Jeb Graden

Spur Harrison's page

1 post. Alias of drayen.


About Spur Harrison

Description:

A middle aged man enters. Scraggly beard going to gray, hair unkempt and long uncut grows past his shoulders and is hanging in a loose ponytail. His faded explorer's clothing can be seen poking out of the well used leather armour hanging onto his lean, spare frame. Through the tangled facial growth he sports a wide smile, his teeth surprisingly white. His eyes sparkle with mirth yet there is also a manic gleam that cannot be suppressed. "Thar's gold and gems in that thar mont'n an' I'ma find 'em!" He says, his voice bubbling with excitement.

Background:

Spur grew up in mines. His father worked the local mine, chiseling precious metals out of the mountain. From an early age, he would tag along with his Da, hammering small rocks and pounding nails into the supports holding up the shaft. As he grew, he learned all there was to know about mining and the engineering that went into the profession. He also learned how to judge the land and what might be found in any given area based on its make up. He also learned to recognize raw stones, their quality and value.

Spur always assumed that he would grow up to be a miner. When the war started, he didn't even notice. The recruiters noticed him. They quickly realized that he had skills that could come in handy. One of them was an old soldier who had served for years on special detail. He recognized the signs the young man

Spur Harrison CR 1
Male Human Expert 3
NG Medium Humanoid Human
Init +0; Senses Perception +8
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DEFENSE
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AC 12, touch 10, flat-footed 12 (+0 Dex, +2 Armour)
hp 27 (+2 CON, Favored class)
Fort +3, Ref +1, Will +4
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OFFENSE
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Spd 30 ft.
Melee Dagger +4 (1d4+2/x2) P or S or
.. Hammer +5 (1d4+2/x3) B or
.. Miner's Pick +5 (1d6+3/x4) P or
.. Shovel +5 (1d6+2/x3) B or
.. Sledge +5 (2d6+3/x3) B
Ranged Dagger +2 (1d4/19-20 x2) 10'
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STATISTICS
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Str 14, Dex 10, Con 14, Int 14, Wis 13, Cha 10
BAB +2, CMB +4, CMD +14
Feats Fast Learner, Improved Improvisation, Improvisation, Light Armour Proficiencies, Simple Weapon Proficiencies
Traits Frontier-Forged, Rough and Ready
Skills Acrobatics +4, Appraise +8, Bluff +4, Climb +6, Craft (carpentry) +8, Diplomacy +4, Disable Device +4, Disguise +4, Escape Artisit +4, Fly +4, Handle Animal +4, Heal +5, Intimidate +4, Knowledge (arcana) +6, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +6, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +6, Perception +8, Perform +4, Profession (Miner) +7, Ride +4, Sense Motive +5, Sleight of Hand +4, Spellcraft +4, Stealth +4, Survival +8, Swim +6, Use Magic Device +4

Class Skills:

Appraise, Craft, Knowledge (dungeoneering, engineering, geography, local, nature), Perception, Profession, Survival

Languages Common
SQ
Combat Gear Dagger, Leather Armour Other Gear Backpack, Bag, bear (mule), Bedroll (mule), Bit and bridle (mule), Blanket, winter (mule), Candle x10 (pouch), Case, map or scroll, Chalk x10 (pouch), Explorer's Outfit, Fishhook (pouch), Flask, Flint and Steel (pouch), Hammer, Ink (case), Inkpen (case), Lantern, hooded, Mule, Oil x10 (x9 mule), Parchment x10 (case), Pick, miner's, Piton x5 (backpack), Pot, iron (mule), Pouch, belt x2, Rations, trail x5 (x4 on mule), Rope, hemp (50') (mule), Sack x2 (backpack), Saddle, pack (mule), Saw (mule), Sewing needle (pouch), Shovel or spade (mule), Signal whistle (neck), Sledge, Soap x2 (mule), Tent (mule), Torch x5 (backpack), Vial x4 (pouch), Waterskin x2 (mule), Whetstone (pouch)

Currency 2 gp, 0 sp, 8 cp (85 gp,9 sp, 2 cp in gear)

Encumbrance 51 lbs. (97.5 lbs on mule) 58/116/175

Frontier-Forged - A hard life on the edge of civilization has made you resourceful but has also given you a streak of self-preservation bordering on paranoia. You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild.

Rough and Ready - Your intense familiarity with the tools of your trade allows you to use them in combat as if they were actual weapons and makes them more effective for that purpose than they would normally be. When you use a tool of your trade (requiring at least 1 rank in the appropriate Craft or Profession skill) as a weapon, you do not take the improvised weapon penalty and instead receive a +1 trait bonus on your attack. This trait is commonly used with shovels, picks, blacksmith hammers, and other sturdy tools—lutes and brooms make terribly fragile weapons.