Dwarf

Rorie Halstein's page

236 posts. Alias of Tyler Gemuenden.


Full Name

Rorie Halstein

Race

Dwarf

Classes/Levels

Monk 3 (favored class)

Gender

Male

Size

Medium 4' 3" 192 lbs

Age

67

Special Abilities

He has the power... to move you.

Alignment

Lawful Good

Deity

Erastil (God of farming and hunting)

Location

On a red mountain next to another beach

Languages

Common, Dwarven

Occupation

Adventurer (Formerly a farmer)

About Rorie Halstein

==STATISTICS==
HP: 30 = 3d8 [+6 Con], [+3 Favored Class], [+3 Toughness]
Current HP: 24

Init: +3 = Dex(2) + Sasha Training(1)

Speed: 20 ft./x4; 30ft./x4 when unencumbered

Str 17 (+3), Dex 14 (+2), Con 15 (+2), Int 8 (-1), Wis 16 (+3), Cha 5 (-3)

Experience: 3352

Favored Class Bonuses:
1st: HP
2nd: HP
3rd: HP

==DEFENSE==
AC 17 (21 vs Giant Subtype) = +10 base, +3 Wis, +3 Dex, +1 Dodge Feat, (+4 Dodge Racial)
Touch 17, Flat-Footed 13

Combat Maneuver Defense (CMD) +20 (+24 vs Trip or Bullrush while on the ground) = +10 base, +2 BAB, +2 Dex, +3 Str, +3 Wis, (+4 Racial)

Saves:
+2 racial bonus against poison, spells, and spell-like abilities
+1 will saves against compulsion (Aerys poem)
+2 bonus against enchantment spells and effects

Fort +5 = +3 base, + 2 Con
Ref +5 = +3 base, + 2 Dex
Will +6 = +3 base, + 3 Wis

Evasion (Ex)

==OFFENSE==
Base Attack Bonus (BAB): +2
Combat Maneuver Bonus (CMB): +6 = +3 LEVEL, +3 Str

Basic Melee Attack: +5 = +2 BAB, +3 Str
Basic Ranged Attack: +4 = +2 BAB, +2 Dex

Attacks

+1 during surprise round (Trait)
+1 if enemy has orc or goblinoid subtype (Racial)
+1 on Attacks of Opportunity using Unarmed Strikes (Trait)

Unarmed Strike
Attack: +5 Damage: 1d6+3 Crit: 20/X2

Attack: [dice] 1d20 + 5 [dice]
Damage: [dice] 1d6 + 3 [dice]

Flurry of Blows (Unarmed Strike)(Ex)
Attack: +4/+4 Damage: 1d6+3/1d6+3 Crit: 20/X2

Attack: [dice] 1d20 + 4 [dice]
Damage: [dice] 1d6 + 3 [dice]

Attack: [dice] 1d20 + 4 [dice]
Damage: [dice] 1d6 + 3 [dice]

Shuriken
Attack: +4 Damage: 1d2+3 Crit: 20/X2
Range Increment (Max x5): 10ft

Attack: [dice] 1d20 + 4 [dice]
Damage: [dice] 1d2 + 3 [dice]

Flurry of Blows (Shuriken)(Ex)
Attack: +3/+3 Damage: 1d2+3/1d2+3 Crit: 20/X2
Range Increment (Max x5): 10ft

Attack: [dice] 1d20 + 3 [dice]
Damage: [dice] 1d2 + 3 [dice]

Attack: [dice] 1d20 + 3 [dice]
Damage: [dice] 1d2 + 3 [dice]

Stunning Fist (Ex)
Lvl/day
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every level of monk you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

==Combat Tactics==
- Unless specified, Rorie will always attack the target closest to an ally that can't take much damage
- Unless specified, Rorie will always attack using flurry of blows with unarmed strikes, using a 5-foot step if needed
- If he is 10 to 20 feet away, Rorie will usually 5-foot step and flurry with shurukins

==SKILLS==
Total = Ability Mod. + Skill Rank + Class Skill + Misc

Monk 1: 3/lvl = 4 + -1 Int

Appraise
-1 (+1) = -1 Int (+2 Gems & Stone)

Acrobatics
+8 = +2 Dex, + 3 Rank, +3 Class Skill

Perception
+9 = +3 Wis, +3 Rank, +3 Class Skill

Sense Motive
+3 = +3 Wis

Stealth
+9 = +2 Dex, +3 Rank, +1 Trait, +3 Class Skill

Languages:
Common, Dwarven

==EQUIPMENT==
(x)=quantity
# = weight in pounds

Combat Gear:
(1)Belt Pouch #.5 (On belt) contains:
(10) Shuriken #.5 ea.
Total: 5.5

Other Gear:
Used as a walking stick (in hand, otherwise on ground):
(1)10 ft. Pole #8

potion satchel 2# (holds 15 potions securely w/ handy shoulder strap)
contains:
potion of Cure Light Wounds 1#
3 potions of Lesser Restoration 1# each
potion of Water Breathing 1#
potion of Enlarge Person 1#
Total: 8#

Back Pack #2 contains:
(10)Candle #- (Wrapped neatly in a cloth and in an outside pouch so as not to get crushed)
(10)Chalk #- (Wrapped in a cloth and in an outside pouch so as not to get crushed)
(7)Trail Rations #1 ea
(3)Torch #1 ea.
(1)Waterskin #4 (tied to the outside of the backpack)
(2)Sack #.5 ea. (Empty)
(10)Shurikens #.5 ea (Hanging on the outside of the backpack by a thick string running through the center hole of each one)
(2)Caltrops #2 ea.
(1)healer's kit 1#
Total: 27

On Belt:
(1)Waterskin #4
Total: 4

(1)Belt Pouch (On belt) #.5 contains:
(1)Small Steel Mirror #.5
Total: 1

(1)Belt Pouch (On belt) #.5 contains:
(3)Caltrops #2 ea.
Total: 6.5

(1)Belt Pouch (On belt) #.5 contains:
(5)Gold pieces #.02 ea. (1.12)
(5)Silver pieces #.02 ea.(0.1)
(5)Copper Pieces #.02 ea.(0.1)
Total: 1.32

==ENCUMBERANCE==
Total Weight Carried = 61.32
Light Load: <86
Medium Load: <173
Heavy Load: <260

At Camp:
(1)Pack Saddle #15 contains:
(7)Feed #10
(1)Hammer #2
(1)Hemp Rope (50ft) #10
(1)Soap #1 used twice Note: In case of orcs or Decoys
(1)Tent #20
(1)Bedroll #5

Encumberance
Total Weight= 123

==FEATS==
Bonus Improved Unarmed Strike (Combat): You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Bonus Dodge (Combat): +1 dodge bonus to AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Bonus Deflect Arrows (Combat): Must have at least one hand free (holding nothing) to use this feat. 1/round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.

[1st] Toughness: +3 HP, +1 HP per HD over 3.

[2nd] Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn.

==Traits==
Bullied: You were bullied often as a child, and you are now constantly ready to defend yourself with your fists when an enemy comes near. You gain a +1 trait bonus on attacks of opportunity attack rolls made with unarmed strikes.

Freedom Fighter (Andoran Faction): Your family has long waged war against tyranny, and you learned a great deal about guerrilla warfare in your youth. You gain a +1 trait bonus on Stealth checks and a +1 trait bonus on attack rolls made during the surprise round.

==CLASS ABILITIES==
Weapon and Armor Proficiency
Club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spears.

Flurry of Blows

Stunning Fist

Evasion (Ex): If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless monk does not gain the benefit of evasion.

Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Maneuver Training (Ex): At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.

==RACE ABILITIES==
Weapon and Armor Proficiency
Battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Darkvision: See in total darkness up to 60 feet. Black and White only

Slow and Steady: No reduced movement from armor or encumbrance

Defensive Training: +4 dodge bonus to AC against monsters of the giant subtype.

Greed: +2 appraise on gems and stone

Hatred: +1 attack vs orc and goblinoid subtypes

Hardy: +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: +4 racial bonus to Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground

Stonecunning: +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. Receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

==DESCRIPTION==
Age: 67
Height: 4' 1"
Weight: 160
Hair: Light Red
Eyes: Black

Like most of his race, Rorie is stocky. He is stronger than most Dwarves and has a natural toughness about him. His skin is tanned and his hands calloused from long days working the fields.

When he was younger, Rorie was attacked by a Kobold. The creature got a telling blow in on his face. If not for Lady Cirthana, the local cleric, he would not have survived. He carries a wicked scar as proof and maybe even a warning of his encounter. The scar is jagged and runs down the left side of his face, over his now discolored eye. It is somewhat offputing for most folks to look at.

The clothes he wears are loose so as to not inhibit his movement. He wears a waterskin and a pouch on a belt made of an old piece of rope.

His hair and beard are not braided nor are they ornamented. They are well kept, neatly brushed and combed straight, though there is a touch of waviness to it.

Rorie appears quiet and keeps to himself. When he walks, he keeps his head down, though the observant will notice that his eyes are constantly looking around. From time to time he will look to this side or that, as if he has heard something that no one else has.

==BACKGROUND==
Rorie was born into farming. His Mother and Father were farmers, and he was going to be one as well. They lived just outside of Falcon's Hollow. The people there do their best to farm the land and harvest the darkwood and pay their exorbitant taxes.

Rorie liked to go outside of town when he wasn't working. Being a quiet person, he felt a kinship to the quiet babble of the river, and the wind in the trees. It is here that he would meditate, and enjoy the sights and sounds. He would play games with himself, like trying to spot every bird he could, or count all the leaves on a branch before the wind would blow it around.

Like most places, Falcon's Hollow had a few bad apples. Unfortunately Rorie would have run-ins with them rather frequently. One in particular was Payden “Pay Day” Teedum, the overboss of the lumber consortium. He could always find some fault in what Rorie was doing, and Rorie, being a little slow, would always say the wrong thing at the wrong time. He could never match wits with the sheriff, so one day he decided to stop talking all-together. After all, his voice got him into more trouble than it got him out of.

At one point in his childhood, Rorie woke to an empty house. He paced around his home looking for his parents. Neither were to be found. After a few hours, they returned. Bloodied and bruised. They were shocked to see Rorie awake and tried to explain away their injuries and absence. They fumbled for words and eventually admitted what they had been doing. They were undercover freedom fighters for Andoran. The reason they had moved to this village was to be closer to the enemy. For the next several years they taught Rorie the skills needed for guerrilla fighting, and the importance of standing up for those that can't stand for themselves.

One year the crop was very poor. The local Druid had been warning the town of this for years, but what could they do? Thuldrin Kreed, the "mayor" would not suffer a light table and would not hear excuses. So for years the village kept on, until this year, when the crop was terrible.

Rorie's parents sent him off to find work elsewhere in the hopes that the money would help save the farm, and themselves!

For a short time he stayed at a monk's monastery that he found during his travels. He helped them with their farming, and the friendly monks taught him the basics of their ways. Rorie was delighted at this. Having meditated frequently before, he quickly picked up on everything they could teach him in such a short time.

Once he had helped the monks set up their gardens, he sent the money he had earned home with a courier and continued on his way to see more of the world. As he left, the head monk asked Rorie to deliver a manual of exercises and training techniques to a newly formed monastery in Sargova. Morally obligated to do so, Rorie accepted and was on his way.

He traveled west towards the ocean coast. Having found himself in Cheliax, Rorie quickly decided he didn't like the country. Underhanded dealings and evil deeds were everywhere he turned. He boarded the Jenivere in Corentyn to get away from Cheliax and to get himself down south to Sargova and fulfill his last task. He knew this would be a long trip, and he wasn't looking forward to being confined to one area so long...

Having crashed on the island, Rorie has seen the group splitting apart, and is doing his best to come out of his shell and help hold the group together.

Having seen Gothard's battle prowess proven again and again, Rorie has started to quietly admire his bravery and strength.