Tablark Hammergrind

Sinky Peet's page

3 posts. Alias of Ersigen.


Full Name

Peet "Stinky" Darknugget

Race

Dwarf

Classes/Levels

1

Gender

Male

Size

3' 11'; 162 lb's

Age

46

Special Abilities

Delving, Climbing

Alignment

Lawful Good

Deity

Torag

Location

-

Languages

Dwarf, Common, Terran

Occupation

Miner / Prospector

Strength 12
Dexterity 15
Constitution 17
Intelligence 14
Wisdom 16
Charisma 7

About Sinky Peet

I'm ruined! How in the name of Torag will i pull it off now? I knew I couldn't trust in that weasel Provisioner. I knew it was fishy. Not like I had a choice though did I? Oh I'm a'screwed rotten alright. An who do I get for a crew? [ insert unflattering description of the other PC's here]. Oh I'm done for! "

STINKY PEET: PROSPECTOR:

Male Dwarf Rogue
Favoured Class: Rogue
Alignment: Lawful Good
Deity: Dwarven Pantheon

DESCRIPTION:
This sinewy dwarf has a thick, greasy, black beard and a mop of unkempt hair. It is hard to see if his skin is swarthy by nature or just from soot and grime. He smells like he has been in tunnel for a long while….even if he hasn’t. (It’s not as if he’ever bathes - at least not in water anyone would care to bathe in). He has a big nose and big dark eyes. His voice is gravelly with a hearty laugh that sounds like gurgling effluent. He wears tough overalls with greasy studded armour and state-of-the-art dwarven boots with surprisingly quiet leather treads. A sturdy hammer hangs over one hip. He has a sling bag over his shoulder filled with gear. A stubborn donkey with an attitude helps him carry his stuff.

ATTITUDE:
Incessant complainer. Fussy. Ambitious, Greedy (Dwarf), Honest businessman - most of the time.

BACKGROUND:
Peet spent his youth living in a mining community and served as a Sapper in the local militia. He has reason to beleive that there is a huge deposit of skymetal in Arcadia, waiting to be extracted. It would be a massive undertaking to go there ...but the potential rewards and glory woud make it worth it. Unfortunately nobody takes Peet seriously...and so he has wasted a life's fortune financing this enterprise with a bunch of scoundrels...only to find that his main backer pulled out and now he is left with sinking stock and is surrounded by a bunch of incompetent fools

ASPIRATIONS:
Discovering skymetal in Arcadia!

PLOTHOOK:
Spent his fortune paying his fare and equipping himself to get to Absalom to embark on this adventure.

STATISTICS:
ABILITY SCORES
ST 14 DX 14 CN 17 IT 14 WS 16 CH 7
Point Buy: 2+7+7+5+5-1 = 25
Speed: 20’; Slow and Steady
Encumbrance: Light: 58 or less Medium: 59-116 Heavy 117-175 lbs.
Initiative: +2 (DX +2)
Perception: +7 (WIS +3, Rank +1, Class +3; Militant Merchant +2 Perception mofifiers: Stonecunning+2; Trapfinding +1; Militant Merchant +1 vs. surprise, Darkvision 60’

HIT POINTS: 11 (1d8 +3)

SAVES
Hardy: add +2 to all saves vs. poison, spells and spell-like abilities
Fortitude: +4 (CN +3, Trait :Resilient +1)
Reflex: +4 (DX+2, Base +2)
Will: +3 (WS +2)

SKILLS, FEATS AND TRAITS:
SKILLS: 8 +2 +1 (class option)
Climb + 6 (STR +2, Rank +1, Class +3)
Stealth +5 (DEX +2, Rank +1, Class +3, Armour check penalty -1)
Disarm Device +5 (DEX +2, Rank +1, Class +3, Armour check penalty -1, +1 trapfinding)
Sense Motive +6 (WS +3, Rank +1, Class +2)
Knowledge: Dungeoneering +7 (INT+2, Rank +1, Class +3, Trait +1)
Knowledge Engineering +7 (INT+2, Rank +1, Class +3, Trait +1 )
Escape Artist +5 (DEX +2, Rank +1, Class +3, Armour check penalty -1)
Appraise +8 (Int +2, Rank +1, Class +3, Dwarven Greed +2 )
Swim +6 (ST+2, Rank +1, Class +3)
Perception: +7 (WIS +3, Rank +1, Class +3)
Sleight of Hand +5 (DEX +2, Rank +1, Class +3, Armour check penalty -1)

Perception mofifiers: Stonecunning+2; Trapfinding +1; Militant Merchant +2; Darkvision 60’

LANGUAGES
Dwarven, Common, Terran

ROGUE ABILITIES
Sneak Attack : 1D6 (lethal or non), 30’
Trapfinding: +1, disarm magical traps

FEATS
Dodge +1 to AC

TRAITS
Prodigious Miner : +1 Enginerring & Dungeoneeering (Engineering is a Class Skill)
Militant Merchant: +2 perception vs. surprise

COMBAT STATS:
BASE COMBAT STATS
BAB: +0
CMB: +2 (STR+2)
CMD:+14 (STR +2, DEX +2); Racially Sturdy: +4 vs. bull rush or trip

DEFENSE
Studded Leather +3; Dodge +1, DEX +2 (Armour check penalty -1)
AC 16 Touch: 13 Flatfooted: 13
Defensive Training: +4 AC vs. Giant subtyoe

OFFENSE: (BAB +0, DEX +2, STR +2)
Ranged:
Light Hammer (+2;1d4+2; x2; 20’)
Dagger (+2; 1d4+2 19-20 x2; 10’)

Melee:
Warhammer - 2 hands (+2; 1d8+3; x3)
Dagger (+2 1d4+2;19-20x2)

GEAR:

GEAR GPs / LBs
Studded Leather Armour 25 /20
Dagger 2 / 1
Warhammer 12/5
Light Hammer 1/2
Tradesman's
Travel Gear mountain boots 5/5

Slingpack 2/ 2
7 Days Rations - Hardtack 3/4
Bedroll 0.1/ 5
1 Waterskin 1/ 4
Climber's Kit 50 Silk 80/5
Thieves Tools 30/1
Bag of Chalk
Heavy Pick 8/6
Vial of Grease .2/.5
Marker Dye -/-

Donkey 8/-
Feed 6 days 1 50
Riding Saddle 30 30
Iron Pot 1 4
Saddle Bags 04 8
5 torches -/5

Money Pouch
Money 20gp - 5 sp - 12 cp
Total Weight: approx 57 light load (not including gear on donkey)
Total Gold Value: 210

HOTTAY DONKEY:
Donkey
Size/Type: Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +1/+1
Attack: Bite +1 melee (1d2)
Full Attack: Bite +1 melee (1d2)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +4, Will +0
Abilities: Str 10, Dex 13, Con 12, Int 2, Wis 11, Cha 4
Skills: Balance +3, Listen +3, Spot +2
Feats: Endurance
Environment: Temperate deserts
Organization: Solitary
Challenge Rating: 1/6
Advancement: —
Level Adjustment: —
These long-eared, horselike creatures are surefooted and sturdy. The statistics presented here could also describe burros.
Carrying Capacity
A light load for a donkey is up to 50 pounds; a medium load, 51-100 pounds; and a heavy load, 101-150 pounds. A donkey can drag 750 pounds.
Combat
A donkey bites only when it has no way to escape.
Skills
Donkeys have a +2 racial bonus on Balance checks.