![]()
About Targan BlacklockTARGAN BLACKLOCK Male Dwarf rogue 3, Init +2; Senses Darkvision (60 ft.), Perception +7, Languages Common, Draconic, Dwarven, Orc, Undercommon AC 15, touch 12, flat-footed 13, hp 24 (3HD) Fort +3, Ref +5, Will +2, +1 Reflex to avoid traps, +2 vs. poison, spells, and spell-like abilities
Speed 20 ft. (4 squares) Ranged crossbow, light +4 (1d8/19-20), within 30 ft. +5 (1d8+1)
Base Atk +2; CMB +3; CMD 15 (19 vs bullrush) (19 vs trip) Atk Options Rapid Shot, Sneak Attack 2d6, Abilities Str 13, Dex 15, Con 14, Int 15, Wis 13, Cha 10 Special Qualities Craftsman, Darkvision, Finesse Training, Hardy, Hatred, Stability, Steady, Stonecunning, Trapfinding, Trap Spotter, Weapon Choice (Dagger), Weapon Familiarity, Feats Point-Blank Shot, Rapid Shot, Weapon Finesse Skills Acrobatics +6, Acrobatics (Jump) +2, Appraise +6, Climb +4, Craft (Alchemy) +6, Craft (Locks) +6, Craft (Traps) +6, Craft (Untrained) +2, Diplomacy +4, Disable Device +8, Escape Artist +5, Fly +1, Heal +1, Knowledge (Dungeoneering) +7, Knowledge (Engineering) +8, Knowledge (Local) +8, Linguistics(Draconic, Undercommon) +7, Perception +7, Perception (Notice unusual stonework) +9, Perception (Trapfinding) +8, Ride +1, Sense Motive +5, Sleight of Hand +5, Stealth +7, Survival +7, Swim +4, Possessions studded leather; outfit (traveler's); thieves' tools; smoked goggles; battleaxe; Crossbow, Light ; Crossbow, Light ; Wrist Sheath [ Dagger (Cold Iron); ]; Craftsman (Ex) Dwarves are known for their superior craftsmanship when it comes to metal and stone works. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone.
Darkvision (Ex) Range 60 ft.; 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. Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion. Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level. Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes. Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Mathematical Prodigy (Knowledge (Engineering)) Mathematics has always come easily for you, and you have always been able to "see the math" in the physical and magical world. You gain a +1 trait bonus on Knowledge (Arcana) and Knowledge (Engineering) checks, and Knowledge (Engineering) is always a class skill for you.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 2d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment. 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. Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps. Trap Spotter (Ex) Whenever you come within 10 feet of a trap, you receive an immediate Perception skill check to notice the trap. This check should be made in secret by the GM. Weapon Choice (Dagger) (Ex) Dexterity to Damage with Dagger 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. 1: Five things about Targan’s concept and background. Targan is from a long line of Trap makers and Locksmiths. The family name Blacklock comes from his Great great great Grandfather Karlak, who invented the famous Black lock trap. Which left the unwary lockpicker charred black and smoking. 2. The Dwarfs have suffered in the new age, not as badly as some, but still times are tight. Targan was one of the Dwarves who volunteered to leave the hold to make room for others. Setting off to make his way as a tradesman in the strange new world. 3. He ended up in Greywater hollow, eventually adjusting to the fact it had Goblins as its guards! ‘Least it’s not Elves!’ Targan decided, keeping his mouth wisely shut. 4. He would be considered progressive by Dwarves, the Blacklocks having a degree of contact with the other races to exchange information and new techniques in lock making and trapping. 5. He hasn’t been able to break the market yet and frankly is skint! So Targan is for the first time in his life contemplating doing something scandalous for a good tradesdwarf and going adventuring. 2: Two goals I would like Targan to reach. 1. Targan to make enough money to set up his own workshop, large enough that he can write to his family and offer work to other Blacklocks. 2. Once he has his business up and running Targan could find a nice dwarven girl and marry, raising a fine brood of sprogs to follow in his footsteps. 3. Two secrets about Targan. One known, the other unknown. 1. Targan studied his Great Grandfather’s journals from the time before the world changed. One journal hold the details of the work his Great Grandfather performed for a major temple of Adabar. One now long lost. Except the Targan knows where it might be? 2.What Targan doesn’t know is that others are aware he might hold the key to the long lost temple, and are watching him to see if he makes a move for it. 4. Three people tied to Targan through blood, romance or honor. His sister Kilda, she was the one selected to leave the hold, Targan took her place from love, while she’s a good locksmith Kilda is too quiet and gentle to survive the outside world. Stavan Gilles. Targan built the trap and lock that lead to Stavan’s brother Benton being caught and jailed. Stavan holds Targan responsible for his brother’s death in the prison, not his brother’s stupidity. Aryllia, a Harpy guard, Targan sold her a lock for her personal chest. They talked a little and oddly got on, now they met occasionally for a drink and to catch up on each others lives. An odd friendship, but one they both enjoy. 5. Three memories Targan has. Growing in in the security of his family workshop, surrounded by kin, the smell of oil and metal, the sounds of craftsmen working along with the muted hum of deep voices. Leaving home for the first time, stepping out into a wild new world with all he owned on his back. Blinking at the sun in his eyes. The first time he saw an ocean and stopped to stare, unable to believe that much water could exist. Made even more strange by the large sails of ships passing by on the water. |