About RyzentideBackground:
'What happened' was the constant question in the mind of Ryzentide whenever he thought about Dammerhall. It was just unexplainable, and thus an answer should be searched for. Thing is the dwarf did not do well on his life in the human realms. He was a bit arrogant, and if you add to that the fact that the society mocks dwarfs a bit, well, you will get to understand why he would take the first opportunity to go after the legacy of Dammerhall, even if it means a certain death. What's worth life, when all the rest is gone? Everything worked in cycles, he learned, and thus eventually they would reconquer their lost pride, starting with the city.
To make sure he could take the probations of the underground, he practiced his sword and bow skill for a long time in his spare hours, since he always had to work to survive. But, how good a sword do, if weapons could not kill what was ahead of him? Aside from practice in arms and techniques, he would need to gather lore from whatever they might find down there. He invested a lot of time in this search, traveling through many cities in his search of ancient knowledge, and it did him much good, as he became more and more enlightened, and there's something like a desire burning in him, an eagerness to learn everything there was, and to be prepared for whatever would pose a threat. Next step was to become a wizard, and oh, he was pretty close to achieve it. He had the lore and a spellbook, but haven't quite gotten the necessary time to do stuff. That will require a bit more, he knows, but he certainly would accomplish many more things during that search. But then he learned from other dwarven friends. There was a team being gathered to explore a cavern leading to the underground, and maybe they would find a way into the lost city. Even if that wasn't the case, they could still get a lot more experience and maybe retrieve some lost knowledge, who knows? RYZENTIDE Male Dwarf fighter (Lore Warden) 1 - LN medium humanoid (dwarf) Init +4; Senses Darkvision (60 ft.), Perception +1, Languages Common, Dwarven, Giant, Terran, Undercommon ================================================= DEFENSE ================================================= AC 17, touch 14, flat-footed 13 hp 11 (1HD) Fort +3, Ref +4, Will +0, +2 vs. poison, spells, and spell-like abilities ================================================= OFFENSE ================================================= Speed 20 ft. (4 squares) Ranged Longbow +5 (1d8/x3), within 30 ft. +6 (1d8+1) Melee Dwarven Waraxe +3 (1d10+2/x3) Face 5 ft. Reach 5 ft. Base Atk +1; CMB +3; CMD 17 (21 vs bullrush) (21 vs trip) Special Actions: Ancient Enmity, ================================================= STATISTICS ================================================= Abilities: Str 14, Dex 18, Con 13, Int 17, Wis 10, Cha 8 Special Qualities: Bonus Feats, Darkvision, Defensive Training, Hardy, Lorekeeper, Stability, Steady, Stonecunning, Weapon Familiarity, Feats: Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Martial Weapon Proficiency, Point-Blank Shot, Precise Shot, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency Traits: Clever Hands; Magical Knack; Scholar of Dwarven Lore Drawback: Condescending; Skills:
Points: (4 class + 3 int + 2 extra)= 9
+3 Acrobatics DEX (4+0+0-1) +3 Appraise INT (3+0+0) CS -1 Bluff CHA (-1+0+0) +5 Climb STR (2+1+3-1) CS -1 Diplomacy CHA (-1+0+0) -1 Disguise CHA (-1+0+0) +3 Disable Device DEX (4+0+0-1) +3 Escape Artist DEX (4+0+0-1) +0 Heal WIS (0+0+0) -1 Intimidate CHA (-1+0+0) +7 Knowledge(Arcana) INT (3+1+3) CS (+1 dwarven lore) +7 Knowledge(Dungeoneering) INT (3+1+3) CS (+1 dwarven lore) +7 Knowledge(History) INT (3+1+3) CS (+3 dwarven lore) +7 Knowledge(Nature) INT (3+1+3) CS (+1 dwarven lore) +7 Knowledge(Planes) INT (3+1+3) CS (+1 dwarven lore) +3 Linguistics INT (3+0+0) CS +1 Perception WIS (0+1+0) (+2 for unusual stonework) +3 Ride DEX (4+0+0-1) CS +0 Sense Motive WIS (0+0+0) +3 Sleight of Hand DEX (4+0+0-1) +7 Spellcraft INT (3+1+3) CS +3 Stealth DEX (4+0+0-1) +4 Survival WIS (0+1+3) CS +1 Swim STR (2+0+0-1) CS Possessions: outfit (explorer's); studded leather; flint and steel; waterskin (filled); dwarven waraxe; Longbow ; ================================================= RACIAL ABILITIES ================================================= Ancient Enmity (Ex): Dwarves have long been in conflict with elves, especially the hated drow. Dwarves with this racial trait receive a +1 bonus on attack rolls against humanoid creatures of the elf subtype. Darkvision (Ex): Range 60; 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. Hardy (Ex): Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Lorekeeper (Ex): Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) skill checks that pertain to dwarves or their enemies. They can make such skill checks untrained. Magical Knack (Wizard): You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Wizard gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. 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. 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. ================================================= OTHER ABILITIES ================================================= Archetype: Lore Warden Bonus Feat: Fighter 1 Scholastic (Ex): Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens. This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields. Clever Hands (campaign trait): You are born artisan, cunning and quick with your hands. Whether you have chosen to use these gifts for noble pursuits or becoming a thief does not matter, you are mistrusted regardless by your fellow dwarves. Benefit: +2 Dexterity, +2 Intelligence, -2 Charisma Scholar of Dwarven Lore (campaign trait): You know much of the rich history of your people and can recall it without a moment’s hesitation. Benefit: You get a +1 trait bonus to all Knowledge checks that deal with dwarven matters. Magical Knack (Magic Trait)(Wizard): Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. Condescending (drawback): You take a –5 penalty on Diplomacy and Intimidate checks to improve other creatures' attitudes toward you. |