb, Heavy 230lb
----------------------
Rockjaw weighs aprox 250lbs.

Stonelord Ancestry, Campaign Trait wrote:
Stonelord Ancestry: At least one of your parents was a Stonelord, and you see the orders as the embodiment of civic virtue. You gain a +2 trait bonus on Diplomacy checks to influence Stonelords and a +2 trait bonus on Intimidate checks to influence enemies of the Stonelords. You start with a set of Stoneplate armor.

Helm of the Stonelords

A large and heavy helm symbolizing the status and prestige of the Stonelord Paladins, it has been fashoned in much the same way as the dwarves it adorns, strong, stotic, impassive and made of the earth.
Granted only to a select few Stonelord Paladins of the Runefinger Clan this large and heavy helm made of rune-covered stone is a potent symbol of athority to those who reconize it. Although its main use is more ordimental, it has none the less seen more practical use on the field of battle by Rockjaw and as such is run through with cracks, fissures and dents, and painted with dried blood, both outside and in...

Slot head; Price 155 gp
Weight 10.5 lbs.

This helm works as a Non-Magical Boulder Helm as well as granting additional abilities when worn, transforming the wearer's face into a stone statue and its voice into an emotionless monotone. The helm also has significance within dwarven culture and so grants a +2 competence bonus to deplomacy and Religion Knowledge checks when dealing with dwarves and cultures of earth.
Its final function is to grant an enhancement to its wearers awareness of his surrounding due to its fine craftmanship, granting +2 to Perception checks.

The Helm of the Stonelords used to be a minor magical item that combines a Mask of Stony Demeanor, a Dwarven Boulder Helm and a few Masterwork tools (perception, sense motive, deplomacy and K religion regarding dwarves only). However, now it is simply a Non-magical Boulder Helm combined with a few Mwk tools. However, I did try and preserve as much of the old helm as i could :)
Stone helm: 5gp
Mwk tools: 150gp

The Helm of the Stonelords is a powerful heirloom artifact, one of a set, that is passed down through the Runefinger clan. However, when Rockjaw passed through the regression field (probably an area of Runic Magic) his helm suffered the same fate, regressing along with its wearer, all magic it once held had been supressed, leaving a weakened and cracked imitation of its former glory, yet another mark of eternal shame for Rockjaw. At the very least, Rockjaw cannot rejoin his ancestors until his helm has been restored.
Recent History
Once, an age ago, Rockjaw left his clan, ashamed and disgraced. He has since been wandering. He searches for redemption. All he has thrus far found is corruption and dissapointment.

Rockjaw has been wandering for a very long time, even he doesnt really know what he is searching for, beyond redemption.
He does know that his ancestors were paladins of stone, so maybe if he seeks out injustice, doing enough good may redeem him. Maybe if he surrounds himself with stones then maybe their power will "seep in."
Yet he is simply a dwarf. And no amount of stone he carries can change him at his core. No amount of "doing good" done halfheartedly can bring him closer to the divine.
But like all dwarves Rockjaw is stubborn and relentless. He will persue this course to its end. Or his. He WILL be redeemed. He WILL restore his Helm and honor. He WILL rejoin his ancestors and take up his rightful title Stonelord Runefinger.

Lately he is hearing rumors of another Great Elemental war, maybe he can find his answers among the living stones. Or he might just find more corruption and damination...
Only tha passage O' time will tell. An only tha Stones will stand as its witness.

Old Tales
"Aie. I gots a tale or two. Walked all tha way from Janderholff, through tha underdark, past dem hated drow, pushed through n' a demon incursion, fought wit and fought gainst tha damnable Duergar, met strange aberrations the likes o' you would neva believe! An alone. Alone fer years on tha journey, does strange things to a dwarf, tha kinda solitude. Ye'd forget your own name if it wernt etched on your armor, scary thought indeed." He nods solemnly.
"Hmm. So what'n shall I bore ya wit today? Tha time I waded through ah horde o dem goblins, not stopping fer'n a second nor relenting a step till I was clear through tha other side an even then kept on a going? Na, that it be uninteresting to here slaughter o tha weak greenies, it gotta be something else. Tha time I fought aside the Duergar, shield ta shield, n toe ta toe against a trio o Rock Trolls? Ha! Tha be a good one! Ahhh I know. I Will tell ye tha tale o tha Svirfnebilin."
He settles back a bit, content in knowing that he has a captivated audience. Rockjaw may not be much to look at and he may be gruff, but he sure knows how to tell a tale.

"I was heading yon my journey, ever onwards when I heard tha sounds o a commotion in tha distance. Speeding up an heading towards tha sounds o tha fracas an wha do I find? Why I come across a gaggle o deep gnomes an they be in dire straits, fer sure. they all be mages o some sort, really don know what kind and really don care but there be a group o them, 7 left standin by my recollection an a good 8 dead round them. How they managed it I ner could figure out but they managed to walk right inta a rout o flail snails an they were surrounded by dem. Tha worst o it was tha them blinkin gnomes were as idiotic as them snails is dense. They be flinging magic round like twas candy onna wee lads nameday! I dunno ifn you know but them snails be something special. Ya see, them shells ona them backs ken warp magic an reflect it like a fine gem reflects tha light. Tha spells o them gnomes was flying every which way! Bouncin an reverberating amongst them an striking friend an foe. Worst was some of it went up." He says glancing at the ceiling high above their heads and gestures in a downward spiralling pattern.

"Ya see, there be a whole lot more o them onna the top, just hangin there like gravity don exist! Among them was a few smaller ones, thar young I imagine, an one o them got struck, knocked clean off and crashing to the floor! Well them snails didnt seem to like that much an turned as one on the stupid gnomes who were still flinging away wit tha spells! Next thing ta happen was tha snails started ta sink down from tha celling onna these great threads o mucus jus like a spider! I never seen tha like! Well I charged headlong inta them first snails I could reach, trying to get ta the gnomes what was still standin an yelled Stop wit tha bloody magic BY TUNDAR!!" His outburst caused more than a few dwarves that were leaning in too close to jump back. Placing his hands on the table and starting to push, slowly inching it along the ground accompanied by scraping.

"You ever try an push a snail tha size o a boulder an weighing a good 800 pounds? Course ya hadnt, ya softies! Well I tell ya, twas the hardest thing I ever had ta push, but push I did, all the way ta the middle where the gnomes be terrified, tha little sissies. Stupid sissies is what they are! Well another interesting thing about them snails. They got these giant flails onna the end of them eyestalks instead o eyes an boy can they swing them! Tha entire way I be pushing them I hear this rhythmic poundin like tha best o tha dwarven war drums onna my back. Thump thump thump thump thump, an away they go, thump thump thump. Almos destroyed my armor onna my back ta say nothing bout my spine!
Well when I reach tha middle I tell them gnomes ta follow me an ta get out o there an I keep pushin an pushin an pushin an pushin. No idea how far I gon an tha snail poundin away at ma back an ima at my limits yet I keep pushin. Then I realize that them gnomes be callin for me ta stop, we had gon right outa there an could escape! Not a single snail perished yet only 3 o tha gnomes made it tha day an I be as sore as I ever been in ma life yet we lived! It be a proper display o how ta do it to tha gnomes and a good chance for them ta spread tha word, ifn they even lived ta tell tha tale, them stupid sissy gnomes..."

By now he had drawn a large crowd and no small amount of respect from those listening in.

The Stonelord Clan.
The Stonelords are a caste of paladins, and an unusual one at that. While dwarves tend to gather together in massive stone castles, they also tend to gather together many different kinds of dwarves. Artisans, mages, warriors. Nobles and commoners, kings and pesants. As well as those of many different faiths and usually dwarves worship a pantheon.
The Stonelords are different on a very fundemental level. The Stonelords are an entire clan of Paladin artisans dedicated to one god, (insert god here). The entire culture is dedicated, and revolves around the ideolegy of stone, its enduring nature and its stotic passiveness. Every Dwarf within the massive fortress known as Monument is indoctrinated with the religious teachings of (insert god here). Or evicted. There is zero tolerance for anything else. As such the fortress Monument is made up almost entirely of Clerics and Paladins, of which all are Stonelords.

Monument
Monument is a massive fortress carved into the entirety of a mountian,originating from its peak and stretching ever downward. The origins of Monument was that of a temple for the god XXX, that has grown into a full fledged city over the many years. Because of the beliefs and laws of its citizens, they are forbidden from destroy anything that has been built, necessitating the need to continually expand downward. This includes walls and defensive fortifications