Bristle Billie

Shadoo Mortimer's page

101 posts. Alias of adsapiens.


Full Name

Shadoo Mortimer

Race

Dwarf

Classes/Levels

Fighter (Unbreakable) 1

Gender

Male

Size

Medium

Age

48

Alignment

True Neutral

Deity

Atheist

Languages

Common, Dwarven, Terran

Occupation

Mason

Strength 16
Dexterity 15
Constitution 16
Intelligence 12
Wisdom 16
Charisma 5

About Shadoo Mortimer

Background:

Shadoo was born in a long lineage of Dwarves working on the mines around Diamond Lake. Different than most of his noble family, however, he was always broody, spoiled and selfish; an ugly duck, hard to be liked or taken serious. Yet, he managed to find a position with one of the chief miners and became its strongman - cheating, blackmail and extortion became the name of Shadoo's game. He was arrogant and it paid off...

It paid well, and for the young Mortimer it was also his way to gather some undeserving respect. Always surrounded by other goons, it was easy for him to inspire fear, and his always open ears were useful. If the wrongful situation was somewhat desirable to the uncharismatic Dwarf, it was at the same time also unsustainable: not only people started to dislike him even more, but he could at some point wait for a knife in the back even from his employers, since he naturally ended up knowing too much.

All things considered, Shadoo wasn't actually dumb, and eventually came to understand his delicate situation. More than that, his family wasn't proud of him - but ashamed - and the sad eyes of his aging mother were enough for him to seek to change it. He wasn't truly evil, and the idea of redemption had a great ring on his ears; who knows, in this godforsaken world, maybe he could even become a hero. People would respect him not by fearing his gratuitous violence, but actually by admiring his actions.

Appearance and Behavior:

Shadoo is ugly, covered in scars, and absolutely incapable of properly brushing his long blond hair and beard. He is young for a Dwarf, barely having reached adulthood. While he does adorn plated armor under his clothes, he actually dresses fairly bad as well, in a fashion of dubious taste. He is strong and somewhat tall for his race, but still short when compared to a Human. Even with all of it, he is still a proud man and thinks too much of himself. He carries a brush around and constantly clean himself; his teeth aren't really great, but he proudly shows them off regularly as if they were.

His behavior is a poignant reminder to a certain extent: being the youngest of his many siblings didn't really bring him any status, and he always lacked the charisma and empathy of the family. His arrogance came from the fear-inspiring job he found as a goon for a lowly mine manager. Despite it all, he saw the wrong of his ways, and had just started a quest to redeem himself. He wants to earn respect by his actions, and will become fiercely loyal to any group that shows promise to help him achieve it. Blackmail and extortion are now things of the past - even if it's hard to teach an old monkey new tricks, and even his fight style is that of improvisation and dirty tricks.

Role and Mechanics:

Shadoo is mostly a melee damage dealer, fairly efficient even if likely not the greatest around. As a fighter, his focus is on combat feats, and the whole idea is to keep investing in it. However, the unbreakable archetype lends him some durability as well, and the hopes are to somewhat focus on this aspect to make him defensable enough to be useful to the party.

Out of combat, he brings some skills to the table, especially some more uncommon knowledges. He definitely doesn't work as a face for a party, but his intimidate can get high enough to be useful in some RP situations. He is designed, however, to be a bit "comical" in certain aspects - something "King Julien from Madagascar" in style - and I hope that beyond the dice rolling we can still have some fun situations.

Character Sheet:

Shadoo Mortimer
Male dwarf fighter (unbreakable) 1 (Pathfinder RPG Ultimate Combat 49)
N Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +8 (+10 while benefit from concealment or full concealment due to darkness or dim light)
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Defense
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AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 shield)
hp 14 (1d10+4)
Fort +5, Ref +2, Will +3; +2 vs. poison, spells, and spell-like abilities, +2 bonus vs. negative levels
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Offense
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Speed 20 ft.
Melee dagger +4 (1d4+3/19-20) or
. . dagger +4 (1d4+3/19-20) or
. . improvised earth breaker +6 (2d6+4) or
. . unarmed strike +4 (1d3+3 nonlethal)
Ranged light crossbow +3 (1d8/19-20)
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Statistics
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Str 16, Dex 15, Con 16, Int 12, Wis 16, Cha 5
Base Atk +1; CMB +4; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Catch Off-guard, Combat Expertise, Combat Stamina, Deadly Aim, Diehard, Endurance, Power Attack
Traits a little bird told me, surprise weapon
Skills Acrobatics -2 (-6 to jump), Intimidate +8 (+10 while benefit from concealment or full concealment due to darkness or dim light), Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Perception +8 (+10 while benefit from concealment or full concealment due to darkness or dim light), Profession (mason) +7, Sense Motive +4, Stealth -3 (-1 while benefit from concealment or full concealment due to darkness or dim light), Survival +7, Use Magic Device -2
Languages Common, Dwarven, Terran
SQ agile maneuvers, barrow warden[HA], catch off-guard, combat expertise, deadly aim, dimdweller, finesse weapon attack attribute, point-blank shot, power attack, shadowhunter
Other Gear breastplate, buckler, crossbow bolts (50), dagger, dagger, improvised earth breaker[UE], light crossbow, backpack, bedroll, belt pouch, flint and steel, mess kit[UE], silk rope (50 ft.), sledge, soap, trail rations (5), waterskin, weapon cord[APG], wrist sheath, spring loaded, wrist sheath, spring loaded, 22 gp, 8 sp
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Tracked Resources
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Crossbow bolts - 0/50
Dagger - 0/1
Dagger - 0/1
Stamina Points - 0/4
Trail rations - 0/5
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Special Abilities
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Agile Maneuvers [Combat Trick] For a Combat Maneuver, treat self as size category larger for each 2 Stamina spent (up to Dex bonus)
Barrow Warden +1 to attack and AC vs. undead.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Catch Off-Guard [Combat Trick] 5 stamina points to catch an armed opponent flat-footed.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadly Aim [Combat Trick] 4 stamina points reduce penalty from Deadly Aim by 1.
Diehard You are stable and can choose how to act when at negative Hp.
Dimdweller +2 to Intimidate, Perception, and Stealth when in conceal due to darkness.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Shadowhunter Attacks affect incorp foes as though use magic weapon, 2x phys ab heal from undead, +2 to save vs. neg levels.
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A Little Bird Told Me The mine managers of Diamond Lake are constantly striving to one-up each other, even when they're technically allied. One of the chief weapons at their disposal is blackmail. That was your game, and you were good at it. People learned to fear you and your keen ears, but you now are desperate to get out of the business, as you simply know far too much. Benefit: You gain a +1 bonus to Intimidate and Perception checks, and one of these is always a class skill for you. You can add your Intelligence or Wisdom in place of your Charisma on Intimidate checks. However, Diamond Lake natives have starting attitudes one step lower than normal towards you.

Planned Feats

1 Catch Off-Guard
2 Shikigami Style
3 Shikigami Mimicry
4 Cleave
5 [Shikigami Manipulation]
6 [Vital Strike]
7 Great Cleave
8 [Improvised Weapon Mastery]
9 Improvisational Focus
10 Weapon Specialization
11 [Improved Vital Strike]
12 [Weapon Trick (Two-Handed Weapon)]
13 [Greater Weapon Specialization]
14 Cleave Through
15 Surprise Follow-Through
16 [Greater Vital Strike]
17 Improved Surprise Follow-Through
18 Steel Soul
19 Goblin Cleaver
20 Orc Hewer
Giant Killer