King Ezelgar

Seadreamer Stonebeard's page

610 posts. Alias of Mokshai.

Full Name

Seadreamer Stonebeard




Ranger 4



General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot





Special Abilities

Darkvision 60'






Dwarven, Common, Giant, Orc



Strength 16
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 12
Charisma 10

About Seadreamer Stonebeard

Seadreamer Stonebeard
Male Dwarf Ranger 4
NG medium humanoid
Senses Darkvision (60)

STR 17 DEX 14 CON 14 INT 14 WIS 12 CHA 10


Without Gear / With Armour / With Armour and Shield
AC 12 / 17 / N/A, touch 12 / 12 / N/A, flat-footed 10 / 15 / N/A, CMD 19
hp 36
Fort 6, Reflex 6, Will 2


BAB 4, CMB 7

Light Crossbow +6 (1d8 - 19-20/x2)(p)
Light Crossbow +4 (1d8+4 - 19-20/x2)(p) Deadly Aim
Sling +6 (1d4+3 - x2)(b)
Sling +4 (1d4+7 - x2)(b) Deadly Aim

2 Handed Melee
Dwarven Waraxe +7 (1d10+4 - x3)(s)
Dwarven Waraxe +5 (1d10+10 - x3)(s) Power Attack
Battleaxe +7 (1d8+4 - x3)(s)
Battleaxe +4 (1d8+10 - x3)(s) Power Attack

1 Handed Melee
Dwarven Waraxe +7 (1d8+3 - x3)(s)
Dwarven Waraxe +4 (1d8+7 - x3)(s) Power Attack
Battleaxe +7 (1d8+3 - x3)(s)
Battleaxe +4 (1d8+7 - x3)(s) Power Attack
Maulaxe +7 (1d6+3 – x3)(s/b)
Maulaxe +4 (1d6+7 – x3)(s/b) Power Attack
Cold Iron Boarding Axe +7 (1d6+3 – x3) (s/p)
Cold Iron Boarding Axe +5 (1d6+7 – x3) (s/p) Power Attack
Masterwork Boarding Axe +8 (1d6+3 – x3) (s/p)
Masterwork Boarding Axe +6 (1d6+7 – x3) (s/p) Power Attack
Dagger +7 (1d4+3 – 19-20/x2) (s)
Dagger +4 (1d4+7 – 19-20/x2) (s) Power Attack


Steel Soul (APG 170): You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf ’s hardy racial trait.

Two-Weapon Fighting (Core 136): Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Quick Draw (Core 131): You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon as a move action.

Power Attack (Core 131): 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. This bonus to damage is increased to +3 with two-handed weapons, a one handed weapon using two hands, or a primary natural weapon that deals 1.5 strength damage. This bonus to damage is decreased to +1 if you are making an attack with an off-hand weapon or secondary natural weapon. These effects last until your next turn.

Deadly Aim (Core 121): You can choose to take a -1 penalty on all ranged attack rolls and combat maneuver checks to gain a +2 to your damage roll.

Combat Expertise (Core 119): You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 to your Armor Class.

Endurance (Core 122): You may sleep in light or medium armor without becoming fatigued. You gain a +4 bonus on the following checks and saves:
Swim checks to resist nonlethal damage from exhaustion
to continue running
to avoid nonlethal damage from a forced march
to hold your breath
to avoid nonlethal damage from starvation or thirst
saves to avoid nonlethal damage from hot or cold environments
saves to resist damage from suffocation.

Skills Without Armour / With Armour:

No shield at this time.

Acrobatics 4/0
Appraise 3/4
Bluff 0/0
Climb 7/4
Craft Arms and Armour 6/6
Craft Boyer Fletcher 6/6
Diplomacy 0/0
Disguise 0/0
Escape Artist 2/-2
Fly 2/-2
Handle Animal 7/7
Heal 7/7
Intimidate 0/0
Knowledge (Dungeoneering) 9/9
Knowledge (Geography) 9/9
Knowledge (nature) 9/9
Perception 9/9
Profession (Sailor) 9/9
Ride 2/-2
Sense Motive 1/1
Sleight of Hand 3/-1
Spellcraft 7/7
Stealth 8/4
Survival 5/5
Swim 9/6


Dwarven, Common, Giant, Orc


PP = 0
GP = 0
SP = 1
CP = 0
Gems / Jewels

Misc Wealth
Assorted Trade Goods = 50 Gp

Weapons and Armour:

Scale Mail

Light Crossbow
Dwarven Waraxe
Cold Iron Boarding Axe
Masterwork Boarding Axe
Dwarven Maulaxe
Crossbow Bolts (80)
Sling Bullets (40)

Adventuring Gear:

Masterwork Backpack containing
2 Sacks
Hooded Lantern
5 Flasks oil
Grooming Kit
Gear Maintenance Kit
Fishing Kit

Belt Pouch Containing
Flint and Steel
Candles x 2
Tindertwigs x 4

Sack 1 Containing
100' Silk Rope
4 Pitons
Grappling Hook

Sack 2 Containing
Cooking Kit(AA)
Iron Pot
7 Days Trail Rations
Mess Kit


Type (CRB 21): You are a humanoid with the dwarf subtype.

Slow and Steady (CRB 21): You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.

Darkvision (CRB 21): You have darkvision with a range of 60ft.

Greed (CRB 21): You receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hardy (CRB 21): You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability (CRB 21): You receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Weapon Familiarity (CRB 21): You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Saltbeard (ARG 12): You gain a +2 bonus on Profession (sailor) and Survival checks while at sea. You gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones

Eye for Plunder (APSkS 6): You gain a +1 trait bonus on Appraise* and Perception checks to find concealed or secret objects. In addition, you begin the campaign with a selectionvmundane trade goods worth 50 gp

Hurricane Savvy (PIS 15): You treat wind effects as one wind force category less than they actually are, both for any personal checks you must make and for any you make to captain or steer a ship.

Warsmith (DoG 10): You gain a +1 trait bonus to damage rolls against creatures and objects made primarily of clay, crystal, earth, metal, or stone. Knowledge (engineering) is a class skill* for you.

Class Features:

Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (excluding tower shields.)

Weapon Proficiency: You are proficient with all Simple and Martial Weapons. Additionally you are proficient with the following weapons: Battleaxe; Heavy Pick; Warhammer

Favored Enemy (Ex) (Core 64): You gain a bonus on Bluff, Knowledge, Perception, Sense Motive, Survival checks and attack and damage rolls against the following types of creatures:
Magical Beast: (+2)

Track (Ex) (Core 64): You add +1 to Survival skill checks made to follow tracks.

Wild Empathy (Ex) (Core 64): You can improve the initial attitude of an animal (like a Diplomacy check to improve the attitude of a person).
Your Wild Empathy Check is 1d20 + 3

Favored Terrain (Core 65): You gain a bonus on initiative checks, Knowledge (geography), Perception, Stealth, and Survival skill checks when you are in one of the following terrains:
Water (+2)


Level 0

Level 1
Air Bubble

Weapon Traits:

Light crossbow
You can shoot, but not load, a light crossbow with one hand at a -2 penalty on attack rolls.

You gain a +2 bonus on Sleight of Hand checks to conceal a dagger on your body.


Seadreamer was born to a moderately wealthy merchant family, and was expecting to take over the family business when he came of age.
While he was growing up, his family taught him in the basics of sailing, and he stood for midshipman on one of his father’s ships.

He spent several years sailing up and down the coast trading, when he started to get another calling.
Taking time off from his fathers business, he travelled back to the five kings mountains where he was introduced to the dwarven Parthenon.
Due to him liking Trudd principles he started to follow him and spread his word.

Soon after, Trudd started to provide him power and he realized that he was being blessed with the ability to bring his magic into the world.

Shortly after this revelation, he received a missive from his father that he had to return back to Almas, and he was needed due to the fact that they were going to do one more run to Sargava.

As the ship was passing through the shackles, they got hit by heavy weather and the ship floundered.
He grabbed his belongings, along with a number of weapons and a handful of small trading goods, and piled into a life boat.

By the time that he hit the boat, it was pretty much all over for the dancing wyvern, as she was going down.

He made it ashore in port peril and he took stock in what he had.
Due to his family going down with the dancing Wyvern, he had nothing to return to in Almas.

He ended up deciding to return to the sea no matter what it took.

With that on his mind, he stopped at the formidably maid and got a drink.
Everything went black shortly after 2 or 3 drinks.