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Wrekhlaem "Wrex" Quartzhaul's page

11 posts. Alias of Pokeapache.


Full Name

Wrex

Race

AC:17 FF:16 TCH:11 F:+2 R:+1 W:+6 SR6 HP:8/8 INIT:+1 PERC:+8 DVision 90'

Classes/Levels

Dwarf Druid 1

Gender

Male

Size

Medium

Alignment

Lawful Neutral

Languages

Common, Druidic, Dwarven, Terran, Undercommon

Strength 12
Dexterity 13
Constitution 10
Intelligence 14
Wisdom 18
Charisma 17

About Wrekhlaem "Wrex" Quartzhaul

Wrex
Elder Dwarf Druid (Cave Druid) 1
LN Medium Humanoid (dwarf)
Init +1; Senses darkvision 90 ft.; Perception +8
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Defense
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AC 17, touch 11, flat-footed 16 (+4 armor, +2 shield, +1 Dex)
hp 8 (1d8)
Fort +2, Ref +1, Will +6; +1 trait bonus vs. fear, -2 vs. [light] effects
Defensive Abilities deep warrior; SR 6
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Offense
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Speed 20 ft.
Melee Heavy Shield Bash -3 (1d4+1/x2) and
. . Warhammer +1 (1d8+1/x3)
Special Attacks ancient enmity
Druid (Cave Druid) Spells Prepared (CL 1):
1 (2/day) Expeditious Excavation (DC 15), Diagnose Disease
0 (at will) Know Direction, Create Water, Detect Poison
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Statistics
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Str 12, Dex 13, Con 10, Int 14, Wis 18, Cha 17
Base Atk +0; CMB +1; CMD 12 (12 vs. Bull Rush, 12 vs. Trip)
Feats Vermin Heart
Traits Deep Marker
Skills Acrobatics -4 (-8 jump), Climb -4, Escape Artist -4, Fly -4, Handle Animal +7, Heal +8, Knowledge (dungeoneering) +8, Knowledge (nature) +6, Perception +8 (+10 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -4, Spellcraft +6, Stealth -4, Survival +11, Swim -4; Racial Modifiers lorekeeper
Languages Common, Druidic, Dwarven, Terran, Undercommon
SQ animal companion link, minesight, nature bond abilities (animal companion, slug, giant), share spells with companion, slow and steady, spontaneous casting, stability, stonecunning +2, wild empathy
Combat Gear Darkflare (5), Vermin repellent; Other Gear Hide armor, Heavy wooden shield, Warhammer, Backpack (17 @ 11.22 lbs), Bedroll, Hammer, Holly and mistletoe, Iron spike (10), Mug/tankard, Pole, Trail rations (3), Waterproof bag (1 @ 0 lbs), Waterproof bag (1 @ 0 lbs), Waterskin, 8 SP, 3 CP
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Special Abilities
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Ancient Enmity +1 Gain a racial bonus to attacks vs Elves.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Darkvision (90 feet) You can see in the dark (black and white vision only).
Deep Marker Gain a +1 trait bonus on saves against fear.
Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Minesight Dazzled in bright light and -2 to save vs light effects.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Slow and Steady Your base speed is never modified by encumbrance.
Spell Resistance (6) You have Spell Resistance.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Vermin Heart Wild Empathy & spells that target animals may be used on Vermin.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Cast Iron Stomach +2 trait bonus versus ingested poisons or drugs and “get along in the wild” survival skill rolls that are trying to find food for you receive a +2 bonus.

O'Slick Wayhome

Animal Companion
Slug, Giant
N Medium Vermin
Init -1; Senses blindsense 30 ft., darkvision 60 ft.; Perception +0
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Defense
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AC 13, touch 9, flat-footed 13 (-1 Dex, +4 natural)
hp 16 (+2)
Fort +4, Ref -1, Will +0
DR 5/piercing or slashing
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Offense
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Speed 20 ft.
Melee Tongue (Slug, Giant) +2 (1d4+1/x2)
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Statistics
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Str 13, Dex 8, Con 13, Int —, Wis 10, Cha 1
Base Atk +1; CMB +2; CMD 11 (can't be Tripped)
Feats
Tricks Attack [Trick], Detect [Trick]
Skills Acrobatics -1 (-5 jump)
Languages
SQ acidic tongue +1, attack [trick], detect [trick], spit acid, 1d6, susceptible to salt
Other Gear Grappling hook, Pack saddle, exotic, Rope, Shovel, Trail rations (7), You have no money!
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Special Abilities
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Acidic Tongue +1 (Ex) Add listed acid damage to tongue attack.
Attack [Trick] The animal will attack on command.
Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.
Damage Reduction (5/piercing or slashing) You have Damage Reduction against all except Piercing or Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect [Trick] Indicates unusual smells, noises, etc.
Spit Acid, 1d6 (Ex) Ranged touch attack vs foe in 30 ft for acid damage.
Susceptible to Salt (Ex) A handful of salt burns a giant slug as if it were a flask of acid, causing 1d6 points of damage per use.

Spoiler:

Wrekhlaem "Wrex" Quartzhaul is a rather old dwarf, adorned in plates of giant insect hide. His beard is grey with age and his skin darkened with dirt. By his side is a slug just as tall and hefty as him. Ol' Slick Wayhome is his trusty companion in the dark tunnels.

He is loyal to his fellow dwarves, but is very much an individual. While he understands the values of working together, he has no qualms with going in alone. He is eager to share his knowledge of the creatures lurking in the depths of the earth, and ready to teach his kin the heartbeat of the deep. He is prone to getting lost in thought, often speaking in ramble-filled bursts when he does remember to talk. His eyes are permanently adjusted to the darken caverns, and bright sunlight makes his eyes hurt-- his home is truly in the heart of the mountains.

Slick the giant Slug has a taste in dwarvish brew and often gets into more problems than he's worth in the dwarven cities, but bellow ground his abilities are invaluable, sensing things invisible to even the strongest of dwarven eyes. Not to mention the acidic spit. Wrex swears he doesn't dribble too much in the ale. (That would be a lie.)

When Wrex came of age, he participated in Gladdringgar for the first time, carving his name into a tunnel wall beside his ancestors. While in his younger years he toiled away at the forge, he soon felt the pull of the tunnels that he had once scribed his name in. Soon he gave up the forge, and began to study the life in the underground caverns and began to travel deeper and deeper. At first his journeys were short, but before long he started to leave for days on end. While this isolated him from his kin, he never felt closer to his ancestors. Despite being a bit of an outcast, he is still rather highly regarded as an expert of the caverns and tunnel systems, and in the past he has offered his support to priests of Bryggya for their deep journey.

Often times, Wrex found he hadn't the resources to fight hordes of vermin or other dangers, and found himself discovering clever ways to outsmart and slip around such creatures. In the few times he has had to fight the monsters of the tunnels, he has found it easiest to work with vermin-- their simple, or lack of, mind makes it incredibly easy to point them the other way or trick them when fighting. His smithing skills grew rusty as he became one with the caves, but he remembered enough about armorsmithing to create his own hide armor from the giant vermin he fought against. Food was sometimes scarce for the dwarf, and he found himself eating all sorts of questionables, which only made his stomach stronger. These days, he's the first to pick apart and scavenge whatever he can find for food or other use when in the tunnels.

While traversing the underground, a giant slug who was all too interested in his last few drips of brew stumbled across him while he was resting. After sliming up the rest of his alcohol, Wrex decided that the slug was indebted to him. While it did take a while for the dwarf to get used to the slug, the creature was never hostile to him, and he eventually began to enjoy the company. Now, he often shares his beer with the strange creature. A few times, the creature came to his rescue, and it was almost hard to be angry at a creature that shared his love of hard dwarven drink. The slug was affectionately give the name Slick Wayhome after the time that Wrex became lost in a particularly nasty weave of caverns, and could only find his way out by retracting the drying slime left behind by the slug. The longer he spent in the tunnels with the giant slug, the more he felt in tune with the underground caverns and the closer he felt to his ancestral homeland.