About Uhe Stonethorn
Please list two goals your character has. Try to avoid self-evident things like “I wish to become more powerful” and focus instead on tasks or deeds you wish to accomplish. “I wish to become more powerful…in order to find and defeat the night hag who cursed my beloved and break the spell” is much better.
1. Uhe does have a fondness for story-telling. He wants to chronicle the most Epic Tale a la Homer!
2. Uhe is a Good dwarf; not Lawful. He wants to help cease the flow of Evil in the world.
You character has three secrets.
1. A secret the character keeps from others: Uhe is actually quite proud of his Giant heritage.
2. A secret that has been kept from your character: Uhe's grandmother did indeed marry a Stone Giant from Skuggavatn. He was a high-ranking leader of the clan.
3. A secret determined by the GM!
Guessing that will be yours?
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 Belhaim. 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.
Den da guud dwarf be finding da lore ov da Dragonfen! Da call ov da treasures were not ta be ignored! But dere were sum complications wit da Keep.
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 finger (which one may notice the largeness of his hands), lighting the pipe. He smiles as he blows the spark out.
Uhe Stonethorn (so name fer da descendant ov da cursed Stone giant) traveled far frum his home. He would weep; wounded, wary, while being dogged by his past. The cursed dwarf was shunned by all those he be meeting in da wilds. Until, he come ta Belhaim. Here Uhe Stonethorn found sumting dat he never found in da dark: Home!
Uhe Stonethorn laughs, as the knowing crowd applauded and laughed with the giant-dwarf.
Dwarf Racial Traits
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking.
Weapon Familiarity: Dwarves are prof icient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Male Dwarven Bard (Dwarven Schalor) 4 Init +5; Perception +11 Darkvision 60', Stonecunning
AC 20, touch 12, flat-footed 18 (+5 armor, +3 shield, +0 deflection, +2 Dex, +0 natural, +0 dodge)
Fort +3, Ref +7, Will +9
+2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Range [dice=Ranged Composite (Str+2) Shortbow(mw)]1d20+6 ; 1d6+2[/dice]
Skill Points at each Level: 6 + Int modifier.
Favored class bonus: +1 hpx4
Languages dwarven, common, Giant, Gnome, Goblin, Orc, Undercommon
Wealth 6000gp/ spent: 5743
2. Detect Magic
6. Read Magic
1st level: 4/3
Source Ultimate Campaign pg. 53, Advanced Player's Guide pg. 1, Second Darkness Player's Guide pg. 11
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.
Clever Wordplay Performance: Oratory
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Arcane Strike (Combat)
Prerequisites: Ability to cast arcane spells.
Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
Coordinated Maneuvers (Combat, Teamwork)
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on all combat maneuver checks. This bonus increases to +4 when attempting to break free from a grapple
5th? Riving Strike
Dusty Rose Prism (Cracked) Ioun Stone
Masterwork tool ?
Tome of epics