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About Uhe StonethornBackground:
The soft snapping of the crisp flames of the hearth caressed the eager listeners' ears. The salty scent of recently cooked bacon flitters into the noses of the eager listeners. The billowing and lazy smoke rings being produced from the dandy-looking dwarf floated throughout the common room of the Drowned Whistle in Highhelm. The dwarf smiles at those entranced by his storytelling. Tis be un tale of woe and wariness. Un tale ov misunderstanding, misdirection, and mistaken identity. Dere be un land of dark and dreariness fer them dat be unfortunate ta be born into. Un land of sternness and stress; ov torture and turmoil; ov mistreatment and missed opportunities. The story-telling dwarf's voice sounds sad, melancholy, and just a bit personal. He sits, crossed-legged, on a stool set in the center of a triple-layer ring of townsfolk. Dressed in burgundy and blues, with a bald head, but a full white beard; braided neatly, the story-telling dwarf continues. He be named Uhe. Uhe Stonethorn. He be born un dwarf; but wit sum glaring differences. He be from da outcast family. His great-great grandmother were a bit eccentric. It be rumored dat she be marrying un Stone giant! Well, as yee may imagine; dat was not ta be fun fer any different dwarf! Always accused ov wrong; da poor Uhe had no choice but ta conform ta da accusations ov his clan. Dey accused him ov being cursed! So, he was sent away from his home; out ta wonder and roam alone in the dark. The blue-eyed dwarf smirks.
He looks around conspiratorially. The story-telling dwarf reaches into his pack, sitting next to his stool. Pulling out a bit of tobacco, he refills his pipe, snaps his tindertwig with deft fingers (which one may notice the largeness of his hands), lighting the pipe. He smiles as he blows the spark out.
Uhe Stonethorn laughs, as the knowing crowd applauded and laughed with the giant-dwarf. Crunch:
Uhe Stonethorn Ancestry Dwarf Heritage Strong-Blooded Dwarf Background Dungeon Delver Class Investigator 6 Deity ? Alignment NG Size M Traits Dwarf Humanoid Perception(E)+12 (+1 Traps); Darkvision --------------------------------------------------------------------------- -----------------------------------------------------
Resistances & Immunities
HP 82
(With DaS)
Ranged(E) +1 sriking Shortbow +15 2d6+2d6 Traits: Deadly d10 P Range 60' Ammunition Arrows 20/20 --------------------------------------------------------------------------- -----------------------------------------------------
+1 circumstance bonus to Recall Knowledge about ancient history, peoples, and cultures
Skill Feats
General Feats
Class Feats & Abilities
Free Archetype
....................................................................... versatile vials 5/5 Formula Book
Magical Formulas
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Spell Attack Roll (T)
Spells
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Items
Bulk Max 6
DEDICATED DELVER BACKGROUND UNCOMMON: Filled with predators, pitfalls, and other perils, the Darklands rightfully scares off most travelers. Not you! Whether you’re a veteran Darklands caravanner, a cartographer seeking safer paths through dangerous territory, or just a spelunker who loves to escape the surface and hear the caverns sing, you’re adept at navigating underground obstacles and finding your way back to civilization. Clan Tolorr specializes more in studying the past than extracting it from dangerous areas. Its leader, Arghan Tolorr, was an avid explorer in his youth, and he’s begun an initiative to befriend, recruit, and train subterranean daredevils who can extract relics responsibly. You’re one of his candidates for this pilot program. Helping administrate recruits is Ria, a gnome curator and close Tolorr confidante who helped arrange your travel to Highhelm. Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost. You’re trained in either the Athletics skill or the Survival skill, and you’re trained in the Cave Lore skill. If you selected Athletics, you gain the Combat Climber skill
Spoils of War!:
? faulty potion of leaping and a faulty potion of quickness. At the end of each of the imbiber’s turns, roll a DC 3 flat check. If the check fails, the potion’s effects end prematurely. If the check succeeds, the potion’s effects persist (maximum 1 round), and the flat check’s DC increases by 1. |